In Her Majesty’s Name: Steampunk Skirmish Wargaming Rules
2013
Lead a Victorian adventuring company through a secret steampunk war.
180
minutes
Medium
View game
Line of Sight is a spatial mechanic requiring an unblocked, straight visual path between two units or spaces before an attack, ability, or interaction can occur.
423 results
At its core, Line of Sight turns the physical layout of the game board into an active tactical puzzle. Instead of measuring only distance, players must evaluate whether terrain, obstacles, or other figures block the direct path between the active unit and its intended target. Solid walls, dense foliage, and opposing miniatures create blind spots and defensive pockets across the map.
This mechanic transforms movement from simple repositioning into a high-stakes tactical decision. Stepping into the open makes a unit vulnerable, while ducking behind cover protects against incoming fire. Because positioning dictates which actions are even legal, players must balance aggressive firing angles against the risk of exposing their own forces to counterattacks.
Cards determine battle outcomes.
320 gamesRandomized chance for extreme success or failure.
109 gamesPlayers can be removed from the game before it ends.
787 gamesA cyclic balance where one action beats another.
118 gamesActions succeed or fail based on character stats.
337 gamesThe game ends immediately when a condition is met.
148 gamesThis mechanic best suits tactical planners and competitive thinkers who enjoy spatial puzzles and direct confrontation. Because the overwhelming majority of titles featuring sightline checks fall in the medium to medium-heavy weight bracket, they appeal to hobbyists willing to navigate precise geometric rules and positional trade-offs rather than casual groups seeking breezy, low-overhead turns.
2013
Lead a Victorian adventuring company through a secret steampunk war.
180
minutes
Medium
View game
1992
Command brigades through Spring Hill and Franklin in a flexible Civil War campaign.
960
minutes
Medium
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2012
Command loyal troops through five intense African battles.
60
minutes
Medium
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2018
Arena battles, wizardly duels, and deadly fantasy combat in one classic package
60
minutes
Medium
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2022
Command Napoleon’s last reserve in a tense Waterloo assault.
90
minutes
Medium
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1991
A tense two-player tactical simulation of the fight for Waterloo's Hougoumont
120
minutes
Medium
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2020
A scenario-driven post-apocalyptic skirmish game of objectives and survival
45
minutes
Medium Heavy
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2014
Fast, accessible miniature wargaming on a compact 3ft x 3ft battlefield
60
minutes
Medium
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2009
Command Kit Carson against Comanche and Kiowa camps in a detailed frontier wargame.
360
minutes
Medium
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2006
Command combined-arms battles from 1946 to the present in fast-playing miniature warfare.
150
minutes
Medium Heavy
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2004
Command the fleet through 20 pivotal Russo-Japanese War scenarios.
360
minutes
Heavy
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2005
Recreate Custer’s Last Stand and explore alternate campaign possibilities
300
minutes
Medium Heavy
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2020
Fast, tactical skirmishes where warriors battle for control of the map.
30
minutes
Medium
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2014
Command Allied or German forces in a fast, realistic WWII battle
30
minutes
Medium Heavy
View game
2020
Command Pacific fleets in dramatic World War II naval battles
Medium
View game
1980
A sprawling tactical simulation of the First Battle of Manassas.
240
minutes
Medium Heavy
View game
2019
Recreate Gettysburg’s chaotic first day through sharp tactical decisions.
240
minutes
Medium
View game
2022
Lead a Legion through apocalyptic battles in the Age of Darkness.
180
minutes
Medium Heavy
View game
2013
Command Soviet and German forces across 16 Kursk scenarios.
90
minutes
Medium Heavy
View game
2023
Lead four Heroes through a replayable solo campaign to defeat evil.
120
minutes
Medium Light
View game
2017
A tactical struggle in 12th-century Syria for 2–4 players
300
minutes
Medium
View game
1975
Scenario-based tactical armored combat across three 1970s conflicts
270
minutes
Medium Heavy
View game
2016
Fast, flexible combined-arms battles with ground forces, aircraft, and mechs.
120
minutes
Medium
View game
2009
Lead a small Napoleonic force through focused, real-time miniature battles.
180
minutes
Medium
View game
2007
Explore the U.N.A. through a full-color AT-43 army supplement.
30
minutes
Medium Heavy
View expansion
2025
Lead British, Canadian, and German forces through pivotal 1944 missions.
180
minutes
Medium Heavy
View expansion
Line of Sight is a spatial rule requiring an unobstructed visual path between two spaces or miniatures before an attack or action can be resolved. While a target may be within weapon range, terrain features, walls, or intervening figures can block that path and prevent targeting. This mechanic turns physical map positioning into a tactical puzzle where cover and viewing angles determine survival.
Attack range measures the numerical distance between two points, while Line of Sight determines whether an unblocked path actually connects them. A target might easily sit within your figure’s maximum reach, but behind a solid wall or obstacle that blocks visual contact. Both conditions must usually be satisfied simultaneously before you can declare a legal ranged attack.
For players new to sightline rules, games that simplify geometry into clear board spaces are the easiest starting point. In Unmatched: Battle of Legends, Volume One, sightlines are streamlined through colored board zones, letting ranged fighters target anyone sharing their color without contentious measurements. Another accessible option is Kill Doctor Lucky, where players track clear sightlines room to room through open doorways while plotting attacks in 45 minutes.
Yes, Line of Sight is exceptionally well-suited for two players because it creates direct, cat-and-mouse tactical tension. Head-to-head duels like Unmatched: Cobble & Fog and the compact card-placement game BOO are built around two-player play where every move counters your rival’s firing lanes. With only one adversary to monitor, turns move rapidly and positional outmaneuvering takes center stage.
Yes, solo players have dedicated options where sightlines govern automated enemy behavior or survival puzzles. For example, Ghosts of the Jungle: A Solitaire Wargame is designed strictly for a single player navigating tactical jungle skirmishes in 15 to 40 minutes. Cooperative campaign games like Gloomhaven: Jaws of the Lion also support solo play, using precise hex-based sightline rules to run monster targeting reliably.
Board games resolve sightlines either through geometric grid checks or direct physical measurement. Grid and hex systems typically require tracing a mental or straight line between the centers or corners of spaces to see if an obstacle interrupts it. Miniature-heavy skirmish games often rely on physical aids such as straightedge rulers, taut string, or handheld lasers to check clear visual paths from base to base.
Experienced hobbyists looking for exhaustive spatial realism often turn to legendary tactical simulations like Advanced Squad Leader, which accounts for crest lines, multi-story buildings, smoke, and blind hexes. For fantasy and sci-fi dungeon crawlers, Gloomhaven and Star Wars: Imperial Assault offer demanding, high-stakes tactical grid combat where sightline verification is central to every encounter.
Blocked sight prevents an interaction entirely, whereas defensive cover allows the attack while granting the defender a protective bonus. An impenetrable obstacle like a solid masonry wall completely severs Line of Sight, making targeting illegal. In contrast, partial obstacles such as low barricades, trees, or corner edges often maintain a legal sightline while applying defense dice bonuses or accuracy penalties.
The most common tactical error is stepping into the open to take a shot without planning for incoming counterattacks. Because sightlines almost always work both ways, gaining a clear view of an opponent usually means they will have an equally clear shot at your unit on their turn. Experienced players practice peek-and-shoot movement, ending turns behind solid barriers or within defensive cover whenever possible.
They can be a great fit for families when the game relies on intuitive board zones rather than contentious millimeter measurements. Titles such as Unmatched: Battle of Legends, Volume One (ages 9 and up) and Fearsome Floors (ages 10 and up) make line checks straightforward through clear zones or monster line-of-vision tracks. These rules foster spatial reasoning and tactical forward-planning without getting bogged down in line-of-sight arguments.
Game length varies significantly depending on complexity and scope. Fast-playing tactical titles like Light Speed: Arena can resolve frantic sightline battles in just 5 to 15 minutes. On the other end of the spectrum, expansive tactical games like Descent: Journeys in the Dark (Second Edition) typically take around 120 minutes per scenario as players calculate careful movements and firing angles.