




The Weimar Republic - Political Struggle in Germany, 1919-1933
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The Republic was born fragile. Four factions want it. Only one will save it — or bury it.
What it's about
The struggle for Germany you didn't know yet
January 19, 1919. The Great War is over, the Kaiser has abdicated, and Germany is on its knees. In this power vacuum, something fragile and extraordinary is born: Germany's first democracy. But the forces that want to destroy it are already in motion.
The Weimar Republic is a political Card Driven Game for 1-4 players by Gunnar Holmbäck and published by GMT Games. Four factions vie for the Republic's destiny — the Democratic Coalition, the pro-Soviet Communist Party, Hitler's National Socialists, and the Radical Conservatives — across a 15-year narrative arc, from 1919 to 1933.
Propaganda, parliamentary elections, street violence, economic influence, coups: every action has historical and mechanical weight. Event cards interlock as in real history — but the ending is not written. Your table will decide if the Republic survives.
From the game experience
A CDG that doesn't simulate history — it lets it happen. Each session tells a different Germany, with an ending no textbook has ever written.
The secret of The Weimar Republic in one line
Four radically different factions, a single map, alliances made and broken in one turn. The tension isn't in the dice — it's in the negotiation.
From the game experience
The Weimar Republic
Each faction can be replaced by a bot — play 1-4 with any combination. A carefully designed solo system, not an afterthought.
The four factions
What you control in each game
Democratic Coalition
Defends the Republic with reforms, unions, and institutional support. The most difficult faction — winning with it is a double victory.
Communist Party (KPD)
Workers' agitation, strikes, and insurrections. Supported by the Soviet Union, it aims to destabilize from within before striking.
National Socialists (NSDAP)
Violent propaganda, street parades, and devastating chains of historical events. The most dangerous faction — and the most feared at the table.
Radical Conservatives
Reactionary militarists, Freikorps, and power networks within the army. Often tactical allies of the NSDAP — until they are no longer.
Tonight history could go differently. It's up to you.
📖RulebookEnglish · Official PDF
A game in five moments
What happens at the table
Not the rules. The experience.
Choose your faction. Your identity is already clear.
Someone takes the Democratic Coalition with a sigh. Someone grabs the National Socialists without a word. The KPD always ends up with those who want to play dirty. The map is there, empty and menacing: 1919, everything still possible, everything already precarious.
The first chain of events is triggered
Someone plays a card. Another card is unlocked. The sequence produces something no one had calculated — a region changes hands, an alliance breaks, a coup is attempted three turns early. The table stiffens. Was this the right move?
Elections overturn everything
The Election card comes into play. Whoever controlled the region might now lose it. Values change, the map redraws itself, tactical alliances from before suddenly become a problem. There's always someone who thought they were safe. They weren't.
The negotiation that changes the ending
Someone proposes a deal. Ceding a city to stop a more dangerous opponent. Future promises are worth nothing — but people believe them anyway. Or pretend to believe them. At that moment, the board game becomes something else: real politics, with all its ambiguities.
The sudden victory — and the silence after
There's no final count. A faction reaches the threshold and the game ends, suddenly. The winner is as surprised as the others. The game is packed away slowly, replaying each move, wondering where the Republic's fate truly tipped. The discussion continues for an hour.
How to play
The flow of each round
Three historical eras, 15 years in 30 rounds. Learn in 20 minutes, master in three games.
Each player draws from their faction-specific hand. Cards have two uses: as a historical event or as operational points. Choosing what to activate is already strategy.
Players alternate actions — agitation, reforms, recruitment, strikes, assassinations, coups. Initiative passes back and forth: no one is ever truly safe.
Regions and major German cities are worth influence. Elections — general and regional — shift values unpredictably. Whoever dominates today could lose everything tomorrow.
After each round, check if a faction has reached the dominance threshold. No final count — victory comes suddenly, and can arrive at any moment.
Why it's different from others
Six mechanics that make a difference
Chains of historical events
Some cards only activate if a prerequisite has already been played. History is built in sequence — and can diverge in directions no book predicted.
Sudden death victory
There is no final score. Every round could be the last. The tension never lets up — not even when you think you have the situation under control.
Bot system for each faction
Each faction has its own automaton. Play 1-4 in any combination of humans and bots — solitaire isn't an afterthought, it's part of the original design.
Radically asymmetric factions
Each faction has unique abilities, mechanics, and victories. The Democratic Coalition plays differently from the NSDAP, which plays differently from the KPD. Four games in one.
Unpredictable elections
General and regional elections enter the game at irregular intervals, radically overturning local balances. Election time is always the most feared.
Three eras, three distinct decks
The timeline spans three historical epochs, each with its own event deck. The game transforms as the years advance — urgency grows, extreme factions strengthen.
How it ends
Only one way to win. Many ways to lose everything.
You don't reach the end of the board — you reach the dominance threshold or make a crucial mistake. The Republic can survive. Or fall.
Victory
- Reach the dominance threshold with your faction — immediate, sudden death victory
- Conditions vary for each faction: regional control, parliamentary seats, city influence
- With active bots, victory is as meaningful as against human opponents
Defeat
- Another faction reaches the dominance threshold first
- Your faction loses critical control of regions or parliament at a key moment
- A betrayed alliance at the wrong moment can cost the game in one turn
The Weimar Republic is one of the most ambitious historical CDGs published by GMT Games in recent years. Four asymmetric factions, 15 years of German history, an ending no one knows yet.
Frequently Asked Questions
FAQ about The Weimar Republic
Is it necessary to know the history of the Weimar Republic to enjoy the game?
No — but those who know it will have a richer experience. Event cards are self-contained, and the rulebook explains the context. That said, the game also serves as a gateway to that historical period: many players started reading books about Weimar after their first game.
Is it a heavy game? How long does it take to learn?
Yes, it's a complex game. The tutorial scenario plays in 90 minutes and is designed for new players — we recommend starting there. The complete rules can be absorbed in two sessions. It's not a gateway game, but it doesn't require years of wargaming experience either.
What is the actual duration of a game?
It depends on the chosen scenario. The tutorial lasts about 90 minutes. Full scenarios range from 3 to 8 hours. GMT Games designed multiple formats precisely to adapt to different sessions — you don't necessarily have to play the entire campaign in one evening.
Does it work well solo?
Yes, and it's not a compromise. The bot system was designed from scratch for each faction; it's not an adaptation of AI for human players. You can play with any combination of 1-4 players and bots. The designer dedicated a specific article to the solo system.
With how many players does it work best?
With 4 players, the experience is the most complete — alliances, betrayals, and negotiation reach maximum depth. With 2-3, the game remains solid thanks to the bots. The 4-human game is what the designer had in mind, but all configurations work.
Is it available in Italian?
This is the English edition from GMT Games. The text on the cards is relevant to gameplay, so a good understanding of English is required. There is currently no official Italian localization.
The Weimar Republic: Political Struggle in Germany, 1919-1933 is a historical-political Card Driven Game for 1–4 players (ages 14+, duration 90 min–8 hours). Designed by Gunnar Holmbäck, developed by Jason Carr, published by GMT Games. Main mechanics: CDG with asymmetric factions, regional control, parliamentary elections, historical event chains, bot system for solo play. Four factions — Democratic Coalition, KPD, NSDAP, Radical Conservatives — vie for the fate of Germany from 1919 to 1933 through propaganda, street violence, reforms, strikes, and coups. Sudden death victory. Three eras with separate event decks. Multiple scenarios from 90 minutes to full campaign. English edition. Available on FroGames.it.
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