Napoleon (board game)
A block wargame simulating the Battle of Waterloo with hidden unit strengths.
لا روسا · CC BY-SA 4.0
Napoleon, subtitled "The Waterloo Campaign, 1815", is a block wargame that focuses on strategy and was first released in 1974 by Gamma Two Games. It recreates the Battle of Waterloo. Instead of the usual cardboard counters, military units are square blocks. These blocks have the unit's name on one side, which is kept facing away from the opponent at the start, hiding their exact identity and creating a "fog of war" effect.
The game can involve two or three players, controlling the French, the British and their allies, and the Prussians. The main board shows the battle area. When units make contact, combat is resolved on a separate, smaller board. The number of blocks has changed with each edition: the first and second had 48, the third had 84 (including separate blocks for commanders Blücher, Napoleon, and Wellington), and the fourth had 60. The game also includes two mapboards and a rulebook.
Turns follow an alternating system. The French move and attack first, representing the morning; then the Allied player (controlling both British and Prussians) moves and attacks for the afternoon; and the French get a third turn for the evening. The map uses areas and towns connected by roads, not a traditional hex grid. Major roads allow faster movement than minor roads or bridges. Units must be grouped, and each player can only move two groups per turn.
For combat, all blocks start with their highest combat value (CV) at the 12 o'clock position. The French player arranges their blocks into three columns, then the British/Prussian player does the same. Both players then reveal their blocks, showing units and current CVs. Each column fights the column directly opposite it. The combat sequence begins with the defender optionally retreating, then possibly adding one unit from reserve to any column. The defender then fires: they add up all CVs in their column, roll that many dice, and for each 6 rolled, all units in the opposing column reduce their CV by 1 (rotating the block to show the new CV). If a unit reaches CV 0, it is eliminated. The attacker then repeats these phases. This continues until one army is eliminated or a player retreats. If a player retreats, the non-retreating army's reserve units triple their CV and fire one final volley.
- Publisher
- Gamma Two Games (1974); later Avalon Hill and Columbia Games
- Designer
- Tom Dalgliesh
- Genre
- Strategic-level block wargame
- Players
- 2 or 3
- Notable editions
- 1st & 2nd (48 blocks), 3rd (84 blocks), 4th (60 blocks)
Lore & Background
Tom Dalgliesh co-founded Gamma Two Games in 1972 and designed the first block wargame, Quebec 1759. Following its success, he created War of 1812 in 1973 and Napoleon: The Waterloo Campaign, 1815 in 1974. The original 1974 Gamma Two edition used a different cover; the cover art based on the painting Napoleon Crossing the Alps by Jacques-Louis David was introduced by Avalon Hill for the second edition in 1977. The rights were sold to Avalon Hill, which produced that second edition in 1977. After Avalon Hill's demise, Gamma Two Games—by then Columbia Games—regained the license and released a third edition in 1994 and a fourth edition in 2013.
Reader's Guide
Napoleon is notable as one of the earliest block wargames, a system that uses square blocks with unit designations hidden from the opponent to simulate fog of war. The game features three armies (French, British & allies, and Prussian) and can be played by two or three players. Instead of a hex grid, the map uses areas and towns connected by roads, with movement faster on major roads. Combat is resolved on a separate smaller board, with dice rolls based on combat values. The game has received mixed reviews: Charles Vasey praised its elegance and ingenious reinforcement system but criticized arbitrary movement restrictions and lack of terrain effects. Jon Freeman called it a fresh experience that emphasizes concentration of force, while Ian Chadwick gave it high marks for playability but low for historical accuracy. The game is known for high replayability due to variable initial deployments and the significant role of dice in combat.
Design Philosophy & Creative Origins
Age of Napoleon arrived on the board gaming scene in 2003 as a joint venture between Mayfair Games and Phalanx Games, bringing the sweeping conflicts of the Napoleonic Wars to the table. Renaud Verlaque served as the game's designer, while Franz Vohwinkel provided the artwork. The game casts players into a two-player strategic contest spanning the European theater from 1805 through 1815, with one side commanding the First French Empire and its allies while the other directs the British-led Coalition. What sets this title apart from the many wargames covering the same era is its deliberate design philosophy. Rather than attempting a granular, rule-heavy simulation of actual military history, the creators prioritized balanced competition and streamlined accessibility. The goal was not to replicate every historical nuance but to distill the essence of Napoleonic-era power struggles into an engaging, playable experience. This approach means that while the setting is unmistakably rooted in real events, the mechanics are shaped by the twin imperatives of fairness and fun, ensuring neither side holds an insurmountable structural advantage.
Annual Cycle & Tactical Mechanics
Each game of Age of Napoleon unfolds across a series of in-game years, and every year is broken into eight distinct phases that together form a complete strategic cycle. The Diplomacy Phase opens the year, letting both players deploy cards to shift the allegiances of European nations. The Insurrection Phase follows, giving the Coalition player the opportunity to spark rebellions in territories held by France. The Strategy Phase introduces fresh cards into each player's hand, while the Reinforcement Phase allows new units to be fielded on the board. The Campaign Phase is where the military heart of the game beats: players maneuver their corps and engage in combat. The Surrender Phase then permits conquered nations to flip their diplomatic alignment. The Winter Attrition Phase imposes losses on large armies struggling with supply shortages, and the year closes with a Victory Check Phase to see if either player has secured dominance. On the tactical side, armies are composed of corps units, each representing roughly forty thousand soldiers. Every corps is named after a real historical general and carries three defining statistics—Battle Rating, Movement Rating, and Seniority Rating—that capture the fighting power, speed, and command experience of that unit.
Diplomatic Fluidity & Strategic Depth
One of the game's most compelling layers is its diplomatic system, which treats Europe's political landscape as a constantly shifting chessboard. Every nation occupies one of five possible alignments: Coalition Member, Insurgent Country, Neutral Country, French Dominion, or French Ally. These statuses determine which player exercises direct or partial control over a territory and whether that nation participates in warfare and diplomacy at all. The major powers—Spain, Prussia, the Russian Empire, and the Austrian Empire—along with thirteen minor states, are not locked into a single allegiance. They can repeatedly change sides throughout a game, responding to military pressure, diplomatic card plays, or the aftermath of conquest. This fluidity means a nation allied to France one year might find itself in open rebellion the next, or surrender entirely after a decisive campaign. The card system amplifies this dynamism. Players deploy cards representing events or strategic actions that can alter diplomatic alignments, bolster their own armies, or disrupt the enemy's movements and combat effectiveness. Combined with three distinct starting scenarios—1805, 1809, and 1813—each offering different initial unit placements and hand compositions, the diplomatic layer ensures no two games follow an identical political trajectory.
Cartographic Choices & Historical Compromises
Despite its streamlined design, Age of Napoleon attempts to evoke the feel of the Napoleonic era through its map. The outlines of major powers—Britain, Prussia, Austria, Russia, Spain, Portugal, Switzerland, and the United Kingdom—broadly mirror their historical configurations. Yet the game makes significant cartographic compromises for playability. In Western Europe, territories under French control in 1805, including the Rhineland, North Brabant, Limburg, Zeeland, Piedmont, Liguria, and the Aosta Valley, are not represented separately. Instead, the map merges modern France, Belgium, and Luxembourg into a single First French Empire. In Central Europe, the region labeled Saxony sits in what is historically Lower Bavaria, and the personal union linking Holstein and Schleswig to Denmark goes unrepresented. Swedish Pommerania appears as an oversized, diplomatically autonomous region when it was historically Prussian. Prussia's eastern borders follow modern Poland, placing Königsberg within Russian Lithuania. Southern Europe presents further simplifications: Wallachia and Moldavia, vassal states of the Ottoman Empire in the early nineteenth century, are treated as independent diplomatic entities. Minor Italian and German states are conglomerated into larger units, and colonies like Gibraltar and Norway are omitted. These choices reflect a deliberate trade-off between historical fidelity and a balanced, manageable board.
Gallery






Frequently Asked Questions
What is Napoleon (board game)?
It is a strategic-level block wargame dedicated to simulating the 1815 Battle of Waterloo, first published by Gamma Two Games in 1974. Instead of the cardboard counters typical of the era, it represents each military unit as a small square block.
What makes Napoleon (board game) different from other Waterloo wargames?
Its signature mechanic is hidden unit identity: the block's name is printed on one face and kept turned away from the opponent at the start of play. This forces both sides to reason about what they are actually facing, producing a genuine fog-of-war feel rather than reading exact strengths off a counter.
Who designed Napoleon (board game) and who published it?
Tom Dalgliesh is the original designer, and the title debuted with Gamma Two Games in 1974. Subsequent editions were later handled by Avalon Hill and Columbia Games.
How many players can play Napoleon (board game)?
The rules accommodate two or three participants. In a three-player game one person commands the French while the other two divide the opposing British-allied and Prussian forces.
What editions of Napoleon (board game) exist and how do they differ?
Four major printings have appeared, distinguished mainly by block count: the first and second editions include 48 blocks, the third expands the army to 84, and the fourth settles at 60. The core hidden-identity block system remains consistent across all of them.
More in World conquest board games 1-19
Spotted an error? Know more?
Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced
