Fields of Fire is a solitaire game of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat, command and control, various activity attempts. The units of the company are counters representing headquarters elements, squads, weapons teams, forward observers, individual vehicles or helicopters. A single game is a mission and several missions from a historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1 – 4 hours.
This game is based on three actual campaigns experienced by units of the 9th US Infantry (Regiment) in World War II, Korea, and Vietnam. “Keep Up the Fire” is the motto of the 9th Infantry (Regiment), known as the “Manchus” for their service in the Boxer Rebellion.
—description from the publisher
- great GMT title for WWII fans
- campaign-like scenarios with historical flavor
- rule book can be dense; learning curve
- component density
- historical warfare with narrative flavor
- World War II warfare in a solitaire capable system
- procedural with scenario-driven maps
- Civilization (4X on some aspects)
- Master of Orion (in spirit)
Mechanics (from transcript analysis)
- card-driven, dice-free combat — plausible WW2 combat with map-based scenarios and deterministic outcomes.
Video topics + discussion points
Quotes (from this video)
- this is the zombie game in my collection
- gaming Nirvana
- my first ever certified dopamin award
References (from this video)
- my favorite war game
- deluxe edition improvements seem to help learning
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- totally deserves to have some spotlight here.
- it's out of print, it's not even funny.
- the newest edition which includes the solo mode in the box, which is the one that I got.
- I love Shadows of Brimstone so much. It's such an awesome dungeon crawler, my favorite by far.
- I can't believe I haven't played it.
- Shadow Run Crossfire. Amazing deck builder.
- One of the best experiences I've had in board gaming
- this is what started the hobby for me.
References (from this video)
- Mind-blowing solo experience
- cinematic storytelling
- deep simulation in a compact space
- The rulebook is notoriously bad
- long learning curve
- setup and upkeep can be challenging
- military realism and simulation
- World War II platoon-scale combat
- cinematic and intense
- Masonite
- Mage Knight
- Desolate
Mechanics (from transcript analysis)
- card_driven_resolution — Card-driven resolution of actions and outcomes
- scenario_based_progression — Campaign-like scenario progression
- solo_narrative_simulation — Completely solitaire game with procedural map
- table_presence — Large table footprint and detailed components
Video topics + discussion points
Quotes (from this video)
- the solo mode for this game is really good
- if you want a Master of Orion like experience in board game form and that is solable I think this game is amazing
- this campaign took me almost like 15 to 20 hours to complete in total
- it's a car driven system that takes over in the role of the Imperial player
- this game gives me a dopamine hit that a few other games do
- the rules are an Abomination
- it's insane
- it's just a lot of content
References (from this video)
- example of GMT1's support model for solo play
- practical approach to embedding solo modes in war games
- high complexity can demand significant design effort
- cohesive battlefield simulation
- modern military operations
- operational narrative with realistic constraints
- Red Flag Over Paris
- Bell of Treason
Mechanics (from transcript analysis)
- bot collaboration — GMT1 support for designing solo implementations
Video topics + discussion points
Quotes (from this video)
- necessity is the mother of invention
- the whole point is to get six people around a table and have them argue about this
- bot design is data structures it's all data structures
- rough edges are fine in our games at GMT we like rough edges
- the bot turns are to be as non-intrusive as possible