Memoir '44 is a light wargame or war-themed strategy board game for two players. It was created by Richard Borg and published in 2004 by Days of Wonder. Illustration done by Julien Delval and Cyrille Daujean. The game can be played with up to six players if played in teams and up to eight players in the "Overlord" scenarios. However, "Overlord" requires two copies of the game. It received the 2004 International Gamers Award for General Strategy, 2-Player category and The Wargamer 2004 Award for Excellence. The game is published in English and French (as Mémoire 44) by Days of Wonder.

Memoir '44 simulates over a dozen of the battles connected with the D-Day invasions in World War II. It uses an enhanced version of the same Command & Colors game system as found in Battle Cry.

Memoir '44

Gameplay Summary

Players start the game by choosing a scenario, representing a battle from World War II. Scenarios are available from the manual, the internet, or can be invented by players. The terrain and starting positions are laid out according to the scenario.

Memoir '44

The battlefield, on a hexagon-gridded board, is divided into three sections by two red dotted lines, giving each player a left flank, a center and a right flank section.

Memoir '44

Troops are commanded by playing a command card, which orders troops to move, battle and/or execute a special command. There are two types of command cards: Section cards and Tactic cards. Section cards are used to order a move and/or battle in a specific section. These cards indicate in which sections of the battlefield units may be given orders, and how many units may be commanded. Tactic cards allow players to make special moves, battle in a specific way or take special actions, as explained on the card.

The object of the game is to be the first to win a set number of Victory Medals, usually 4 to 6, depending on the selected battle scenario's victory conditions. A Victory Medal is gained for each enemy unit entirely eliminated from the battlefield. In some scenarios, additional Medals may be gained from the board map itself, for capturing and holding certain terrain hexagons (hexes) or battlefield objectives.

Scenarios

There are a dozen scenarios in the base game as well as several more in the various expansions. Most of these scenarios are created from famous battles in World War II. Official scenarios (the ones published in scenario booklets and on the Days of Wonder internet site) have full support from the DoW team and are thoroughly playtested to ensure balance between the two players (e.g. not a total overrun of German troops at the start of the Soviet campaign) and others represent tougher battles like the assault on Omaha Beach, where the Allied player has difficulty in crossing the beach inland.

Another section online is devoted to scenarios the Memoir '44 owners themselves created. These are unofficial and so not playtested by the DoW team, but mostly by the creators themselves. (In rare cases these scenarios are later adopted officially.) These scenarios allow the Memoir '44 player to have experiences designed by other players.

Command cards

Command Cards are used to order soldiers around the board. Command Cards are divided in two types: Section and Tactic cards. There are a total of 60 Command Cards which is divided into 40 section cards and 20 tactic cards. A Command Card is played first to start each turn, followed by ordering units. After all orders are completed, a player replenishes their hand by drawing a new Command Card from the deck.

Section cards

Section cards are cards that specify the number of units ordered in a specific section. These numbers run from 1-3 and All (meaning that all the units in a particular section can be ordered). Examples include "Probe Left Flank" (allowing a player to order 2 units on the left flank) and "Assault Right Flank" (allowing a player to order all units on the right flank).

A special section card is Recon-1 (with particular section: left, center or right). A player may only order 1 unit in the section stated on the card but at the end of the turn the usual drawing of one Command card is replaced by a choice of one from two Command cards.

Every turn, a maximum of one card can be played, except for the Ambush Tactic Card, which is played against an action by the other player.

Tactic cards

Tactic Cards are different from section cards in that they do not specify exactly a number of orders in a certain section. These tactic cards consist of special actions or enhancements to battling (such as adding an extra die).