
- BGG rank
- BGG #12,182
- BGG rating
- 7.4
Bulge 20: The Ardennes Offensive
- 2 players
- 75 min
- Complexity 2.3/5
- 2009

2011
Rules assistance for The Rhineland War, 1936-37
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

What would you like to know?
Answers come from the official rulebook, with the page to check.
The Rhineland War, 1936-37 is a board game released in 2011 for 1–2 players, 240 minutes per game, and ages 12 and up. It was designed by Joseph Miranda and its main mechanics are Hexagon Grid.
The Rhineland Crisis War, 1936-37, designed by Joseph Miranda,is a strategic-level simulation of intermediate complexity that covers an alternative World War II in Europe, one that began in 1936. The assumption is, when Hitler ordered his army to march into the Rhineland, the Allied powers, instead of appeasing him, ordered their armed forces to resist. The ensuing chain of events leads to the war expanding throughout Europe. A war fought at that time would’ve found all European militaries woefully unprepared. Central to the play of the game are its “crisis chits.” They represent various diplomatic and military events that could bring other powers into the war. Players pick crisis chits depending on the number of crisis hexes (printed on the map) they control. The more such hexes they control, the greater the chances they have of gaining more allies. At the same time, grabbing too much territory can lead to political collapse at home, as domestic foes work to undermine your power before the conflict explodes into a wider war. Rhineland Crisis War is a two-player game. One player commands the Axis, controlling Germany and the countries that choose to align with Berlin. The other is the Allied player, who controls the anti-German forces. Each hex on the map represents 62 miles (100 km) from side to opposite side. Each full game turn represents one month. Units of maneuver are corps and armies. Special rules cover: crises, political collapse, reinforcements, replacements, terror bombing, railroads, fog of war, airpower, naval and amphibious operations, weather, neutrals, the Soviet Union, armistice and surrender, the Spanish Civil War, expeditionary forces, airborne units, air transport, fifth columns, alpine units, and anti-aircraft units. The turn sequence is as follows. I. Axis Player Turn A. Axis Mobilization Phase B. Axis Terror Bombing Phase C. Axis Movement Phase D. Axis Combat Phase E. Axis Rally Phase F. Axis Crisis Phase II. Allied Player Turn A. Allied Mobilization Phase B. Allied Terror Bombing Phase C. Allied Movement Phase D. Allied Combat Phase E. Allied Rally Phase. F. Allied Crisis Phase III. End of Turn Phase
The Rhineland War, 1936-37 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 Rhineland War, 1936-37 is 240 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 Rhineland War, 1936-37 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 Rhineland War, 1936-37 has a complexity rating of 3.2 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 Rhineland War, 1936-37 belongs to these categories: Wargame and World War II. 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 The Rhineland War, 1936-37 are: Joseph Miranda. 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 Rhineland War, 1936-37 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.