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 tanks, infantry, and artillery through a tactical First World War struggle where terrain, armor, and unit experience decide each assault.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Solo / Solitaire Game
Provide rules and objectives designed for a single player.
Read the full game description
Trench Club is a tactical First World War game in which France and Britain face Germany and Austria-Hungary across a hex-gridded battlefield. Each general commands tanks, infantry, and artillery, maneuvering to capture forts and break the opposing force. Dice resolve combat, but positioning, terrain, armor, unit experience, and accumulated damage all shape the odds. Two players may fight competitively or cooperate, while three and four players divide into opposing teams.