The Devil's Cauldron: The Battles for Arnhem and Nijmegen cover
2008BGG rank #4,033

The Devil's Cauldron: The Battles for Arnhem and Nijmegen

by Adam Starkweather · Multi-Man Publishing

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Players2–4
Time90–2400m
ComplexityMedium-Heavy
Age12+

About the game

What is The Devil's Cauldron: The Battles for Arnhem and Nijmegen?

"Devil's Cauldron" is a company level simulation of the Northern two drop zones in Operation Market Garden. It is loosely based on an old Victory Games wargame called "Panzer Command". Command and control is emphasized in this system and the game includes extensive documentation and historical background. Components include 4 linking maps (for the grand campaign) and three smaller gamettes (on Arnhem, the Island and Groesbeek Heights - each with its own rules and map). 1600 counters (of which roughly 700 are actual combat units) and attendant documentation. Play time for the various games range from one hour all the way up to 50 or so for the grand campaign. Contents: •4 23.5"x35.5" map-sheets 3 of which are back-printed w/scenario maps •3 9"x12" map extensions (adding useful areas which were "just off" the area covered by the 4 map-sheets) •11 sheets of 5/8" die-cut full-color counters •1 counter-sheet of 1" die-cut full-color counters •Series Rulebooks (1 detailed; 1 "quick start") •TDC exclusive rulebook •Historical booklet •8 full-color divisional displays •2 CRT/TEC Charts and Tables •1 Game Turn Chart •4 10-sided dice Scale: •Infantry counters generally represent company-sized units •500m hexes •2hrs per turn (8-10 at night)

How it plays

Mechanics

Chit-Pull SystemDice RollingHexagon GridLine of Sight

On the shelf

Categories

WargameWorld War II

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in The Devil's Cauldron: The Battles for Arnhem and Nijmegen?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?