Paul Koenig's Market-Garden: Arnhem Bridge

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Quick Overview

Enjoy the first of Paul Koenig's Market-Garden series: Arnhem Bridge, covering the events at this vital river crossing in September of 1944.

Front cover

  • Front cover
  • Back cover
  • Map
  • Counters (front)
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Details

Paul Koenig's Market-Garden is a series of small-format, competitive introductory-level wargames covering the critical first three days of Operation Market-Garden, where the Allies attempted to seize a series of bridges in Holland and end World War 2 before Christmas. Each game in the series covers a separate bridge: Arnhem, Nijmegen, and Eindhoven.

As a player, you must command your German or Allied forces so as to capture key objectives on the board while keeping your casualties down (and your opponent's casualties up).

Based upon the design of Paul Koenig's D-Day series, Arnhem Bridge is the first to be released in the Market-Garden series, covering all the events that happened there from 17-19 September, 1944. Including a set of Optional Rules, make a stand against your enemies at Arnhem Bridge!

Game Components:


•   One 4-page, full-color Standard Rules booklet
•   One 11" x 17" paper game map with tables per bridge
•   40 1/2" double-sided game pieces per bridge
•   28 5/8" round double-sided markers per bridge
•   One sheet of Exclusive Rules covering the specifics for each bridge
•   Polybag packaging and component storage

Credits:


Game Design: Paul Koenig
Development: Alan Emrich and Bryan Armor
Graphic Design: Alan Emrich and Bryan Armor
Playtesting: Randy Bailey, Kevin Bierre, Mark Brownell, Rich Horton, Paul Koenig, Hans Korting, James Noone, Eddy Riggs, Richard Allen Seibert II, Michael Seratt
Proofreading: Bill Barrett, Hans Korting, Leigh Toms

Game Data

Number of Players 2
Age 13+
Playing Time Approximately 50 minutes
Difficulty 3
Solitaire Suitability 8
Designer Paul Koenig
Developer Alan Emrich

Reviews

Paul Koenig's Market-Garden: Arnhem Bridge by Grant (The Player's Aid)
I liked the thematic elements including the simulation of the lack of communication and organizational chaos through use of the blind HQ chit-pull mechanic. The order that units are activated is completely random, which can affect the ability to build a strategy, as unit locations can change a lot during play. But this part is great! Also, the chaos manifests itself in the fact that the British player does not know exactly how much of their scheduled support they will receive in any given round, nor how many of their units will be wounded or killed as they parachute into the battlefield. I love to feel pressure and frustration as I play these wargames. I imagine that this is exactly how Montgomery would have felt as his grand plan slowly faded into ignominy as the troops failed to take their objectives and the dream of crossing over the Rhine ending the war by Christmas disappeared and was replaced by an additional 9 months of heavy fighting.
Arnhem Bridge by Nerdbloggers
Paul Koenig's Market Garden: Arnhem Bridge intrigues me with smart design choices that closely fit the theme of the game. There was obviously a lot of thought put into the design to exemplify the feeling of loss of communication and cramped urban combat. The scoring system rewards actions that would have a meaningful impact on the larger conflict, confronting the players with some hard decisions about where to focus their manpower.
Paul Koenig's Market-Garden: Arnhem by Dan Spezzano (Maximum Pixelation)
Paul Koenig’s Market Garden: Arnhem Bridge is a solid effort. As an introductory game, as a fast playing game, and just as a division level game in general. It concentrates on one part of the overall campaign and it does it well. The mechanic of the 9th SS recon division also gives players a more defined goal which is something new gamers to the genre often need. It’s a game well worth your time.
Paul Koenig's Market-Garden: Arnhem by Boardgames in Blighty
I really like Paul Koenig’s Market Garden: Arnhem Bridge and recommend it as fun, accessible, and interesting. (8/10)