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 Britain, Spain, and rival French armies through a card-driven campaign of sieges, alliances, attrition, and shifting control in Iberia.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
Wellington: The Peninsular War 1812–1814 adapts GMT’s Napoleonic card-driven system to the final campaigns in Spain and Portugal. Four commands—Britain, Spain, France North, and France South—operate as two uneasy teams across a point-to-point map. Strategy cards supply command points for movement and operations or fire as historical events that reshape diplomacy, reinforcements, initiative, and attrition. Armies must secure routes, lift sieges, coordinate allied commanders, and decide when to concentrate for battle. The team structure is central: partners share the objective of defeating the opposing coalition but retain separate forces, hands, and priorities, so cooperation and timing matter at every scale.