Memoir 44 and Santorini

Memoir ’44 & Santorini: Military Tactics Meets Mythical Power

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Build out your board gaming selection with “Santorini” and “Memoir ’44.” In “Santorini,” a 2 player strategic classic, you will construct beautiful 3-D towers in an attempt to reach the top of one of them. Easy enough to understand, but you will find an interesting game of cat an mouse. On the flip side, “Memoir ’44” thrusts you into the historical battles of WWII, commanding squads using your military tactics. While “Santorini” offers a quiet “thinky” strategic escape, “Memoir ’44” fuels your competitive spirit with historical narratives and the need for immediate tactics.

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As the collection of game starts to grow, I want to expand the types of games you have. – I changed the scope of what I was looking for as opposed to the previous two games I highlighted. Those qualities are:

  • Abstract Gaming
  • Strategy vs Tactics
  • “Dice Chucker”
  • Historical Theming
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Memoir ’44

What is It?

When Memoir ’44 was released in 2004, it immediately stood out. As you might tell from the box cover, it is WWII themed game. There had been other very strategic and tactical war games prior such as Axis and Allies or Paths of Glory, but they tended to be rules heavy and take a while to play. Of course there was also the game Risk, but Risk needed refinement and lacked theme – gamers needed something “better”. Memoir ’44 came along with a design that was thematically and strategically suited for a wargamer, but with a rule set that was palatable for a casual gamer.

Memoir ’44 has taken the best pieces of the war games at the time and melded them into this very accessible game that uses “Command Cards” to drive the action, easily identifiable miniatures (replacing ‘chits‘) on the board, and a unique dice rolling system to resolve combat. The game designer himself says:

 “By design, the game is not overly complex. The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory.”

Memoir ’44 Designer – Richard Borg
Close up of Memoir 44 Beach Board

This game remains as one of the true gateway games for people new to wargaming, as well as board games in general. Between the terrain tiles, the miniatures, the double sided board and a rule set that is easily digestable, it is no surprise that 20 years since its release it is still a fan favorite. The game has grown over these 20 years as well. If you enjoy the base game – you will be treated with the opportunity to expand your WWII collection within
Memoir ’44 itself. There are a number of expansions that add even more flavor and depth to the game.

What a Turn is like

Before the game even kicks off, you’ll be selecting a historical battle from WWII to “replicate”. Using a variety of terrain tiles, in conjunction with a specific side of the board you’ll recreate a battle. Each side will have different units, strategic advantages/pitfalls, and a hand of cards.

Memoir '44 Setup

The beginning of each turn starts with what is called the Command and Colors card system. More often than not, you’ll be playing a card that represents one third of the board (Left, Right, or Center). In addition to the card you’ll get to direct a certain amount of units of your choice. Alternatively there are command cards that will allow you direct direct a number of a specific type of unit, but anywhere on the board. Then there are a variety of other cards that have specific tasks as well.

Using your cards you’ll navigate your units and seek to put your units in a strategic situation to initiate combat. Depending what unit you are, how far you are from your target, and terrain considerations (don’t worry its much easier than described) you’ll select a number of dice to roll. If you roll matches to what your attacking, a unit is removed. Eventually you’ll remove enough units, or reach a predetermined objective to earn a victory medal. Earn enough medals, win the round – swap sides and do it again

Why I Picked It

Memoir ’44 has massive appeal. While war games tend to serve a specific audience, there is something about it that transcends just war-gamers. Many war-gamers would say that Memoir ’44 may be a tad to simple for their taste – yet they maintain it in their collection. The game really ramps up in complexity with the more expansions you add – that said you don’t really “need” to add any expansions, I’ve been playing the base game for years.

  • Strategy vs Tactics – The game wants you to deal with the here and now – using the cards, units, and terrain you have and plot a course of action. Yes there can be some over arching strategy – but the game demands you react to the table state immediately and tactically.
  • Dice Chucker– This is for you Risk lovers out there – While you won’t be rolling a traditional D6 – there is just something about winding up a bunch of dice and letting them fly.
  • Historical Theme – The game presents more than just a WWII backdrop. The rulebook/scenarios are incredibly well written giving each battle a since of relevancy. The game also doesn’t run away from the fact that not every battle was “fair” – many are in fact quite unfair. That’s why it is strongly encouraged to play both sides of the battle.

Clearly one of the best WWI games on the market. I love that it can scale up in complexity and depth if you were so inclined to add the expansion. A great two player game as well that has replay value because of various scenarios that are included.

Another Point of View…

Board Game Bollocks
BoardGameBollocks

“…Nothing can compare to this one. This is the the top-notch entry-level war game…”

-Matt – Board Game Bollocks
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Santorini

What is it

I’ll be the first to admit – Abstract games generally aren’t my favorite. It is bit hard to describe exactly what an “abstract” game is. I had to go to Boardgame Geek to help clear my thoughts.

  • theme-less (without storyline)
  • built on simple and/or straightforward design and mechanics
  • perfect information games
  • games that promote one player overtaking their opponent(s)
  • little to no elements of luck, chance, or random occurrence

Chess and Checkers are probably the ones most are familiar with in this category. Santorini definitely fits this mold – though it “breaks” Rule #1, but having a really great Geek Mythology theme woven into the game.

Santorini Start
Santorini Start
Santorini Finish
Santorini Finish

In Santorini the game objective is quite simple – Get one (out of 2) of your workers to be on the third level of a tower.

What a turn is like

Chucks of white plastic never looked so good. In the “Standard Game” on your turn you’ll be doing two things. Moving one of your two workers a space in any direction – including diagonally, then with that worker placing one block of a tower.

The towers consist of 4 layers: Base, Middle, Top, and Dome. Remember the object of the game is to simply move one your your players to the Top, or 3rd layer. The 4th layer, the Dome can not be moved upon. When you build a layer to a tower, they must be built in order – from the ground up. On your movement phase, you move one of workers any direction, including up if you’d like. The caveat being, must move as if you were ascending stairs without skipping, that is to say you must progress Base, Middle, Top. A player can always move down multiple levels without considering the stages of the tower.

The game develops into strategic considerations during a turn include assessing the immediate board state and where your figures are on the board, anticipating opponents’ moves, and planning one’s strategy to reach the third level. Similar to Chess, you’ll find yourself thinking multiple moves ahead.

Remember when I said “Standard Game”. Santorini throws in an absolutely perfect addition to the game by using “God Powers” What they have done is constructing deck of cards that represent a variety of Greek Mythological Gods. Essentially these cards each “break” the fundamental rules of the game in one fashion or another. It could change how you move, build, or even the victory condition. That said, it does it in such a way, that the game itself doesn’t feel broken. On the contrary – you will find yourself wanting to try each God power to see how it works.

Santorini God Card

Why I Picked It

I feel like every board game collection should have an abstract game in it that is not named Chess or Checkers. Santorini is a good fit for that. The simple rule set allows players as young as 7 and 8 enjoy this game. It never feels overwhelming, yet you are constantly thinking about your next moves.

  • Abstract Game – One of the better ones out there. Santorini sits 16th on BGGs Abstract Game List. By the way Azul (which we talked about here)is number 1.
  • Strategy vs Tactics -Where Memoir ’44 has you thinking tactically, Santorini wants you to think ahead and plan your moves.
  • Historical Theme – Santorini breaks the mold when talking about abstract games by adding a lovely theme to it. The Greek Mythical Gods may not be factual history – but it is deeply embedded in Greek culture and shines in this game.

Another Point of View…

Drive Thru Games
Drive Thru Games

“…I cannot recommend this game enough….”

-Joel Eddy – Drive Thru Games
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These are two great games with a very low barrier to entry. I often play these with my 8 year old, and at the same time would have no problem showing this to any of my adult gaming friends and know we’d have a great time.