The Rhineland War, 1936-37
2011
Command Axis or Allied forces in a 1936 war where crisis chits, political collapse, and military readiness shape Europe's fate.
240
minutes
1 - 2
player(s)
12+
Medium Heavy
About this board game
The Rhineland War, 1936-37 is a strategic-level simulation for 1–2 players, with games lasting about 240 minutes. It explores an alternative World War II in Europe, beginning in 1936 when the Allies choose resistance instead of appeasement after Germany moves into the Rhineland.
Players command opposing sides in a conflict that can expand throughout Europe. The Axis player controls Germany and countries aligning with Berlin, while the Allied player commands the anti-German forces. At this point in history, European militaries are woefully unprepared, creating a war shaped by uncertainty, limited readiness, and rapidly changing alliances.
At the heart of play are crisis chits. Players select them according to the number of crisis hexes they control, with greater control improving the chances of gaining additional allies. However, territorial ambition carries risks: taking too much land can contribute to political collapse as domestic opponents work against your power.
Each hex represents 62 miles (100 km) from side to side, each full turn covers one month, and corps and armies serve as the main maneuver units. The system also addresses a broad range of military and political situations, including:
- Reinforcements, replacements, railroads, weather, and fog of war
- Airpower, terror bombing, naval and amphibious operations
- Neutrals, the Soviet Union, armistice and surrender
- The Spanish Civil War, expeditionary forces, airborne units, and air transport
- Fifth columns, alpine units, and anti-aircraft units
Each turn alternates between Axis and Allied player turns, with mobilization, terror bombing, movement, combat, rally, and crisis phases. An end-of-turn phase completes the sequence, making The Rhineland War, 1936-37 a focused test of strategy under diplomatic and military pressure.