
- BGG rank
- BGG #4,158
- BGG rating
- 8.2
The Devil's Cauldron: The Battles for Arnhem and Nijmegen
- 2–4 players
- 90–2400 min
- Complexity 3.8/5
- 2008

2015
Rules assistance for The Greatest Day: Sword, Juno, and Gold Beaches
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.
The Greatest Day: Sword, Juno, and Gold Beaches is a board game released in 2015 for 2–8 players, 60–6000 minutes per game, and ages 12 and up. It was designed by Adam Starkweather and its main mechanics are Dice Rolling, Hexagon Grid, and Chit-Pull System.
The Greatest Day: Sword, Juno, and Gold Beaches, Battle for Normandy: Volume One is the first volume in a three volume series covering the battle of Normandy in June of 1944. It not only introduces a new theater but also provides version 2.0 updates for the GTS rules. Assaults have been streamlined, the artillery rules have been improved, and various other changes have been made to make this version of GTS an even better gaming experience. It covers the operations in the British/Canadian sector from June 5th Night to June 13th 23.00. Game Scale: Game Turn: 2 hours in daytime / 8 hours nighttime Hex: 546 yards / 500 meters Units: Platoon to Company (most units are company) Game Inventory & Scenarios: see wiki below
The Greatest Day: Sword, Juno, and Gold Beaches supports 2–8 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 Greatest Day: Sword, Juno, and Gold Beaches is 60–6000 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 Greatest Day: Sword, Juno, and Gold Beaches 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.
The Greatest Day: Sword, Juno, and Gold Beaches has a complexity rating of 4.0 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.
The Greatest Day: Sword, Juno, and Gold Beaches belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Hexagon Grid, and Chit-Pull System. 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 Greatest Day: Sword, Juno, and Gold Beaches are: Adam Starkweather. 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 Greatest Day: Sword, Juno, and Gold Beaches 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.