
- BGG rank
- BGG #10,738
- BGG rating
- 7.8
Red Poppies Campaigns: The Battles for Ypres
- 2 players
- 120–1440 min
- Complexity 2.9/5
- 2016

Rules assistance for In the Trenches: 1916
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
In the Trenches: 1916 is an expansion for In the Trenches: Devil Dogs released in 2017 for 2 players, 90–120 minutes per game, and ages 12 and up. It was designed by John Gorkowski and its main mechanics are Hexagon Grid.
"He who advances vanquishes, but he who awaits the attack of the enemy perishes ingloriously. To vanquish is our desire." - Alexi Brusilov In the Trenches: 1916 is not a complete game. You must own either In the Trenches: Doughboys or In the Trenches: Devil Dogs to play 1916. In the Trenches: 1916 breathes new life into Tiny Battle Publishing’s popular In the Trenches system. Delve into the gritty tactics of the Battle of the Somme and the Eastern Front’s Brusilov Offensive in SIX action-packed scenarios by esteemed designer John Gorkowski, featuring British, Canadian, German, Austro-Hungarian, Russian, and Polish forces. Lead your men through the great muddy lengths of Regina Trench, across the battle-pocked fields from La Boiselle to the Sausage Valley and through narrow lines dug in at forest’s edge at Kostiuchnowka on three beautifully rendered maps. Designed by John Gorkowski, In the Trenches enables players to game historically accurate simulations of tactical operations from the Great War. ITT challenges players to move and fight with company-level formations made of separate platoon-sized units during five minute, impulse-based turns. The historically accurate maps are scaled to 100 yards per hex. This approach recreates WWI command and control problems and inspires historically accurate play without forcing decisions. Note: The six scenarios of In the Trenches: 1916 were originally published in 2009 by Grenier Games, as part of their In the Trenches: The Lost Generation expansion. We have taken these scenarios, tweaked and polished them, and treated them to brand new artwork by Jose Ramon Faura and a full-color eight-page scenario guide. · 220 Unit Counters (yes, there are two full pages of counters) · 132 Operational Markers · Three 8.5" x 11" Maps · 1 Player Aid Card · 1 Game Turn Track · 1 Full-Color Scenario Book · 6 Scenarios Game Design: John Gorkowski Art: Jose Ramon Faura Players: 2 Duration: 90-120 minutes Complexity: Medium Solitaire Suitability: High
In the Trenches: 1916 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 In the Trenches: 1916 is 90–120 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 In the Trenches: 1916 for ages 12 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.
In the Trenches: 1916 has a complexity rating of 3.0 out of 5 from BoardGameGeek players, which makes it a medium-weight 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.
In the Trenches: 1916 belongs to these categories: Wargame, Expansion for Base-game, and World War I. Its main mechanics are 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 In the Trenches: 1916 are: John Gorkowski. 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 In the Trenches: 1916 as an expansion for In the Trenches: Devil Dogs. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need In the Trenches: Devil Dogs to use it. Check that your edition of In the Trenches: Devil Dogs is compatible, as some expansions were revised between editions.