# Nothing So Well Lost: The Siege of Rhodes 1522 ## General Info - **Year Published**: 2013 - **BGG Rating**: 5.4 - **BGG Rank**: #28143 - **Players**: 2 (Best with: 2) - **Duration**: 90 min - **Weight**: 1.45 / 5 - **Designers**: Paul Rohrbaugh - **Artists**: Ilya Kudriashov, Mark Mahaffey - **Publishers**: LPS, Inc., Turning Point Simulations - **Categories**: Pike and Shot, Renaissance, Wargame - **Mechanics**: Action Points, Dice Rolling, Simulation ## Verdict A historical pocket wargame that surprises with its tactical depth in a minimalist format. Ideal for those looking for an intense 90-minute duel without the need for a massive table. The experience is focused, strategic, and perfect for fans of historical simulations who value portability.Historical simulation in portable formatIntense and direct strategic duelWell-balanced activation mechanicsExcellent space-saving designRequires manual work to prepare countersDice-roll dependency can be swingyMinimalist visuals may not suit everyoneFOR GENRE FANS ## Description If you are a fan of classic wargames and love the idea of an epic conflict that fits in your pocket, Nothing So Well Lost: The Siege of Rhodes 1522 is a peculiar gem. Part of the Pocket Battle Games series from LPS, this title drops you right into the tense 1522 siege, where the Ottoman Empire attempted to capture the city from the Knights Hospitaller. The concept is fascinating for its physical simplicity: the entire game is a postcard. The map is on the front and the rules are on the back. The gameplay experience is a direct and strategic duel. On one side, the Ottomans must break the Hospitaller resistance through bombardment, mining, and direct assaults. On the other, the defenders try to survive and strike back, destroying enemy artillery with precise counter-bombardment and sallies. The activation mechanic is driven by card draws, ensuring that no turn feels exactly like the last, while combat resolution relies on the classic D6 roll, which always brings a touch of emotional tension to the table. Don't be fooled by the size: even though it is a "postcard game," it delivers a serious historical simulation. You will need to cut out the counters (or get the die-cut ones from ATO if you prefer to skip the manual labor), but once set up, the game shines. It is perfect for traveling or for that quick 90-minute session where you want to test your tactical skills without setting up a massive table with dozens of miniatures. It is a focused, straight-to-the-point design that respects the player's time, serving as a classic example of how minimalism can be extremely effective in historical wargaming. ## FAQ ### Does the game really fit in a pocket? Yes, it is literally a postcard. Once you cut out the counters, the entire game can fit almost anywhere. ### Do I need other components to play? You will need a six-sided die (D6) and something to track units, plus scissors if you are cutting the counters from the card. ### Is it hard to learn? With a BGG weight of 1.45, it is quite accessible, especially if you have some experience with light wargames or simulation games. ### Can it be played solo? The game is designed exclusively for two players, focusing on the direct confrontation between the Ottoman Empire and the Knights Hospitaller. ### How long does a game last? On average 90 minutes, which is a great duration for a tactical duel of this scale. ### Do the counters come pre-cut? In the original postcard version, no. You need to cut them out. ATO offers die-cut versions, but that usually requires a specific purchase.