Game Info
Year
2024
Collection
Your Tier
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Description
One Hour World War II is intended to be what it says on the box – the whole Second World War crammed into an hour of play time. It is a strategic level game for 2 to 5 players.
Featuring a series of Actions and Responses from 2 to 5 players stay engaged with little or no down time.
Anyone who is a fan of Axis & Allies or Twilight Struggle or similar strategic level World War II games will definitely enjoy One Hour World War II.
—description from the publisher
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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 vJPtyGb5iu0
Rolling Dice & Taking Names Discussion at 12:13 sentiment: positive
video_pk 82357 · mention_pk 283210
Click to watch at 12:13 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Clever response mechanic where actions trigger reactions from other nations.
- Action tokens serve as a versatile resource for actions and reactions.
- Streamlined rulebook makes it accessible.
- Potential for epic experiences with five players, with teams cooperating against others.
- Feels different from other historical war games despite similar mechanics.
Cons
- First game might take longer than an hour due to the learning curve.
Thematic elements
- World War II
Comparison games
- Quartermaster General
- Vunderven Race to Berlin
Mechanics (from transcript analysis)
- Action Point Allowance System — Players use action tokens to perform actions such as build, offensive moves, strategic moves, and upgrades. These tokens can also be used as reactions.
- Area Control — Players take control of certain countries on the board that award victory points.
- Combat — Battles are straightforward, involving unit strength, dice rolls, and modifiers to determine a winner.
- Dice Rolling — Battles are resolved with dice rolls, modified by unit strength and token types (fleets, armor, infantry).
- Political Will / Victory Points — The end goal is to have more political will or victory points than the other player. Losing rounds causes political will to drop, potentially ending the game if it reaches zero.
- Variable player powers — Each of the five nations has a turn order and specific actions they can take.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- The best laid plans could be ruined by one flip of a token.
- It's managing of those action tokens that just really makes this game feel really cool.
- The player interaction is off the charts. Like Tony said, it's crabs in a bucket.
References (from this video)
No references stored for this video.
Video cU-bCkLDfOg
Zilla Blitz Discussion at 14:58 sentiment: positive
video_pk 42875 · mention_pk 296948
Click to watch at 14:58 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- accessible, quick to play
- tells a neat story in a compact package
Cons
- risk of shallow gameplay if overextended
Thematic elements
- bitesized strategic WWII wargame
- World War II in a compact, hour-long format
- quick play with broad strategic scope
Comparison games
none
Mechanics (from transcript analysis)
- short-session strategic play — one-hour playtime with multiple fronts
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- We’re sponsored by Noble Knight Games
- there’ll be a first look, deep dive next month
- this is a solitaire travel game
- the Band of Brothers series is known for its tactical depth
- Target for Today and Target for Tonight are stellar selling titles
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–2 of 2