The Dark Sands: War in North Africa, 1940-42

GMT Games · Board game · 2018
— Ludopedia 7.4 BGG 1–2 · best 2 Solo 90–1500 min Weight 2.9/5
Buy
— rating Ludopedia
7.4 rating BGG
Our Verdict
HIGHLY RECOMMENDED

The Dark Sands is the perfect choice for those wanting to dive deep into WWII strategy in North Africa. It balances the chit-pull system with tactical movement beautifully, creating an immersive and challenging historical experience. It is a game that rewards careful planning and constant adaptation to the desert terrain.

Highlights
  • Tense and exciting chit-pull system
  • Faithful and deep historical simulation
  • Excellent strategic command scale
  • Highly engaging gameplay flow
Keep in mind
  • Requires dedication to learn rules
  • Playtime can be quite long
  • Strictly a two-player experience
Rules manual not indexed yet Upload the PDF rulebook to ask questions about this game with AI.

About the game

What you do in a play session

If you enjoy a solid, classic wargame and want to feel the weight of command in the desert, The Dark Sands: War in North Africa, 1940-42 is a must-play. Designed by Ted S. Raicer, it brings the acclaimed system from The Dark Valley to the scorching heat of North Africa. The game covers everything from Operation Compass, the British army's greatest success, to the climactic battle at El Alamein two years later. It is an experience that puts you in charge of the British 8th Army or Rommel’s Afrika Korps, demanding sharp strategic planning.

What makes this title special is how it translates the complexity of the African campaign to the tabletop. You will deal with the 'chit-pull' system, which adds just the right amount of uncertainty and tension—after all, war never follows the script perfectly. The hexagonal grid movement and dice-based combat resolution provide that classic simulation wargame feel, but with a flow that keeps the pace engaging. This isn't a 'play and forget' game; it’s about understanding the terrain, managing supplies, and knowing the right time to advance or retreat under the relentless sun.

For those already familiar with the Dark Valley series, the transition is natural, but the game shines on its own by capturing the essence of desert mobile warfare. The weight of 2.92/5 indicates it isn't a light Euro, but it also won't tie your brain in knots with obscure rules. It is the ideal balance for those seeking a serious historical simulation that still fits into an intense afternoon of gaming. If you want to understand why the African campaign is so studied by military historians, this is your simulator. Ready your tanks, manage your logistics, and good luck in the desert!

Rules videos

Learn by watching before you open the box

2 videos

Best player count

BGG community vote

1–2 players
1 REC
2 BEST

Where to Buy

Prices monitored daily

Finding best prices...

As an Amazon Associate I earn from qualifying purchases. Prices and availability subject to change.

Game details

Mechanics, categories, families and credits

Categories

Families

Decades: The 1940's History: World War II (Africa) Players: Wargames with Rules Supporting Only Two Players Region: North Africa Series: Dark Valley WWII (GMT) Theme: Deserts War Level of Command: Strategic
Publisher GMT Games
Designer Ted Raicer
Artist Charles Kibler, Mark Simonitch, Rodger B. MacGowan

Community

Data from BoardGameGeek

1,023owners
204wishlist
30want to play

Frequently Asked Questions

Quick answers before you buy

5 questions
Does the game work well for solo play?
While the system is designed for a duel, it is perfectly playable in solo mode, making it an excellent way to study historical scenarios.
How long does a typical game last?
Expect to spend anywhere from 90 minutes to several hours, depending on the chosen scenario and player familiarity with the rules.
Do I need to know the Dark Valley series to play?
It's not mandatory, but if you've played it before, you'll pick up the activation mechanics much faster.
What is the complexity level of the rules?
With a weight of 2.92/5, it's an accessible wargame for those with some experience, but it might be a step up for absolute beginners.
Does the dice luck ruin the strategy?
On the contrary, the dice and chit-pull simulate the 'fog of war,' forcing you to have contingency plans, which adds to the realism.

Other Games You'll Like

Based on mechanics and theme

8 games