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Castle Itter: The Strangest Battle of WWII

#196257BGG ↗

2019 · 1-1 players · 60min · weight 2.32 · 692 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
196257
Name
Castle Itter: The Strangest Battle of WWII
Year
2019
Rank
3446
Min players
1
Max players
1
Playing time
60
Min playtime
45
Max playtime
60
Avg weight
2.3182
Num weights
44
Bayes avg
5.95573
Average
7.66129
Users rated
692
Num owned
1841
Wanting
182
Wishing
849
Num comments
264
Fetched at
Sat May 02 2026 15:55:22 GMT+0000 (Coordinated Universal Time)
Mechanisms (6)
Action PointsDice RollingEventsPoint to Point MovementSimulationSolo / Solitaire Game
Categories (3)
Print & PlayWargameWorld War II
Description (2223 chars)

The Battle for Castle Itter was fought near the Austrian village of Itter on 5 May 1945, in the last days of the War in Europe during World War II. US soldiers joined forces with Wehrmacht infantrymen, an SS officer, an Austrian resistance fighter, and recently freed French prisoners of war to defend an Austrian castle against an attacking force from the 17th SS Panzergrenadier Division. Object of the GameDuring a game of Castle Itter, you take the role of the force that defended the castle from 0400 - 1600 on 5 May 1945. The goal of the game is to last until the SS deck is depleted, without allowing SS Counters to reach the castle. You score points for each Defender that survives the assault and lose points for each SS Counter remaining on the board at the end of the game - the higher your score, the better. Game OverviewCastle Itter is divided into turns. Each turn consists of two phases: • Defender Phase: Take five actions with Defender counters • SS Phase: Play three SS cards Defender PhaseDuring each turn you take five actions with your Defenders. You can only take one action with a Defender on a turn. When you take an action with a Defender, place an Action Token on the Defender. If you use an action that exhausts a Defender, flip the Defender to its exhausted side. The actions include: • Attack • Suppress • Move within a location • Move to a new location • Special Actions (Command and Escape) • Recover SS PhaseOnce you have completed your five Defender actions for the turn, reveal three SS Cards from the SS deck, one at a time, resolving the effect of each one before moving to the next. After all three SS Cards have been resolved, discard them. The turn is over and the next turn begins with five new Defender actions. There are four different categories of SS Cards, based on the card effect: • Attack Defenders • Attack Location • Disrupt Defenders • Place SS Counters Ending the GameThe game ends at the end of the turn when the SS deck is exhausted or immediately if the 142nd Infantry Regiment card is drawn from the SS deck.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.