Trench Raid: Solitaire Patrol Command on the WW1 Western Front

£64.99

Trench Raid: Solitaire Patrol Command on the WW1 Western Front

Trench Raid is a solo game set on the Western Front during World War One, where you lead a small team of raiders across No Man’s Land. You’ll plan your route carefully, aiming to reach enemy trenches while dealing with unpredictable events along the way.

Each mission feels different thanks to a variety of objectives and random encounters, ensuring no two raids play out the same. As your soldiers survive and return from missions, they gain experience, improving their effectiveness in future operations.

This game includes:

  • 12 unique raid objectives

  • 20 random event possibilities

  • Campaign play system with soldier progression

  • Solitaire-focused gameplay

Product Information:

  • Complexity: Low

  • Playing Time: Approx. 1 hour per raid

  • Players: 1 (designed for solo play)

  • Solitaire Suitability: Very high

  • Map Scale: 1 hex = several yards

  • Time Scale: 1 game = 1 raid

  • Unit Scale: Individual soldiers

Game Components:

  • 1 mounted 22" x 17" game map

  • 3 countersheets

  • 10 Soldier cards (across 5 sheets)

  • 3 quick reference player aids

  • 1 dry erase marker

  • 7 six-sided dice (D6)

  • 1 ten-sided die (D10)

  • 1 twenty-sided die (D20)

  • 1 rulebook

About the game:

Inspired by historical trench raids, the game captures the tension and uncertainty of these dangerous missions. You’ll need to move carefully, stay quiet, and react quickly as situations change. The combination of planning, randomness, and campaign progression creates a highly replayable solo experience that reflects the challenges faced by soldiers on the Western Front.

“The generals would want to know which German units were in the line opposite you. And so they’d send up the order for us to raid. ‘Go get prisoners,’ they’d say. We knew it was a waste of time, and we hated it, but we did it. The idea was to crawl through the wire and jump into the enemy trench. We had to be quiet, so we fought with our bayonets, or with a studded club or the butt of our rifle. If we weren’t quick, the enemy would shout, and then the fun would start. Our bomber would throw a Mills bomb into the next bay, and after it went off the rifleman would dash forward and dispose of anyone who was left.” -British officer Murray Rymer-Jones

Trench Raid: Solitaire Patrol Command on the WW1 Western Front

Trench Raid is a solo game set on the Western Front during World War One, where you lead a small team of raiders across No Man’s Land. You’ll plan your route carefully, aiming to reach enemy trenches while dealing with unpredictable events along the way.

Each mission feels different thanks to a variety of objectives and random encounters, ensuring no two raids play out the same. As your soldiers survive and return from missions, they gain experience, improving their effectiveness in future operations.

This game includes:

  • 12 unique raid objectives

  • 20 random event possibilities

  • Campaign play system with soldier progression

  • Solitaire-focused gameplay

Product Information:

  • Complexity: Low

  • Playing Time: Approx. 1 hour per raid

  • Players: 1 (designed for solo play)

  • Solitaire Suitability: Very high

  • Map Scale: 1 hex = several yards

  • Time Scale: 1 game = 1 raid

  • Unit Scale: Individual soldiers

Game Components:

  • 1 mounted 22" x 17" game map

  • 3 countersheets

  • 10 Soldier cards (across 5 sheets)

  • 3 quick reference player aids

  • 1 dry erase marker

  • 7 six-sided dice (D6)

  • 1 ten-sided die (D10)

  • 1 twenty-sided die (D20)

  • 1 rulebook

About the game:

Inspired by historical trench raids, the game captures the tension and uncertainty of these dangerous missions. You’ll need to move carefully, stay quiet, and react quickly as situations change. The combination of planning, randomness, and campaign progression creates a highly replayable solo experience that reflects the challenges faced by soldiers on the Western Front.

“The generals would want to know which German units were in the line opposite you. And so they’d send up the order for us to raid. ‘Go get prisoners,’ they’d say. We knew it was a waste of time, and we hated it, but we did it. The idea was to crawl through the wire and jump into the enemy trench. We had to be quiet, so we fought with our bayonets, or with a studded club or the butt of our rifle. If we weren’t quick, the enemy would shout, and then the fun would start. Our bomber would throw a Mills bomb into the next bay, and after it went off the rifleman would dash forward and dispose of anyone who was left.” -British officer Murray Rymer-Jones