Our Verdict
FOR GENRE FANS
A dream for complex wargame enthusiasts who want to feel the political tension of WWII. The dual-control system is brilliant!
Highlights
- Innovative and fluid initiative mechanic
- Deep and detailed historical simulation
- Constant tension between cooperation and competition
- Components that convey a sense of scale
Keep in mind
- Very steep learning curve
- High language dependency
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About the game
What you do in a play session
Imagine being in command during World War II, but with a twist: you don't just control one side. In Downfall, the dynamics are fascinating and slightly ironic. You and your opponent both want to bring down the Third Reich, but neither of you wants the other to emerge as the sole hero of the story. It's a race to see who dominates post-war Europe.
To create this conflict of interest, the game uses a dual-control system. The player commanding the Western Allies also controls the Axis forces in the East (OKH). Meanwhile, the Soviet player controls the Soviet forces and the Axis forces in the West (OKW). Essentially, you are fighting against yourself on opposing fronts to ensure your primary faction wins the race to Berlin. It's a strategic tug-of-war where cooperation is forced, but ambition is the driving force.
The heart of the game is the innovative initiative track. Forget the boring 'I go, then you go' sequence. Here, the faction with the initiative chooses an order, pays its cost by advancing their marker on the track, and executes the action. Depending on where the markers land, the initiative may shift or stay with the current player. This dynamic flow triggers strategic events, weather changes, and advances the game turns, making every decision critical.
You'll manage operational order chits for movement and combat, and general orders for logistics, recruitment, and strategic warfare. Action cards provide unique abilities, while strategic event cards bring air support and reinforcements. The game spans from the peak of Axis expansion in 1942 to the German surrender in 1945. You'll manage fleets, submarines, guerrillas, and armies on an epic scale, from the streets of Stalingrad to the fall of Berlin. It's a dense, complex, and rewarding simulator for those who love history and pure strategy.
To create this conflict of interest, the game uses a dual-control system. The player commanding the Western Allies also controls the Axis forces in the East (OKH). Meanwhile, the Soviet player controls the Soviet forces and the Axis forces in the West (OKW). Essentially, you are fighting against yourself on opposing fronts to ensure your primary faction wins the race to Berlin. It's a strategic tug-of-war where cooperation is forced, but ambition is the driving force.
The heart of the game is the innovative initiative track. Forget the boring 'I go, then you go' sequence. Here, the faction with the initiative chooses an order, pays its cost by advancing their marker on the track, and executes the action. Depending on where the markers land, the initiative may shift or stay with the current player. This dynamic flow triggers strategic events, weather changes, and advances the game turns, making every decision critical.
You'll manage operational order chits for movement and combat, and general orders for logistics, recruitment, and strategic warfare. Action cards provide unique abilities, while strategic event cards bring air support and reinforcements. The game spans from the peak of Axis expansion in 1942 to the German surrender in 1945. You'll manage fleets, submarines, guerrillas, and armies on an epic scale, from the streets of Stalingrad to the fall of Berlin. It's a dense, complex, and rewarding simulator for those who love history and pure strategy.
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Rules videos
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Best player count
BGG community vote
2
BEST
Soundtrack
Ambience suggested by Melodice
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Mechanics, categories, families and credits
Mechanics
Categories
Families
Publisher
GMT Games
Designer
Chad Jensen, John H. Butterfield
Artist
Chad Jensen, Mark Simonitch
Community
Data from BoardGameGeek
1,416owners
369wishlist
57want to play
Frequently Asked Questions
Quick answers before you buy
Is the game hard to learn?
Yes, it's an expert-level game. If you're not used to dense wargames and hexagonal grids, expect to spend significant time with the rulebook.
How long does a game last?
It's a long haul. Estimated playtime is 6 to 12 hours, so plan for multiple sessions.
Do I need a deep knowledge of history to play?
It helps a lot with immersion, but the rules guide the simulation. However, the 1942-1945 setting is the game's soul.
Can I play with more than two people?
No, the game is specifically designed as a strategic duel for exactly two players.
What is the OKH and OKW system?
It's the game's core twist: each player controls one Allied side and one Axis side, forcing you to manage opposing fronts simultaneously.
Is the game language-dependent?
Yes, there is extensive language dependency, so you'll need a translation if you aren't fluent in the game's language.
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