Lee and Richard played the third scenario with the Forjland (Vikings – Lee) against the Empire (Richard). It was a learning game to use magic. This was another unbalanced campaign with Forjland not having much of a chance again the Empire. But, it was good for learning the spell, treasure, and blessing cards, as well as, the heroes.
Burning Banners: Rage of the Witch Queen: Learning Scenario
Lee and Richard player the learning scenario twice. Vikings against Dwarves. Both times we played, the Vikings (Lee) won exactly the same way. Massive troops and gold against gold strapped and troop poor Dwarves. Neither of us could figure out how the Dwarves could win. But, it did serve the purpose of learning the basic rules (no magic).
The Other Side of the Hill – 1939 – 1941
Jim, Lee, Richard and Steve started a fresh 4 player game using competitive mode. We played through 1941 and will continue the game..

The Other Side of the Hill
Jim, Lee and Richard are currently playing a cooperative game with no prestige points to learn the game mechanics. Seems to be playing well..

As the Second World War raged across Europe, tensions brewed within the seemingly monolithic German war machine. Hitler, like dictators before him, had given his minions overlapping responsibility, so that they would plot against each other and keep him the arbiter. Germany’s military leadership worked well enough as Germany’s armies advanced in conquest after conquest. But Hitler’s no retreat order in the difficult winter of 1941-1942 was a turning point in the way the war was run. All decisions now had to be approved from the top—a flagrant reversal of the German military tradition of setting objectives and giving subordinates freedom in how to attain them. As victory in the battle for Europe eluded the German generals and final defeat loomed, their competing agendas came ever more to the fore. Contravening their overseer, military leaders looked to a settlement with the Allies and, in a few cases, the end of the regime.
The Other Side of the Hill is a boardgame that simulates the effects that this struggle for power within the German High Command had on the development of the Second World War. Up to four players represent military leaders cooperating and competing as they manage Germany’s wartime strategy. To win, they must vie for Prestige by advancing the careers of their favored Army and Army Group commanders, grabbing their share of victories while the early-war pickings are easy, then avoiding responsibility for battlefield disasters as the Soviets and the Western Allies solidify and push back.
Players will pursue hidden objectives to dominate the German Officer Corps on behalf of Interest Groups such as the technically-minded Professionals, a traditionalist Old Guard, or anti-Nazi Dissidents—all while Allied aircraft bombard Germany’s war industry and Allied armies press in on every front. As in history, players must reconcile contradictory roles. The German General Staff’s job is to hold the Allies off, but each clique’s priorities can subvert any collective strategy. And beware: a player may in secret be sabotaging the war effort!
The Other Side of the Hill offers competition for two, three, or four players as well as fully cooperative, semi-cooperative, and solitaire modes. Playing cards include intriguing historical details on World War Two’s real-life German Generals, strategic Directives, wartime Events, and personalities of the “Black Orchestra” plot to assassinate Hitler. Experience the European Theater of WWII as you have never gamed it before—from The Other Side of the Hill!
Game modes
• Competitive: One player will win, even if Germany falls before it historically did.
• Cooperative: Players win or lose together.
• Solo: You make all the decisions.
• Semi-Cooperative: If Germany falls before the historical date, everyone loses. Otherwise, one player wins.
• Campaign Mode: You can play the full campaign in successive shorter and more manageable gaming sessions.
Burning Banners: Rage of the Witch Queen
Take command, forge alliances, and shape the destiny of six unique kingdoms as you explore a stunningly detailed world across four hand-drawn boards. Designed and illustrated by acclaimed fantasy artist, Christopher Moeller, Burning Banners brings the rich tapestry of Kalar to life with a breathtaking fusion of immersive artwork and engaging gameplay that grows with your group.
With a staggering 29 scenarios, you can experience the tactical thrill of a single battle in an evening, or dive deep into an epic conflict spanning more than a decade. Will you lead the stalwart Oathborn, the cunning Shashka, the relentless Army of Night, the mighty Eastern Empire, or the fierce warriors of Fjordland? Choose your kingdom wisely, for each holds a pivotal role in the conflicts to come.
Unleash your strategic prowess as you navigate a world brimming with legends and mythical creatures! Customize your army from the start with a diverse array of units at your beck and call, from utility miners who gather gold far from the action and deep beneath the earth, to weapon-specialist warriors and elite fighting forces, and all the way to the mythical wilds of feral rat hordes and towering frost giants.
When the time comes to level up your challenge, prepare to unleash the might of heroes, command monstrous creatures, harness ancient magic, and vie for control over powerful artifacts in the Advanced Game. Whether you join forces as the Invaders or stand as the Resistance, every decision you make will shape the fate of Kheros.

