Game Info
Year
2023
Collection
Mechanic profile
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Vibe profile
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Description
General Orders: World War II pits competing commanders against each other in a tug of war for control over a crucial Second World War battlefield, either in the mountains of Italy or the islands of the Pacific. Players strive to seize crucial strategic assets that unlock special abilities, and prevent their opponents doing the same. Balance the desire to gain these advantages with the need to secure supply lines, ward off aerial assault and artillery barrages, and protect your vulnerable headquarters in this compact and elegant two-player game.
—description from the publisher
Featured Videos
Rules Teach
General Orders: World War II - How To Play
Playthrough
General Orders: World War II | Playthrough
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 2
This page: 2
Sentiment:
pos 2 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–2 of 2
Video itGDhJQTHO8
Watch It Played Rules Teach at 0:13 sentiment: positive
video_pk 64104 · mention_pk 157589
Click to watch at 0:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
- military strategy involving control of spaces and supply
- World War II
- instructional tutorial with setup and gameplay explanation
Comparison games
none
Mechanics (from transcript analysis)
- advance action — Move in-supply troops into adjacent spaces controlled by you or adjacent to controlled space.
- barrage — Choose a target space up to three connected spaces away and roll two dice to determine casualties.
- commanders on action icons — Assign a commander from Reserve to an action icon and resolve its effect.
- Conflict resolution — Resolve combat after advancing; defender rolls dice; bursts remove attackers; casualties return to reserves; space contested until resolved.
- operation cards — Draw cards from operation deck; time icons determine when they can be played; red/black timing; can re-roll with cards; discarded after use.
- paradrop — Place two troops from reserve into a target space via the paradrop icon; cannot target HQ or restricted spaces.
- plan — Assign a commander to planning spaces; draw operation cards and manage color-token influences.
- reinforce — Place one commander from your reserve onto the support board; place troops from reserve into controlled, supply spaces; limit of five troops per space.
- round progression — End-of-round processes include advancing a round marker; color-based order of play in the next round.
- star scoring & victory — Victory points earned for stars in supply spaces after four rounds; HQ losses end game instantly.
- Supply — A space is in Supply if there is a connected path back to your HQ.
- takeoff and air battles — Planes move through air zones; takeoff action places planes into air zones; air battles resolved like land battles with dice.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- if you lose control of your headquarters you lose the game
- you earn a victory point for every Star in a space that you control that is also in Supply
- that's how you play the Alpine side of the board
- that's everything you need to know to play general orders World War II
References (from this video)
No references stored for this video.
Video 9RAj4xP9U2Q
kovray Playthrough at 0:18 sentiment: positive
video_pk 60422 · mention_pk 152818
Click to watch at 0:18 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Tense, close head-to-head play that often comes down to the last turns
- Card-driven mechanics add variability and strategic depth
- Clear emphasis on supply and reinforcements creates meaningful decisions
- Ambush and bombard options introduce dramatic tactical swings
Cons
- Replacement pieces observed during setup; minor production hiccup
- Rule/iconography can be a bit dense for newcomers
- Tracking supply, reinforcement limits, and activation rules requires attention
Thematic elements
- area control and reinforcement strategy driven by commander placement and supply lines
- World War II, tactical engagements on a modular map with a focus on command, movement, and supply.
- abstract tactical warfare with card-driven actions and intermittent combat
Comparison games
none
Mechanics (from transcript analysis)
- Area Control — Players vie for territorial control; each controlled space contributes to progress toward victory via stars and strategic positioning.
- area_control — Players vie for territorial control; each controlled space contributes to progress toward victory via stars and strategic positioning.
- barrage — A ranged attack action that, when triggered, rolls dice to determine hits in range, potentially removing multiple enemy troops.
- card_driven_actions — Tactical cards provide a variety of situational bonuses, modifiers, and the ability to influence initiative or other actions.
- commanders_and_move — Commanders determine where you can place troops and influence adjacent areas; only one commander may occupy a space.
- paratroopers / par_drop — Troops can be dropped onto the board from supply in designated zones, providing tactical surprise and reinforcement.
- reinforcement_and_supply — Troops can be reinforced from supply areas back to the headquarters, creating a supply network that enables stronger holds and push opportunities.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- and today we're going head-to-head in a playthrough of general orders World War II
- the other way to win is you wait until the fourth round
- the cards are what makes this game
- cut off the supply I think is one of the most essential aspects in this game
- one of my favorite parts about this game is how close it's always been for every time we've played
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2