
- BGG rank
- BGG #892
- BGG rating
- 7.0
Diplomacy
- 2–7 players
- 360 min
- Complexity 3.3/5
- 1959

Rules assistance for Rush for Glory
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
What would you like to know?
Answers come from the official rulebook, with the page to check.
Rush for Glory is a board game released in 1989 for 2 players, 120 minutes per game, and ages 12 and up. It was designed by Raymond Speer and its main mechanics are Area Movement.
Strategic Game of the Mexican War (1846-47). This game was included in Strategy & Tactics magazine #127. The game is for two players and simulates the war between the United States and Mexico that erupted in April, 1846. Although the dispute was originally about a strip of territory between the Nueces and Rio Grande Rivers, the consequence of the war stripped Mexico of what is now much of the American southwest, including California. The map consists of a number of important locations, each named for a city, and contains significant terrain features and numerical values for replenishment and morale. Units gain friction points as they move and represent a variety of factors: terrain, sickness, sagging morale, and lesser factors. Unit types are Infantry, Heavy and Field Artillery, Cavalry, Leaders, and Supply, with the combat units rated regular, seasoned, or conscript. A roster sheet allows for easy organization of friction point tallies, and the CRT is based on combat class. Some interesting rules involve a Mexican Invasion of the U.S., the Neutral Strip, the Polk Indecision Table, and the Veracruz Invasion. 17" x 22" mapsheet, 100 counters, 10 pages of rules and charts
Rush for Glory 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 Rush for Glory is 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 Rush for Glory 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.
Rush for Glory has a complexity rating of 2.5 out of 5 from BoardGameGeek players, which makes it a medium-light 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.
Rush for Glory belongs to these categories: Wargame and Post-Napoleonic. Its main mechanics are Area Movement. 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 Rush for Glory are: Raymond Speer. 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 Rush for Glory 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.