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Memoir '44

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$108.00

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The item is brand new and in-stock in with one of our preferred suppliers. The item will ship from the Mighty Ape warehouse within the timeframe shown below.

Usually ships within 6-8 weeks

Note: This product cannot be shipped outside of New Zealand.

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Estimated arrival:

  • Around 25-31 October using standard courier delivery

Customer reviews

4.6 out of 5 stars Based on 17 Customer Ratings

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"Memoir '44 review"
5 stars"
Purchased on Mighty Ape

I recently purchased Memoir ’44 and have played the first 9 scenarios. I will review: Game Play, Contents. I will give the game ratings out of 10 for: Game Play, Contents, Re-Playability, Ease to learn/teach and Value for money

Contents:

Memoir ’44 comes with 180 plastic miniatures. The Plastic itself is a high quality however the artillery is quite flimsy and the guns on the infantry bend to easily. Some of the infantry are on a lean. The pieces are stored in two plastic containers which are of low quality and should be replaced. These cases are two levelled, one with places for armour and slots for artillery and the other with a space to store the plastic cardholders and another place for infantry and obstacles. The tiles and badges are of a high quality. The double sided tiles are a problem sometimes when you select one in which both sides are needed however this only happens in a few scenarios and if you follow the set up order on the scenario it is not a problem. The board which is double sided (one side showing countryside and the other beach landings) is sturdy and also high quality. The dice are wooden and with rounded edges so they actually roll. Since they are wooden the printed images on the faces don’t wear of unlike on plastic dice. Each die has 1 grenade, 2 infantry, 1 flag, 1 tank and 1 star printed on its faces. The rules are 36 pages however half of these are showing scenarios so the actual rulebook is only about 18 pages. The contents are very good except the storage cases and artillery.

Game Play:

Memoir ’44 uses the commands and colour game system. It is easy to learn with cards telling you how many and in which section of the board you may move. The board is split into three parts Left Flank, Centre and Right Flank. There are two types of command cards: Tactic and Section. Section cards apply to one of the sections Left, Right flank or centre. The Tactic cards have special effects and are normally quite powerfully and can change the course of a game. These cards make it easier to learn and teach players as it limits player’s options. A turn is split into 5 parts:

  1. Play a command card
  2. Order Units
  3. Move Units
  4. Battle
  5. Redraw
  6. Play a command card. The player plays a command card and then moves onto the next phase
  7. The Player orders however many units and in the section of the card he played.
  8. The player then moves the units and depending on what type of unit it may move a certain number of hexes. Then they battle
  9. The battle phase is split into 3 parts

A. Check line of sight. Some terrain and other units block line of site. The player must have line of sight (explained in the rules) B. Count battle die. Each unit has its own specific range and different die for different distance. Infantry is 3/2/1 so when attacking an adjacent unit an infantry rolls 3 die and for two hexes away 2 die and for 3 hexes away 1 die. Armour is 3/3/3 and Artillery is 3/3/2/2/1/1. Some terrain and obstacles protect defensive units or disadvantage attacking units and so less dice are rolled. For example sandbags protect the defending unit and so the attacking unit rolls one less die. If an infantry 2 hexes away attacks another infantry in a sandbag the attacker counts how many hexes away and he counts down from how many dice he would roll. Since he is two hexes away he would count 3, 2 and then because of the sandbag the attacker rolls 2–1=1 die. C. Roll dice the player rolls the dice and depending on what is shown depend on how many hits. Units are hit on their symbol or a grenade. A flag forces the unit to retreat 1 hex. The star is a miss (although it has special effects for some command cards). 5. Re-Draw the player draws a new command card and it is the other players turn.

The game play is quite good and new terrain, units and rules are introduced slowly and make the game easy to learn and teach. Also since it is played in 30–60 minutes it makes it a great game to play when you have only a small amount of time. Some scenarios are biased towards one side and because of this it is good to play each scenario twice (once as each side). It is best for two players although there are team rules. However if wanting to play with multiple players the Overlord expansion should be bought, this allows up to 8 players to play. Sometimes randomness affects game play in one game the axis player could have won 3 turns in a row by attacking a unit with 1 figure left but they had no cards to play in that section. However the randomness makes the game more fun and means scenarios can be replayed.

Rating:

Contents: 7/10 Game Play: 9/10 Re-Playability: 10/10 Ease to teach/ learn: 8/10 Value for money: 8/10 Overall: 42/50

Memoir ’44 is a great game for people who want to play war games but some of the other games are too heavy for them. The price tag is quite high but well worth the fun and enjoyment the game brings. The game can also be used as a teaching tool as all the battles come with historical backgrounds. Overall Memoir ’44 is a great game and a must buy for WWII fans and board game lovers alike.

8 out of 8 people found this review helpful.
"Fantastic, Simple, Strategy"
5 stars"
Purchased on Mighty Ape

This is an amazingly simple, yet also extremely strategic game! Great fun!

2 out of 2 people found this review helpful.
"Game play is so quick!"
5 stars"
Purchased on Mighty Ape

A lot of rules to read, but once you've had a first game it all falls into place. Easy to play and explain to others. And the game goes very quickly! Great fun.

2 out of 2 people found this review helpful.

Description

The Official Game of the 60th Anniversary of the D-Day Landings

From the opening minutes of D-Day to the liberation of Paris and beyond - Memoir '44 airdrops you into the key battles that turned the tide in Western Europe. Omaha Beach, Pegasus Bridge, Ardennes… You'll command your troops in battlefields that defined history in the 20th century.

Memoir '44 includes over 15 different battle scenarios and features a double-sided hex game board for both beach landings and countryside combat. Each scenario mimics the historical terrain, troop placements and objectives of each army. Commanders deploy troops through Command and Tactic cards, applying the unique skills of his units - infantry, paratrooper, tank, artillery, and even resistance fighters - to their greatest strength.

"By design, the game is not overly complex", says Memoir '44 designer, Richard Borg. "The game mechanics, although simple, still require strategic card play, timely dice rolling and an aggressive yet flexible battle plan to achieve victory." In addition to the large, double-sided gameboard, Memoir '44 includes 144 amazingly detailed army miniatures - including historically accurate infantry, tanks and artillery; 36 Obstacle pieces, 60 illustrated Command cards, 44 Special Terrain tiles, and 8 Custom Wooden dice.

Memoir '44 is designed for 2 players but easily accommodates team play. And with Memoir '44 Overlord scenarios, players can use multiple boards and up to 8 players to conduct large scale operations, experiencing the challenges of troop coordination and military chain of command on a large scale battlefield. Average game length is between 30 and 60 minutes, encouraging match play where players can command first one side and then the other.

The Memoir '44 series consists of this base game and a number of optional expansions. Select "Memoir 44", under Product Details, to view available expansions.

Contents: 1 double-sided hex board battle map, 144 Axis and Allied army pieces, 36 obstacles, 44 terrain tiles, 60 command cards, 9 summary cards, 8 battle dice, 2 card holders, 32-page rules & scenario booklet (with bonus team-play Memoir '44 Overlord scenario), 1 Days of Wonder Online access number. Box size approximately 30 x 30 x 8cm

2 players (can be played in teams up to 6 players)
Ages 8 & up
Playtime: 30-60 minutes
Author: Richard Borg
Publisher: Days of Wonder

Awards:
Winner Best 2 Player Game International Gamers Award 2004
Winner Best Historical Simulation Games 100 2005
Winner Award of Excellence Wargamer.com

Re-released on
September 9th, 2013
Board Game Mechanics
  • Area Control
  • Card Driven
  • Dice Rolling
  • Grid Movement
  • Hand Management
  • Modular Board
Number of Players
2-8
Play Time
30-60 minutes
Board Game Type
Board Game
Board Game Requirement
Base Game
Brand
Age Group
Character
Recommended Age
8 years or over
Box Dimensions (mm)
300x395x78
UPC
824968718919
Product ID
1593584

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