It's early on July 1st, 1863, and Union Brigadier General John Buford’s 1st Reserve Cavalry Division is deployed to the west of the town of Gettysburg battling unidentified Confederate infantry advancing on the town. All morning long, the men in gray have pressured the Union cavalry. Help finally arrives in the form of I Corps commander Major Gen. John Reynolds. He rides up to the Lutheran Seminary, where Buford is directing the battle from its cupola. Reynolds calls to Buford, "What goes, John?" The cavalryman simply points to the long lines of advancing Confederates and says, "The Devil's to pay!" Reynolds then asks, "Can you hold?", to which Buford responds, "I reckon I can." Reynolds ends the exchange with, “Let’s ride out and see all about it." And with that rather brief, mundane conversation began one of the most important and iconic military engagements in history – the Battle of Gettysburg.
A Most Fearful Sacrifice is an epic two-player wargame with over 15 square feet of playing area and 526 playing pieces depicting the fighting that occurred during all three days of this decisive clash. The game utilizes a new ACW operating system called the Black Swan system, which is closely related to the popular Blind Swords game system first introduced in the game The Devil’s To Pay! by Tiny Battle Publishing. This version of the system is specifically designed to handle larger-scale battles yet keep rules overhead low. Players can simulate huge encounters in a reasonable amount of playing time. This is accomplished in one way through the use of card draws rather than chit pulls. Also, players will trigger activations by Corps instead of by lower-level formations but they still have tactical decision-making choices by needing to determine which Divisions get activation priority. Though at a grander scale, this system maintains a tactical feel about it and still emphasizes the three “FOW’s” of war … the Fortunes of War, the Friction of War and the Fog of War. Players will be challenged to deal with a constantly developing battle situation, never quite sure of what the Gods of War will throw at them, and thus they must always be prepared to deal with historically realistic “black swan” events.
—description from the publisher
- Considered the 'ultimate Gettysburg' game.
- Elegant design and ease of learning, despite initial expectations of complexity.
- Features unpredictability and chaos in gameplay.
- The map by Rick Barber is exceptionally beautiful.
- Offers hundreds of hours of gameplay through scenarios.
- Can be perceived as a 'monster game' due to its size and scope, potentially deterring some players.
- Complaints arise from players expecting historical accuracy, though the designer argues that dice rolls and player choices create an alternate history.
- Recreating the ultimate Gettysburg experience, both physically and rules-wise.
- Gettysburg
- Provides a historical context but allows for alternate outcomes.
- Longstreet Attacks
- Antietam
- Tinian
- Rocket Chu Ga Mu Ga
Mechanics (from transcript analysis)
- Card-driven wargame — Uses a card system for larger battles, similar to Blind Swords but with cards instead of chips.
- Modular Board — Features two gigantic maps (15 sq ft) which can be played together or separately, with scenarios on the back of maps for smaller engagements.
- scenario-based play — Offers hundreds of hours of gameplay through various scenarios, even without combining the two large maps.
Video topics + discussion points
Quotes (from this video)
- The worst thing a designer can do is pigeonhole themselves into a particular uh era or uh scale of game or complexity of game.
- The the game that was most rewarding to me uh as as a labor of love let's let's say is at any cost which was published by GMT 8 years ago? Something like that. 6 years ago. So, that was Metz 1870.
- You cannot get a better compliment than that.
- As soon as you roll the first die, you're you're in fantasy, right? I mean, or make first move that somebody else didn't make. You're you're you're creating your own battle, right?
- It's like, 'Oh, this is so much easier to learn than I thought by looking at the rulebook.' So, it's There's an elegance of play and an ease of learning there that I think is deceptively straightforward.
- For years, the best thing a wargame designer can do is go play go play Descent, or go play Summoner Wars, or go play uh uh Sword & Sorcery. Go play another type of game where all of a sudden things will start clicking going, 'That's a cool way to do combat, or that's a cool way to do supply, or that's a cool way to do activation. Maybe I'll use that in a wargame, right?'
- So I would have bunch of guys around the table with our with our beers and our cigars and I would teach them how to play wargames and they each had their own little section to to deal with. So it was not overwhelming, right?
- The power of our hobby, right? Is this idea that we can create these powerful memories that you know, fun is such a blended word, but I think it applies. It's just you you just have great memories that bring out a lot of fun, you know.
References (from this video)
- Won many awards
- Stunning map
- Magnificent card pull system
- Works well in solitaire
- Spawns great narrative
- Deeply rooted and connected to historical battle
- Beautiful, spectacular gameplay experience
- Hasn't played the full big scenario yet
- Battle of Gettysburg
- Gettysburg, American Civil War
Mechanics (from transcript analysis)
- Card Driven System — Gameplay rule system with its cards and its card pull system.
Video topics + discussion points
Quotes (from this video)
- these are the games that I played in 2024 they could have been released in 1978 the games that I enjoyed over the past year.
- I Define War Games somewhat broadly so some of these games are more conflict simulation than they are necessarily tanks battering against each other.
- this is I think the best educational game I've played in the past two years.
- I think that's where a lot of the richness of alliances and deception and kind of the tabl talk would really really level up this game.
- the mechanics the rules and how to get those two things to work together just all clicked and the game transformed and that magic of the coin experience it was like this epiphany.
- it's got a nice mix between complexity and accessibility so not as hard as like an advanced squad leader or perhaps a lock and load tactical combat system but but still got a lot of meat to it and good decision making.
- this game is both simple it matches it molds in Euro Concepts hand management so you're managing your deck of cards messing up your opponent's cards and yet it's got this tactical accessibility and subtlety of depth that gives it really The Best of Both Worlds.
- this might have been one might very well have been my most singularly enjoyed wargaming experience over the past year.
- it's a gritty complex tactical combat system that takes a while to play into but there's just so much there and yet once you get it down the gameplay seems to really really flow.
- the map is one of the most stunning maps in all of War Games.
- an absolutely beautiful spectacular gameplay experience.
References (from this video)
- strong thematic immersion in chaotic Civil War conditions
- engaging flow of decisions under pressure
- steep learning curve
- availability/print status may vary
- chaos management, leadership under stress, battlefield decision-making
- Civil War era wargaming context; focuses on chaos and command under pressure
- scenario-driven, narrative-forward wargaming
- Holland 44
- France 40
Mechanics (from transcript analysis)
- Asymmetric objectives — Forcing players to pursue different goals or partial objectives leading to tension
- chaos/uncertainty management — Mechanics that simulate disruption, delays, and confusion during action resolution
Video topics + discussion points
Quotes (from this video)
- March was a good month for the channel
- I want to play more games and I want to be able to accelerate that pace
- two-table setup has worked really, really well
- asynchronous gaming on digital platforms has ramped up the number of games I can play
- I can't recommend this game more highly
- I'm curious for everybody out there: how do you create time to play games in your busy days?
References (from this video)
- Explores a wide range of gameplay features even in a small scenario
- Dense, tactile simulation of Civil War battle dynamics
- Good introductory exposure to core mechanics
- Rules heavy and potentially overwhelming for new players
- Long, detailed turns can be time-consuming
- Civil War battle tactics, uphill assaults, defensive holds
- Gettysburg, Pennsylvania, July 2, 1863, action around Little Round Top and Big Round Top
- scenario-based tactical simulation
Mechanics (from transcript analysis)
- assaults and close combat — hand-to-hand close combat with cohesion and 'scadaddle' penalties
- Combat: Damage Based — hand-to-hand close combat with cohesion and 'scadaddle' penalties
- defensive fire and return fire — defenders may fire back during firefights and if possible return fire with penalties
- divisional activations / activation priority — players designate and execute activation of divisions or brigades per turn
- event deck with fog of war and activation events — deck built from a mix of fixed events and randomly selected events that drive actions each hour
- Events — deck built from a mix of fixed events and randomly selected events that drive actions each hour
- fire combat and cohesion checks — combat uses strength points, column shifts, terrain modifiers, and cohesion tests
- fog of war — mandatory fog of war mechanic that reveals limited information
- fortunes of war — random die results and card effects can modify outcomes
- Hidden Deployment — mandatory fog of war mechanic that reveals limited information
- leader casualty and rally — leader down events that may shake or rally units
- movement and altitude/terrain modifiers — units incur movement costs and altitude/terrain penalties (Rocky Woods, uphill climbs)
- Movement Points — units incur movement costs and altitude/terrain penalties (Rocky Woods, uphill climbs)
- rebel_yell and breakthrough — special events that modify odds and allow breakthroughs or reinforced assaults
- reinforcements and timing — reinforcements arrive on fixed hours, adding more units into play
- shaken and rout effects — units become shaken, may scadaddle, and may be rallied or flee
Video topics + discussion points
Quotes (from this video)
- we're going to play this scenario a Slaughter pen which is the introductory scenario
- it's going to show almost all of the gameplay features
- there is a ton of gameplay even in these very very small scenarios
- the Confederates push up the hill and take big Roundtop
- we're going to start out here with the 4:00 turn
- this is good for the Confederate side to go first
References (from this video)
- Exceptional map design and production values; two enormous maps that are both beautiful and functional
- Rich scenario variety (13 scenarios with both single-map and double-map variants)
- Kickstarter editions add meaningful gameplay elements (activation cards, borders, sleeves, and themed dice) that enhance depth
- Rulebook is thorough, well laid out, and easy to parse visually despite the density of content
- Solitaire play potential is compelling due to the Black Swan deck-building and activation dynamics
- Some player aids have very small print, which can be challenging for some players; workarounds exist (printables, 11x17 versions, or magnification)
- First edition components are now out of print; second edition and print-friendly aids address some issues but readers may need to source replacements
- The overall complexity is non-trivial and the full three-day campaign can be time-consuming; even though the reviewer rates complexity around 5/10, the depth can be daunting for new players
- Operational-to-tactical warfare on a large battlefield with brigade and division-level actions, using map-centric, card-driven activation and fog-of-war mechanics
- Gettysburg, Pennsylvania, July 1863, Civil War
- historical reenactment flavor driven by a dynamic activation deck and event cards
- Pacific War (GMT Games)
Mechanics (from transcript analysis)
- Black Swan system — a card-driven activation mechanism adapted from Blind Swords to manage large-scale conflict with divisions prioritized for activation, introducing unpredictability and fog of war across two maps
- Core activation cards — cards representing core activation for divisions; they form the backbone of each turn's activation possibilities
- Counter and marker system — brigade-level counters with strength points, elan, battle-worn and shaken states, plus multiple markers for victory points, dice turns, and combat effects
- Divisional priorities — players designate division priorities that influence which units are more likely to activate when cards are drawn
- event cards — separate decks for Union and Confederate events that are shuffled into a shared deck, providing turn-altering effects and strategic choices
- Solitaire-friendly design — the system is described as well-suited to solo play through deck-building, card draws, and activation priorities that simulate both sides
- Turn-based hourly cadence — each turn represents an hour, with various scenario lengths spanning from a few turns to multi-day campaigns
- Two-map battlefield with map borders — the game uses two large maps (and borders for smaller scenarios) to manage scope and terrain, enabling both focused and grand-scale battles
Video topics + discussion points
Quotes (from this video)
- I think this is a very unique system that I haven't experienced before
- not only is it graphically beautiful it is functionally elegant too
- the maps are absolutely gorgeous
- I am super excited to try it
- there's a ton of gameplay
References (from this video)
- considered as a potential collaboration
- not yet defined or announced with details
- historical tactical engagement
- Civil War, Gettysburg
- concept discussion; not yet formalized
Mechanics (from transcript analysis)
- historical simulation — potential future project exploring Civil War battles
Video topics + discussion points
Quotes (from this video)
- we are going to see what other goodies we can fit in there.
- Queen of Spies is a solo game that I did with David Thompson, uh, about running a spy ring in World War I.
- Night Witches is in print at the factory. And I've been waiting to share it with the world for a long time.
- The game is literally about traveling around the country and trying to see as many bird species as possible.
- I want to recommit to my YouTube channel and we'll kind of see what that looks like.