Darkness covers your approach as you alight on the riverbank. Swiftly, you hide the boat and shoulder your gear. The mission is clear: capture or kill your target; rendezvous at the extraction point; get out. You have two days. Nodding to your team, you set off toward the glowing lights of Vaillant.
War Story: Occupied France is a co-operative narrative game for one to six players set in World War II occupied France that captures the stakes and tension of espionage and resistance warfare. Your team of covert operatives is all that stands between the infamous German officer Heidenreich and the systematic destruction of French Resistance forces in Morette.
Through three replayable story missions, you must exploit the specialties of your chosen agents to uncover information, enlist allies, and obtain weaponry. Engage occupying forces on tactical encounter maps where careless positioning could cost your agents' lives. Remember, no plan survives contact with the enemy...and time is running out.
—description from the publisher
- Strong narrative with branching choices
- Multiple missions with high replayability
- Tactical, tension-filled encounters
- Accessible price and no legacy elements
- Puzzles add depth and flavor
- Rule complexity and potential for confusion
- Resource management with limited tokens
- Higher difficulty in later battles
- Some players may find puzzles slow
- Resistance, espionage, covert operations
- World War II, Occupied France, Morat marquee region, Brittany
- branching, mission-driven, narrative-driven
Mechanics (from transcript analysis)
- branching missions and endings — Three linked missions with multiple paths lead to different endings and replayability.
- encounter-based resolution — Players resolve encounters via skill tests, tokens, and map-position mechanics with branching outcomes.
- position-based tactical play — Agents occupy positions (A-D) to manage surveillance, stealth, and combat roles.
- puzzle/arata elements — In-game clues (Arata) influence path choices and information discovery.
- Resource management — Limited skill tokens, firearm tokens, and advantage tokens shape test outcomes and resource management.
- Token economy — Limited skill tokens, firearm tokens, and advantage tokens shape test outcomes and resource management.
- Track advancement — Tracking points and red cubes represent German awareness and reinforcements.
- tracking/awareness mechanics — Tracking points and red cubes represent German awareness and reinforcements.
Video topics + discussion points
Quotes (from this video)
- Oh my gosh, this is totally a MI game.
- huge amount of variety in terms of your choices and it can totally change the story
- This is going to be the first time that I'm playing it here recording it because I think it'll be the most fun to experience it with you.
- Plus, once you're done with it, this one there's no legacy elements, so you can pass it along to a friend.
- My goal is to play through all three and then give it to Bar.
- I'm already having so much fun.
References (from this video)
- Exceptional writing and emotional resonance
- Strong historical immersion
- Can be dense and require time commitment
- Less traditional board-game feel
- Resistance operations and agent-based missions
- World War II France under occupation
- Choose Your Own Adventure-style narrative within a historical frame
- Twinkle
- Andromeda
- Waddle
Mechanics (from transcript analysis)
- Agent management — Select agents with different skills for missions
- Choose-your-own-adventure narrative — Flip to paragraphs in a mission book based on decisions
- Narrative choice — Flip to paragraphs in a mission book based on decisions
- skill checks and mission outcomes — Resolve actions via skill values and narrative outcomes
Video topics + discussion points
Quotes (from this video)
- I walked away from that game night saying I want more of whatever this is
- the writing in this game is the best writing I have ever seen in a board game
- it's my first time playing it and we've set the scene and there's like candles to make it spooky
- Choose Your Own Adventure flare
- the wonderful mysterious and sometimes wacky universe that we call home
References (from this video)
- Engaging narrative
- Multiple mission paths
- Innovative decision-making mechanics
- Historically inspired setting
- Complex rule system
- Limited replay in demo version
- French Resistance spy mission
- Jersey, Channel Islands, World War II
- Choose your own adventure
Mechanics (from transcript analysis)
- Narrative decision-making — Players make choices that affect mission outcomes
- Skill checks — Use character stats and tokens to determine success
- Stealth and combat — Players can choose between stealth or direct confrontation
Video topics + discussion points
Quotes (from this video)
- We are a crack team of crack Specialists
- The fate of Western Europe is on the line
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Unstoppable is my number one of 2025.
- Is it as good as Exceed? Heck no. But it's good enough that we'll play it sometimes.
- The core card play is so good. The combos and cooperation are great.
- My son and I have really enjoyed the 1v1 mode in Yomi 2.
References (from this video)
- Director's pedigree (Unded series connections) and narrative potential
- Very little detail in transcript; uncertain execution
- Choose Your Own Adventure narrative co-op
- World War II/Narrative co-op
- branching, player-driven story
- Here I Stand
- Virgin Queen
Mechanics (from transcript analysis)
- cooperative narrative with branching paths — Players collectively navigate a narrative with choices
Video topics + discussion points
Quotes (from this video)
- it's kind of spirit Island light if you would play Spirit Island but you're not Gods but chickens
- could we have rolling rights for all the games in the world
- jokes don't have to be funny
- Heart of Darkness Vietnam 1967
- Cooperative game where all of you are chicken