
- BGG rank
- BGG #2,432
- BGG rating
- 7.6
A Victory Lost: Crisis in Ukraine 1942-1943
- 2 players
- 360 min
- Complexity 2.6/5
- 2006

2013
Rules assistance for The Dark Valley
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

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Answers come from the official rulebook, with the page to check.
The Dark Valley is a board game released in 2013 for 1–2 players, 500 minutes per game, and ages 14 and up. It was designed by Ted Raicer and its main mechanics are Hexagon Grid, Simulation, and Movement Points.
(from GMT website:) The Dark Valley is a new game from award-winning designer Ted Raicer, focusing on the entire East Front campaign in World War II. The game components feature a beautiful map from Mark Mahaffey, stretching from Leningrad in the north to the Caucasus Mountains in the south, and around 600 counters representing every major unit that appeared during the course of the conflict. Initially most Soviet infantry are divisions, but as the game progresses these are replaced by armies and corps, so that players are not overwhelmed by the increasing Soviet Order of Battle. All German mechanized divisions are present in the game, while their infantry is a mix of division and corps. Although the game is a semi-monster, and covers the entirety of the conflict from the launch of Barbarossa to the end of the war, the game system emphasizes playability rather than rules overhead, allowing the players to concentrate on strategy choices rather than rules minutiae. The core of the game system is a “chit-pull” activation system. Each turn a variety of action chits are drawn, in a random order, from the Action Chit Pool, and it is this that determines the exact flow of operations on that turn. [...] This chit-pull system imposes constant uncertainty upon the player and introduces considerable tension into the game. [...] The Axis supply network, which imposed crucial restraints upon the effectiveness of the offensive, is represented using supply depot units.[...] Besides the full campaign game, TDV features scenarios for Barbarossa, Case Blue, Kursk, and the Destruction of Army Group Center. Scenario start dates can also be used to explore shorter versions of the campaign. The Dark Valley is designed to be playable and exciting, modeling the tension of the campaign elegantly and simply. The game also plays very well in solitaire mode due to the underlying chit-pull system. From the German blitzkrieg in 1941 to the blazing ruins of Berlin, The Dark Valley provides a truly new look at this much-gamed theater. TIME SCALE: 1 or 2 months per turn MAP SCALE: 20 miles per hex UNIT SCALE: Divisions/Corps/Armies COMPONENTS: Two 22x34" maps Three sheets of 1/2 " counters Four Player Aid Cards Two 6-sided dice Rules Booklet Players Booklet DESIGNER: Ted S. Raicer DEVELOPER: Paul Marjoram MAP ART: Mark Mahaffey COUNTER ART: Charles Kibler
The Dark Valley supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for The Dark Valley is 500 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 The Dark Valley 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.
The Dark Valley has a complexity rating of 3.4 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.
The Dark Valley belongs to these categories: Wargame and World War II. Its main mechanics are Hexagon Grid, Simulation, and Movement Points. 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 The Dark Valley are: Ted Raicer. 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 The Dark Valley 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.