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Full Breakdown

Two Gamers Begin a 20-Year Quest to Finish the World’s Most Complex Board Game

By Drooid · · How we work

In this breakdown

01

The Quest to Finish *The Campaign for North Africa*

Andy Taeger, a software developer from Gosforth, and James Purcell, a mental-health worker from Wallsend, have started playing *The Campaign for North Africa*, a 1979 war-game designed by Richard Berg that simulates the 1940-43 desert campaign. After a six-turn practice run that took about 18 months, they estimate the full game could require 20 to 30 years of play, though early projections suggested a 50-year span. The pair intend to document every session in their weekly podcast “War With a Mate,” beginning the official campaign at episode 100.

02

Game Complexity and Preparation

The boxed set costs £970 and includes a 10-foot map divided into five picture-frame sections, seven rule books, a history volume, and roughly 1,600 individual pieces. Purcell, who will command the Axis forces, notes that the German units will not be needed for the first five years of play. The game tracks aircraft, convoys, supply dumps, water use, fuel evaporation, and even enforces rules to avoid war-crime violations. The “pasta rule,” a tongue-in-cheek reference to Italian water needs for boiling pasta, exemplifies the designers’ blend of humor and meticulous research.

Visual evidence

A practice run of the most complicated board game ever devised
A practice run of the most complicated board game ever devisedPhoto: theguardian
‘We haven’t punched the German pieces out yet because we won’t need them for about five years.’
‘We haven’t punched the German pieces out yet because we won’t need them for about five years.’Photo: theguardian

03

Official Statements & Podcast Accountability

Both players stress that the podcast format creates public accountability, reducing the risk of abandoning the project. Purcell says the show lets listeners follow their progress and adds “shame” if they quit, while Taeger emphasizes the need for careful, unhurried decision-making to avoid costly mistakes. They view a definitive loss as preferable to a draw, believing it would provide a clear outcome. The reaction from the broader board-gaming community has been “surprisingly positive,” with many expressing gratitude that the duo is tackling a game many consider unplayable.

04

Verbatim Quotes

  • “We have had a six-turn practice run. It took about 18 months,” — Andy Taeger
  • “We knew there was no reason to keep playing unless we’re held accountable,” — James Purcell
  • “We haven’t punched the German pieces out yet because we won’t need them for about five years,” — Purcell. They
  • “The amount of research behind this must have been insane,” — Taeger. Purcell
  • “I think, honestly, a loss might even be better than a draw because at least it’s a definitive result,” — Taeger. There
  • “The reaction has been surprisingly positive,” — James Purcell