
In this @daysofwonder classic, two players go head-to-head as Allies vs Axis during World War 2.
The game plays out on a hex grid, with modular tiles used to mix up the terrain for each battle.
Within the manual there are scenarios to play through that take events between June to September 1944.
Play alternates with Commanders (that’s you) playing an action card and then carrying out the orders, until one of you reaches the scenario goal.
This is a simplified tabletop war game, where most of your actions are either moving, fighting, or moving and fighting. But this is in no way a negative. In fact it’s the games strength.
It’s simple rules let players of all ages and skill levels get stuck straight in.
But to be clear, simple doesn’t mean no stratagy. With most cards giving you control of troops in one of the three sections (left, middle, or right), what card you play and when you play it are key to succeeding.
Some people don’t enjoy the massive luck factor in MEMOIR ’44, but I love it. In such a simple way, it recreates the chaos of warfare. You can plan for every eventuality, but if the cards in your hand aren’t what you need to finish that flancking manouvre, or if the dice don’t roll what you need to finish off the enemy squad, then there is nothing you can do about it.
“Hope for the best, plan for the worst.” Ignoring the luck, there are flaws.
Most scenarios offer little more than “first to win x amount of medals”. This can be gained by finishing off a squad, so most games are just shooting matches. Even scenarios with specific goals still let you win this way. I’d have liked to see more Objectives.
And some scenarios can feel heavily weighted one way. This is thematic, sure. But going into a fight knowing you’re the underdog isn’t always fun.

Overall, MEMOIR ’44 does a great job as a skirmish game that requires little learning, little set up, and still makes you feel like a tactical genius.