
- BGG rank
- BGG #8,367
- BGG rating
- 8.1
The Killing Ground: Campaign for Normandy, July-August 1944
- 2–4 players
- 300–2880 min
- Complexity 4.0/5
- 2002

2020
Rules assistance for From Salerno to Rome: World War II – The Italian Campaign, 1943-1944
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 is a board game released in 2020 for 2 players, 120–720 minutes per game, and ages 14 and up. It was designed by Sergio Schiavi and its main mechanics are Dice Rolling, Variable Set-up, and Hexagon Grid.
From Salerno to Rome allows you to simulate the first ten months of the military campaign in Italy during WW2, from the landing in Salerno (September ’43) to the liberation of Rome (June ’44). The game starts with the American 5th army that has just landed in Salerno and the British 8th army advancing in Apulia, while the Axis powers gather their forces to hit with a powerful counter-offensive one of the two allied armies… The game enables you to fight the battles that took place in Italy from September ’43 to May ’44: Salerno, Cassino, Anzio, Ortona… WHAT’S IN THE BOX? Two maps (56,2 x 86,2 cm / 22x34 inch), depicting the Italian peninsula from Salerno to Rome 576 counters (3 countersheets - 192 counters per sheet) Rulebook (24 pages - A4 size) with example of play 7 charts & tables Tanks and Aircraft booklet (8 pages - A5 size) SCENARIOS Ortona - The shortest scenario of all; the 8th Army crosses the Sangro river and engages a fight at Ortona, defended by the Green Devils of the German 1st parachute division. 1 Map - 1 turn Salerno - The landing of the 5th Army. 1 Map - 2 turns Anzio - The Shingle Operation and the bloody battles of Cassino. 1 Map - 2 turns Diadem - The breakthrough of the Gustav line and the entry into Rome. 1 Map - 2 turns The Kesselring’s Option: Foggia Counterattack - A hypothetical scenario, yet absolutely plausible: The 2nd SS Panzerkorps counterattacks in an attempt to reconquer Foggia and its precious airports. 1 Map - 2 turns The Campaign Game - The whole campaign, from the landing in Salerno to the conquest of Rome. The longest game! 2 Maps - 10 turns GAME SCALE Time Scale: 1 turn = 1 month, turns subdivided in impulses. Unit scale: Brigade (Commonwealth infantry), regiments (German, US & French infantry), battalions (German PanzerGrenadier), groups of 15-30 tank Map Scale: 1 hex = 5 Km Number of Players: Two Playing Time: 2 hours for the shortest scenario, Ortona. 6-12 hours for the entire campaign Complexity: 3 out of 5 Solitaire Suitability: 2,5 out 5 -------------------- HOW TO PLAY The game lasts 10 turns, each representing one month. Each turn is divided in a varying number of impulses, during which both players always have the opportunity to react to their opponent’s moves, alternating within an extremely flexible game structure. When a turn starts, each player gets a certain amount of activation points he can use to put under command his forces during impulses. These formations, single divisions or whole army corps, once activated, can move and fight, move strategically in a different sector, can be put in reserve and so on. Activation points can also be used for other operations: air cover, landings, strengthening defensive lines, recon, ULTRA, etc. Artillery has a very important role in the game; it can perform various missions: bombardment, interdiction, tactical support. Aircraft perform the same kind of missions too, but with a much longer range. The activation point system creates great uncertainty in the game, so every game plays out differently: players must carefully plan their strategy and constantly make fundamental decisions. It is a game of great tension and depth, where desperate counter-attacks alternate with strategic surprises; the attention of players must always be constant. Other detailed rules cover: combat, breakthroughs, artillery, reserves, reinforcements, replacements, naval support, supply in mountainous terrain and flat land and, of course, victory conditions. HOW TO WIN The German player has obviously a chance to win the game right away if he manages to repel the US 5th Army in Salerno. If the German player does not win, the game goes on, and the Allies must conquer Rome, trying to eliminate the armies of the Axis powers, in order to win. The Axis wins if the Allies do not reach their victory conditions or if, in any moment, the losses for the Allies go over a certain level. 'The Kesserling’s Option' variant changes the game completely, giving back the initiative to the Axis player and changing the victory conditions again. (description from the publisher and BGG user)
From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 is 120–720 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 has a complexity rating of 4.2 out of 5 from BoardGameGeek players, which makes it a heavy game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Variable Set-up, and Hexagon Grid. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 are: Sergio Schiavi. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.