Promo Banner
Language: English
Churchill
add-wishlist Wishlist
add-collection I own it
Notify me
7.67
#682 in the ranking 2.890 votes
BGG Vote: BGG Stats
Best with 3 players 90 of 99 votes Player-recommended age: 12+ 9 of 21 votes Read the reviews
1-3
120'
No necessary in-game text

Churchill

In stock in our warehouse
Order by 15:00 Italian time for same-day dispatch, Monday to Friday.
Delivery in Italy normally takes 1 business day, 2 for the islands.
A board game by Mark Herman
Publisher: GMT Games
video thumbnail
utrade Do you want to sell your copy of this game?
utradestar
Use our marketplace utrade!
Churchill
The game game is in consignmentStock but only few copies are available The game game is in consignmentStock but only few copies are available
Retail price 94,99€
85,49€ -10%
Pay in instalments
21,37€per month
ScalapayKlarna
Shipment IT Free
Card sleeves in this game Card sleeves in this game
97 cards of 63.0mm width and 82.5mm of height
There are no available sleeves matching this card size
Description Description
Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues. The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is an historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his sides effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various' issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence). The game then moves into a post conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of place a network or remove an opponents network the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies. Once this has all been sorted out the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advance toward Germany, Italy, and Japan. Using a very simple combat mechanic each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender shutting down military operations although clandestine and political activity continue until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion. If at the end of Potsdam conference Germany, Italy, and Japan have not surrendered the Allies as represented by the players collectively lose the game. If the Axis have been defeated then the winner is the player with the most Cold War points portioned out for governments and networks aligned to your side, global issues, and a list of conditional situations. For example colonies with no network or political authority give Churchill points for keeping colonialism alive or which fronts caused axis surrender. As I stated this is not a wargame, but a three player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...
Additional information Additional information
Mechanics: Campaign/Battle Card Driven
Categories: Political/Negotiation War War
Alternative names: Churchill: Big Three Struggle for Peace
BARCODE: 817054010936
The item is in 1 cart In 23 wishlists In 6 collections This was seen 18078 times
Description Description
Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues. The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is an historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his sides effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various' issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence). The game then moves into a post conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations, political activity, and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of place a network or remove an opponents network the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies. Once this has all been sorted out the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advance toward Germany, Italy, and Japan. Using a very simple combat mechanic each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender shutting down military operations although clandestine and political activity continue until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion. If at the end of Potsdam conference Germany, Italy, and Japan have not surrendered the Allies as represented by the players collectively lose the game. If the Axis have been defeated then the winner is the player with the most Cold War points portioned out for governments and networks aligned to your side, global issues, and a list of conditional situations. For example colonies with no network or political authority give Churchill points for keeping colonialism alive or which fronts caused axis surrender. As I stated this is not a wargame, but a three player excursion into power politics. The game takes around 3 hours to finish, but I will be including a short and medium scenario. All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...
Card sleeves in this game Card sleeves in this game
97 cards of 63.0mm width and 82.5mm of height
There are no available sleeves matching this card size
Additional information Additional information
Mechanics: Campaign/Battle Card Driven
Categories: Political/Negotiation War War
Alternative names: Churchill: Big Three Struggle for Peace
BARCODE: 817054010936
The item is in 1 cart In 23 wishlists In 6 collections This was seen 18078 times

What players say

How many players it plays best with · 99 votes on BoardGameGeek

  • 1 4 4 say it plays best, 32 recommend it, 38 do not recommend it
  • 2 0 0 say it plays best, 24 recommend it, 46 do not recommend it
  • 3 90 90 say it plays best, 6 recommend it, 1 do not recommend it
  • 3+ 1 1 say it plays best, 0 recommend it, 49 do not recommend it

Best Suggested Not recommended

uplay user ratings: No uplay reviews yet. Be the first!

A selection of reviews rated 8 or higher. BoardGameGeek. BGG ratings are not included in the uplay average.

Horsebanger BGG user
10.0/10

Amazing Game, it really feels like a three way tug of war with competing objectives and issues. I've had some amazing games of this and if two people asked me to play it, I'd set aside an afternoon to do so in a heartbeat.

King_Herbert BGG user
10.0/10

设计十分精妙的一款桌游,买来两年多上桌次数20+。三人游戏制衡非常巧妙,上手简单但精通很难。 传统桌游的机制几乎不适用,通过击败轴心国来修改胜利条件的机制更是将制衡二字表现的淋漓尽致。 英国看起来不论在谈判桌上还是外交联盟上都十分强势,但是生产力比较低,军事加成极少,对于战争走向的话语权最小。 苏联点数总和最小,谈判桌上弱势,但是专注于军事行动,战争和核弹窃取可以提供大量分数,与美国形成潜在联盟,对于胜利条件(击败轴心国与否)的话语权最大。 美国生产力最高,谈判桌、外交和战争上都可以有很不错的表现,但是无法兼顾,常常需要取舍。对战争的话语权仅次于苏联,如果合适,可以联合英国很好的制衡苏联。 《丘吉尔》作为 Mark Herman 的得意之作,相较于传统的兵棋和德式桌游来说更考验谈判能力。“不战而屈人之兵”和“没有永恒的朋友,只有永恒的利益”是对这款桌游的完美诠释。 作为“主角”的丘吉尔,在这场战争中左右逢源,尝试去守住脆弱不堪的大英帝国和维护战后新秩序的多边平衡。尽管英国最终赢得了二战,但伴随着丘吉尔在战后的黯然谢幕,大英帝国作为世界强国的日子也走到了尽头。在庞大的大英帝国的尸体上,诞生了数不尽的新兴国家,而他们也不可避免的卷入了一场新的没有硝烟的战争。至于丘吉尔,他的功过是非,就留给后人去评判吧。

Orbost BGG user
10.0/10

Enormously fascinating game of negotiation and strategy. The requirement to work closely with the other players, while simultaneously plotting to beat them, leads to a constant changing of approach - be best friends with Stalin one round, then buddy up with Roosevelt the next. Leads to some interesting moral quandaries - is it OK to tank the war against Hitler, just to win the game? Best played with roleplayers who enjoy scheming, arguing and funny accents.

RogerDHyman BGG user
10.0/10

Absolutely Outstanding! One of the best games out there. Extremely fun and dynamic, and tense and exciting for 2 or 3--and very absorbing as a Solitaire exercise. Educational, too! Excellent design, beautiful map and components. Can't say enough good things about this game.

SnidleyWhiplash BGG user
10.0/10

A fast-playing, enjoyable, interesting, & great game covering WWII from a completely different perspective, the major Allied leaders' (Churchill, Roosevelt, & Stalin) decision-making process. Players must cooperate to beat the Axis (Germany & Japan), but must do enough on their part to gain an individual player's victory. I love this game.

Your review

Comments are moderated before publication: no links, insults or unrelated content. Respectful negative opinions are welcome.

Sign in to review