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Miniatures & WargamingFebruary 27, 2026

The Ground Between: WW1 Wargaming, No Fat, Just Fun

Felix Sonne's 'The Ground Between' offers a free, low-complexity Print and Play hex-and-counter wargame set on the Western Front of World War 1. This editorial examines its mechanics, historical context, and potential to revitalize the wargaming community with its accessible design.

The Ground Between: WW1 Wargaming, No Fat, Just Fun

The Crit Sheet has been tracking the rumblings from the wargaming community, and the recent release of Felix Sonne’s 'The Ground Between' offers a compelling counter-narrative to the doomsayers. This free, Print and Play hex-and-counter wargame, set against the grim backdrop of the Western Front in World War 1, isn't just another historical simulation; it's a direct challenge to the notion that modern wargames must be either prohibitively complex or aesthetically bland.

Sonne’s design philosophy, articulated as ‘Cut, Cut, Cut Until There Is No Fat In the Meat,’ is immediately evident in 'The Ground Between.' This isn't a 40-page rulebook behemoth designed to simulate every nuance of trench warfare. Instead, it distills the brutal tactical decisions of the Western Front into a streamlined hex-and-counter system. Units are represented by straightforward counters, likely depicting abstracted infantry divisions or corps, perhaps with simple numerical values for attack and defense. Movement across the hex grid is probably governed by a minimal set of rules, emphasizing strategic positioning over intricate terrain modifiers.

The true genius, I suspect, lies in the combat resolution. For a low-complexity PnP, we’re unlikely to see charts for every conceivable scenario. My bet is on a clean dice-roll system, perhaps d6-based, where unit strength, terrain, and possibly a simple 'entrenchment' or 'attrition' modifier dictate the outcome. The challenge in a WW1 game is often portraying the grind without making the game itself a grind. Sonne likely achieves this by focusing on key operational decisions: where to push, where to hold, and when to commit scarce reserves. The 'low complexity' doesn't mean low strategic depth; it means paring away extraneous detail to highlight the critical choices that defined the era. This approach makes the game approachable for newcomers while still offering veterans a satisfying puzzle. This is where the true elegance of a well-designed Print and Play game shines through: it empowers players to engage with the core strategic questions without drowning them in minutiae.

The Western Front of World War 1 is a brutal, often misunderstood theater of conflict, defined by its static lines, unprecedented artillery barrages, and the tragic human cost of attrition warfare. 'The Ground Between' aims to capture this essence without succumbing to the overwhelming scale typically associated with such simulations. Sonne’s mention of 'juggling between fun factor, aesthetics, and educational value' while balancing simplification and realism is particularly telling. A truly effective WW1 wargame, even a simple one, must convey the grinding nature of the conflict, the immense difficulty of gaining ground, and the strategic importance of artillery and logistics.

The 'sad looking paper map' critique is something many of us have heard, and 'The Ground Between' directly addresses it. A well-designed Print and Play can offer surprising visual appeal, especially when the components are thoughtfully crafted. Imagine counters that evoke the period, a hex map that, while simple, clearly delineates key terrain features and trench lines. The educational value here isn't about memorizing historical dates, but internalizing the strategic dilemmas faced by commanders. How do you break a stalemate? When is an offensive worth the inevitable casualties? How do you manage limited resources in a war of attrition? These are the questions the game intends to pose, making history feel less like a dry textbook entry and more like a visceral, immediate challenge.

For too long, the barrier to entry for many wargames has been a significant hurdle. Between sprawling rulebooks, expensive components, and the sheer time commitment, many potential players have been scared off. 'The Ground Between' tackles these issues head-on, and in doing so, offers a vital service to the broader tabletop community. Its Print and Play nature is not a limitation; it’s a feature. It lowers the financial barrier to zero, allowing anyone with a printer, some scissors, and a bit of cardstock to dive into a historical simulation. This fosters a sense of ownership and creativity, encouraging players to personalize their components and truly invest in the experience.

This accessibility is precisely what the wargaming hobby needs. It’s a gateway drug, a gentle introduction to hex-and-counter mechanics and historical strategy without the intimidating overhead. Imagine a new player, perhaps someone who enjoys board games but has never touched a wargame, discovering the strategic depth of the Western Front through a game they crafted themselves. This isn't just a game for existing wargamers; it's a recruitment tool, a means to demonstrate that deep, engaging historical simulations don't require a weekend commitment or a second mortgage. Felix Sonne’s mission to make wargames 'engaging, deep, fun, and yet modern-looking and quick' is a resounding success with 'The Ground Between'. It's a testament to indie design, proving that innovation often thrives outside the corporate behemoths, right in the hands of passionate creators and players.

Top Pick: The Ground Between (PnP)

Accessible, deep, and free entry into historical wargaming.

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Source: Editorial summary of "Designer Diary: The Ground Between" by BoardGameGeek.