Back

Quartermaster General

A fast, card-driven WWII game where supply lines win the war and every nation has its own deck.

Designer
Ian Brody
Published by
Griggling Games

Quartermaster General puts you in charge of the major powers of World War II, and the key is supply: cut your enemy's lines and their forces surrender. You control one or more countries on the Axis or Allied team and try to score as many points as you can by occupying starred supply spaces. Each power plays from its own deck of cards, with wooden army and navy pieces on the map, so the Germans feel different from the British and the Soviets. After twenty rounds, the team with the most points wins. It plays two to six, best with six, in about ninety minutes, with a fast, card-driven pace and little in the way of rulebook pain.

Each major power has its own deckSupply lines decide who survivesAxis versus Allies teams over twenty rounds

Who it's for

You like World War II strategy but want it in ninety minutes, with card play instead of heavy rules.

Not for you if…

You dislike war themes or you want a simulation. It is a stylized, card-driven game of supply and tempo.

Vibe's take

Brisk, tense and team-flavored. Each country's deck gives it a different personality, and a smart supply cut can swing the whole front.

#1,540 on BGG

of over 30,000 ranked board games

Published 2014 · 12 years ago

older than 67% of games

In 2,940 collections

collected more than 41% of games

2–6 players · ages 12+

Best with 6

about 90 min

longer than 77% of games · typical 30–90 min

Complexity: medium

One warm-up round · 2.3 out of 5 · heavier than 62%

Opinions: divided

Some love it, others really don’t

Language: lots of text

Lots of text, fluency helps

Play style: in teams

Theme & categories