Skip to main content
Quartermaster General: 1914 box art

Quartermaster General: 1914

Game ID: GID0256480
Game Info
Year
2016
Collection
Ratings
Creator Score
Expansions & Family
Mechanic profile
Not enough video data yet
Vibe profile
Not enough video data yet
Description

Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.

In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.

The game ends after 17 rounds of play, or earlier if one side has a commanding lead.

—description from the publisher

Description

Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.

In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.

The game ends after 17 rounds of play, or earlier if one side has a commanding lead.

—description from the publisher

Ask a Rules Question
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
Mentions per page
Showing 1–2 of 2
Video fVszQyUf834 Zilla Blitz Interview at 1:16 sentiment: positive
video_pk 112068 · mention_pk 322815
Zilla Blitz - Quartermaster General: 1914 video thumbnail
Click to watch at 1:16 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • The flow of the game felt much more realistic as far as a simulation of World War.
  • The 'prepare' mechanic with symbols on cards for defense or logistics is a simple, beautiful way to represent building up for future actions.
  • The game offers tough decision-making due to playing only one card per turn.
  • It's a great design that offers a unique subgame of anticipating opponent's moves.
Cons
  • The original World War II version 'went off the rails a little bit historically' with planes flying around where they didn't belong.
  • The original World War II version had a small map which made it feel cramped.
Thematic elements
  • World War I
Comparison games
  • Quartermaster General (World War II version)
Mechanics (from transcript analysis)
  • Area Control — Players generate into spaces and create armies in empty spaces on a map.
  • Card Play — Uses cards for actions and also for 'preparing' face-down elements that represent defense or logistics.
  • Symbol management — Cards have symbols that represent different actions or states, which are used in a subgame of preparation.
Video topics + discussion points
No key topics recorded for this video.
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)
No references stored for this video.
Video E37q1P2rtoE Rolling Dice & Taking Names Discussion at 39:30 sentiment: positive
video_pk 5799 · mention_pk 103699
Rolling Dice & Taking Names - Quartermaster General: 1914 video thumbnail
Click to watch at 39:30 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • strong thematic alignment with WWI
  • team play with two-side symmetry
  • depth from asymmetric decks
Cons
  • can run long with five players
  • teaching can be nontrivial for new players
Thematic elements
  • asymmetric nation-level strategy with supply lines
  • World War I
  • event-driven, heavily thematic
Comparison games
  • War of the Ring
Mechanics (from transcript analysis)
  • Asymmetric powers — each nation has unique abilities and constraints
  • Card-driven actions — country cards drive actions and events each turn
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Scout by own games highly recommended by us
  • It plays in 15 minutes
  • This is one of the best thematic rolling rights I've played in a while
  • production Top Notch
  • it's a very family friendly game
  • there's not a lot of play interaction but it's Thinky
References (from this video)
No references stored for this video.
Transcript Navigation
Top
Showing 1–2 of 2