This review first appeared in IPW, the newsletter for all discount games club members. Contact colin@allusedgames.demon.co.uk for details. 'BULGE' - SPI Board Wargame A few years ago, I was invited to take part in a simulation of the German Ardennes offensive of 1944. Expecting to be playing AH's 'Battle of the Bulge' or SPI's 'Battles for the Ardennes' quad instead I found myself confronted by SPI's 'Bulge'. Comprising of a tiny map, slim rule book and only one hundred counters, each bearing only a single figure, I must confess to feeling a little disappointed. I thought bigger was better. Turned out, it was time to think again! The small map covers the same piece of real estate as other games simulating this battle. The units are generally shown at division level and the game could last a full eighteen turns. I say could, because each turn has a maximum and minimum victory point level shown. If the German player either exceeds or falls below, this can end the game in victory or defeat. Since the game could end on any turn, both players are kept on their toes. Victory points are earned by destroying enemy units and, for the German, exiting units off the North and West map edge. A game turn starts off with weather determination, with poor weather favouring the German player. Next is air mission assignment with the usual ground support, interdiction and, for the allies, air supply options to choose from. Movement and combat introduce some interesting twists to the usual fare. Pre-movement combat is up first, with combat against the adjacent enemy being completely voluntary. Next is movement with mechanised forces that remain on the road and out of enemy zones of control or interdiction moving very rapidly. Any allied player who leaves a road leading off the map unguarded will find himself going down to defeat before he can say 'Nuts'. A player turn closes with thc post-movement combat phase, wherein it is mandatory to attack adjacent enemy units. In both combat phases, the attacker has a choice of two combat result tables to choose from. The first is for real combat, whilst the second is made up of many Retreat and No Effect results, which is useful when you cannot get the odds you require, but are obliged to attack the enemy. The game is as fast moving, fluid and exciting as any other bulge game on the market. 'Bulge' also has simple rules covering necessities such as bridge interdiction, German first turn surprise, traffic jams and the Heydte airborne unit. The slim rule book, like Dr. Who's TARDIS, has rather more on the inside than the outside would suggest. As with any bulge game, neither player will win by constantly playing safe. The allied player must prevent the German player from breaking through the allied line, encircling and isolating allied units and exiting the map. He should fall back only until sufficient reinforcements are received to counter attack. The German player must be aggressive in order to prevent the allied player from achieving his aims. If the German player is going to win his best chances will come early in the game - so be bold. This easy playing game is good both for beginners and for experienced players short on space or time and it is playable solo too. lt also has a major physiological benefit - now you really can believe that size is not important! Alan Sharif