Paths of Glory won numerous awards for its quality as a historical simulation board game. Its strength and popularity stems from the fact that it is fairly detailed in its coverage of historical events, and offers complex, in-depth strategy while still being fairly accessible. Where it deviates from other, more standard, more complex wargames, is that it does away with the more common hex-and-counter game mechanics, and is driven instead entirely by cards. While it isn’t a game that is very kind to new players, the mechanics are actually rather simple. The sheer number of things that makes up a player’s strategy is where the complexity lies.
One of the criticisms of the standard game was that it didn’t adhere closely enough to history. This was addressed early on, with the Player’s Guide providing the first historical variant. While many players liked the broad scope of the game, some preferred a more in-depth look at a particular area of the war. Their desire was fulfilled with the release of a spin-off of Paths of Glory in 2007, called Pursuit of Glory.
The pursuit of Glory focuses, in more detail, specifically on the war in the Near East during WWI. In this game, the Ottoman Empire is pitted against the British and Russian alliance. Most of the rules and game mechanics are the same as in Paths of Glory, but the rulebook is expanded to 48 pages from Paths of Glory’s 32.
A second spin-off was released recently in 2017, called Illusions of Glory. Like its predecessor, it focuses on a smaller chunk of the war over the same time period. This time the action moves to the Eastern Front and includes a minigame that focuses on the Italian Front. Once again the rulebook was expanded, now to 52 pages. The designers are still tinkering with the rules, and have already released errata on the GMT Games website, so it may be a while until the game matures.