#Wargame Wednesday – Another wargame “in the books” with WATERLOO Solitaire by Mike Wylie fm @worth2004 (2021)

Sometimes it is easy to see how the worldwide shipping challenges are changing the wargame/boardgame industry. Most visible are the delays in getting a product to market. Worthington Publishing saw what was happening and took a different approach in the publication of their “Bookgame” series:

The design of this Bookgame came about as we looked at some of our board game designs that could be delivered quickly in a book format during backlogs of worldwide shipping and supply chains caused by a pandemic. Waterloo Solitaire fit well. It could do all a board game could do if 1 die and a pen could be provided by a gamer.

Waterloo Solitaire, Designer Notes and Strategy

Using a Christmas Amazon giftcard, I ordered Waterloo Solitaire and after just a few days the book arrived. These Bookgames are print-on-demand and of good quality being standard 8.5″x11″ softcovers in full color. Waterloo Solitaire is 60 pages of which six are rules and a detailed example of play, and the rest are 24 scenarios (12 French, 12 Allied) each with two facing pages (there is one more page of Designer Notes and a scoresheet).

The rules for Waterloo Solitaire are very easy to digest and one can get playing quickly. Each turn is a simple five step process:

  1. Choose Player Action
  2. Roll for Opponent (BOT) Action
  3. Resolve BOT Action
  4. Resolve Player Action
  5. Mark Turn and begin New Turn.

In Waterloo Solitaire each formation on the player side has a limited number of activations. When you activate, one simply notes the turn of activation. The player also has access to “Combined Actions” which activate multiple formations at once with a generally helpful die modifier. Seeing as a single d6 is used, the BOT action is easy to resolve and usually consists of five “attack” choices and a “special events” which calls for another d6 roll. Combat in Waterloo Solitaire uses a single d6 and a straight-forward table. Hits are marked off unit boxes.

Victory in a battle of Waterloo Solitaire is also very straight-forward. The French player wins if any two Allied formations (Allied Left or Right Wings or Reserve) are destroyed. They lose if at the end of any turn if all the units from the French I or II Corps are marked out. When playing the Allies, victory comes if the Allied Right and Left Wings have ANY units remaining at the end of Turn 18 or if the French I and II Corps are destroyed.

Not wanting to mark up my Waterloo Solitaire book, I photocopied the map-side of the first scenario which is a French player against a “Challenging Allied BOT.” I quickly lost as I failed to reinforce my I Corps and lost the last unit in Turn 5. I quickly reset (photocopied a new sheet) and restarted. This time my French (barely) won on Turn 13 with the destruction of the Allied Left and Right Wings. The Prussians never arrived to the battle (never rolled a 6 for an Allied Action). In total, the first and second play of Waterloo Solitaire battle took about 20 minutes.

[As I was writing this post I looked closer at the 12 French scenarios and realized there are actually only three sets of four scenarios. Each “set” uses a slightly different BOT (“Challenging,” “Veteran,” or “Tough”)—you actually play each scenario four times in a set. The same goes for the 12 Allied battles. Honestly, that’s a slight disappointment but in retrospect not surprising. Developing six BOT tables may be all the game design can handle.]

To experiment with the different BOT challenges in Waterloo Solitaire I advanced to playing the French against the “Veteran” BOT. The battle was more of a near-run thing for the Prussians arrived and attacked my French I Corps late in the game. However, on the Hougoumont side of the battlefield II Corps with some reinforcements from the Reserve got the best of the Allied Right Wing and, after the Imperial Guard couldn’t finish the job, were exhorted by Napoleon himself to attack just one more time and rolled up the Allied Reserve on Turn 11 for the victory just as those pesky Prussians arrived in force.

Battling on my photocopied map; you don’t need 4d6

While the game mechanisms of Waterloo Solitaire are simple, it surprised me as the how much I was pausing to think about what units to activate. The designers were quite accurate when they said, “You make the decisions on the best way to pursue your strategy.” As the French you MUST attack but you also have to manage your reserves all while awaiting the blasted Prussians. As the Allied player you have to stall and await the arrival of the Prussians. Both sides demand playing with finesse.

Waterloo Solitaire is highly suitable to be added to my “Office-al” games collection as it is a perfect lunchtime pastime. The fact that each battle is fought more than once is not necessarily bad; as a player you now have multiple chances to explore the battles and the randomness of the BOT will very likely assure that no two games ever are the same.

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