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
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Command Axis or Soviet forces through Case Blue with chit-pull activations, supply pressure, and a long southern front stretching toward Stalingrad.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Chit-Pull System
Draw tokens to determine which units, factions, or events activate next.
Movement Points
Spend a movement allowance across spaces with different costs.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Traces of Hubris is a one- or two-player operational wargame about the German Case Blue offensive in southern Russia during 1942. Across a two-map battlefield, divisions and corps maneuver through a chit-pull activation system, manage supply and movement, and fight for the Volga and Caucasus oil fields. The Axis must break Soviet lines before momentum fades; the Soviet player trades space for time and looks for the moment to counterattack. The design reworks Fierce Fight! Stalingrad Blitzkrieg with the accessible core system introduced in Traces of War.