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Trench Raid: Solitaire Patrol Command on the WW1 Western Front
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