
2015 · World War I
The Grizzled
Players cooperate as a small group of soldiers trying to survive life in the WWI trenches. Each round the team leader sets how many cards each player draws, then players take turns either playing a card or withdrawing from the current mission. Cards depict external threats (shelling, weather, patrols) and internal stresses (fear, obsession), and most hands remain hidden. Players must manage the order and timing of played threats to make progress while avoiding too many occurrences of the same danger. The draw deck is replenished each round; the group wins only if they empty both deck and hands before failures accumulate.
- Players
- 2–5 best 4
- Playing time
- 30 min
- Age
- 14+
- Complexity
- 2 / 5
About the game
- Art
- Publisher
Expansions
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 623
- Plays logged
- 447
- Players
- 27m 45s
- Average play
- 134
- In collections
- 15
- On wishlists
6.8/10
from 73 Ludoya reviews
Garfield2.0 #23 Themeless cooperative game where the game plays you. [c] Theme: ★☆☆☆☆ <!-- size 7]Didn't feel it --> Gameplay: ★★☆☆☆ <!-- size 7]Little you can do --> Interaction: ★★☆☆☆ <!-- size 7]Not much --> Artwork: ★★★☆☆ <!-- size 7]Ok, nothing special --> Luck: ★★★★☆ <!-- size 7]Card drawing --> Strategy: ★★☆☆☆ <!-- size 7]Not much --> Components: ★★☆☆☆ <!-- size 7]Nothing special --> Play duration: ★★☆☆☆ <!-- size 7]Too long --> Easy to teach: ★★★☆☆ <!-- size 7]Ok --> Rules quality: not yet read Setup time: ★★★★☆ <!-- size 7]Quite fast --> No downtime: ★★★★☆ <!-- size 7]Very little downtime --> Replay value: ★★☆☆☆ <!-- size 7]Play till you win...? --> [/c]
No plays logged
SrCornelius8.0 Local-(408)
No plays logged
Jorge S9.0 Pequeño gran juego. Válido para distintos grupos y que pica. Aún no he conseguido pasármelo.
No plays logged
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I look at other players' cards or show mine to the group?
No — the contents of each player’s hand must remain secret and Support tiles chosen when withdrawing are kept hidden until revealed (see clarifications, page 11).
When I play a Hard Knock, does it take effect straight away or only if I'm still in the mission?
A Hard Knock assigned to a player takes effect immediately when played, but Hard Knocks assigned to a player who has withdrawn have no effect for that mission (pages 6 and 11).
What exactly happens when someone plays a Trap on a Threat card?
When a Threat with a Trap symbol is played, the player draws another Trials card and must immediately play it; if the newly drawn card is another Trap it is ignored, and if it’s a Hard Knock it is assigned to the player (pages 7 and 11).
How is Support resolved — who gets to remove Hard Knocks or recover Good Luck Charms?
After the mission players reveal Support tiles and give them to the chosen player; the player who received more Support than anyone else may either remove 2 Hard Knocks or recover their Good Luck Charm, while a tie cancels the effect; on a failed mission only already-withdrawn players’ Supports count and the winner may remove only 1 Hard Knock (page 8).
When does a mission fail?
A mission fails immediately if there are three identical Threats in No Man’s Land (this includes Phobias/Traumas of players who have not withdrawn), otherwise the mission ends successfully when all players have withdrawn (page 7).
What is the Morale Drop and how can it make us lose the game?
At Morale Drop you total the cards left in players’ hands and transfer that many cards (minimum 3) from the Morale Reserve to the Trials pile; if the Morale Reserve is exhausted the Monument card is revealed and the game is lost (page 9).
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Game facts (players, playing time, age, credits) from BoardGameGeek.






















