Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Command four asymmetric factions in two teams, play and prepare cards, maintain supply, and score the key spaces of ancient Greece.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
Quartermaster General: Victory or Death adapts the card-driven Quartermaster system to the Peloponnesian War. Athens and the Delian League face Sparta and Corinth, with every faction contributing a distinct deck and role to its two-player team. A turn normally asks a faction to play one card and optionally prepare another, but sequences of prepared cards create combinations that can place or remove armies and navies, trigger strategy cards, bribe opponents, and reshape the supply network. Cities anchor every position: an isolated force is fragile, and losing the wrong link can unravel an otherwise strong front. Scoring at regular intervals keeps the campaign moving, while asymmetric incentives make open team coordination essential without giving either player complete control of the alliance.