Review

Colonial 1700-1800

Colonial 1700-1800 is an odd little pocket wargame full of atmosphere, cards moving over cards, and dice that can either lift you up or bury you. There is real substance here, but also rules and reversals capable of leaving a very bitter taste.

Colonial 1700-1800

Colonial 1700-1800

Published
2025
Designer
José Manuel Sanz
Publisher
Juegos Mosquete
Players
1–5
Playing time
90 min

Colonial 1700-1800 is a particularly odd case: a pocket wargame in which cards walk over other cards and, when the time comes, dice are rolled. Its flavour is strong and, even with a light approach, it gives me what I expect from a game about colonial conflicts.

Its core is that movement of cards across a map made of cards, with clashes decided by dice. And combat here is death: good rolls matter enormously, so luck is not a small touch of tension but a fundamental part of the outcome.

The event/action deck is the game’s other major lever. It can pass by almost unnoticed, but under the right conditions it becomes deadly and abruptly changes things between the players. That can be exciting, but it can just as easily cause major disappointment when the reversal lands against you.

What bothered me most were some of the stranger rules. The fact that units which die cannot be selected again put me off: I can swallow it for elite English riflemen, but for the Indians it feels much harder to accept. Even so, the game has substance; and with an expansion, especially one that makes it spicier for three players, I think it could open up even further.

Source: BoardGameGeek

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