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Description
Engage the Nazi occupation of France in la petite guerre to throw off the yoke of the oppressors and free your homeland!
Maquis is a solitaire worker-placement game with variable goals and a play time of approximately twenty minutes. The player places his resistance agents on spaces around town to achieve his goals - blowing up trains, publishing underground newspapers - but at the same time Milice collaborators and Wehrmacht soldiers patrol the area. Agents who can't make it back to the safe house at the end of the day are arrested, and never seen again.
Year Published
2013
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Transcript Analysis
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 1
This page: 1
Sentiment:
pos 1 ·
mix 0 ·
neu 0 ·
neg 0
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Video mbvklwWx5fc
Board Games for One game_review at 0:17 sentiment: positive
video_pk 40659 · mention_pk 123249
Click to watch at 0:17 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- thematic and artful presentation
- compact and travel-friendly
- tight, quick playtime (around 30 minutes)
Cons
- rules/mechanics may have a learning curve for solo play
- depends on the specific mission and setup can feel variable
Thematic elements
- underground missions to subvert occupation and subdue enemy influence
- World War II era France; resistance fighters operating undercover against the Nazi threat
- historical, tense, mission-driven with undercover action
Comparison games
- Mind MGMT
Mechanics (from transcript analysis)
- AI/patrol deck — an enemy action deck that drives enemy behavior and threat on each turn
- Combat: Deck/Hand — an enemy action deck that drives enemy behavior and threat on each turn
- mission-based progression — missions are drawn randomly with varying difficulty, requiring successful completion to advance and ultimately win
- morale tracker — a morale gauge that, when depleted, leads to the loss of workers and increased difficulty
- Network/route building — you must return to a safe house; getting blocked forces you to either find an alternate route or risk capture
- route/path planning with capture risk — you must return to a safe house; getting blocked forces you to either find an alternate route or risk capture
- Track advancement — missions are drawn randomly with varying difficulty, requiring successful completion to advance and ultimately win
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- This is a solo game only.
- Maquis is still fantastic.
- The theme comes through with the art. It's not just moving guys around on the map.
- It's a very artful little game.
- This is a hidden movement solo only game.
- The AI is easier to control maybe than this solo deck, but once you learn it, it makes sense.
- It's by far my favorite.
- The colors, the art, it's awesome.
- This is a thinky puzzle.
- If you love dice, you're going to be fine with this.
References (from this video)
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Transcript Navigation
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