Uncertain Command Command what you can. Guess the rest.

You're running a First World War field headquarters, not the war itself. Every month you get a stack of reports on enemy strength, defences, guns, supply, and intent — and some of them are wrong. Some are old. Some contradict each other. Nobody tells you which.

You decide what to believe. Plot the claims you trust onto the map as your own working estimate, ignore the rest, and give your orders based on that picture — because that picture, right or wrong, is the only one you get. Artillery targeting, offensive coordination, and defensive warning all run off what you plotted, not off what's actually true.

Play either side across a 24-turn campaign from January 1916: five sectors of the Western Front, named formations you redeploy by rail, and orders ranging from holding the line to entrenching, raiding, or going over the top. At the end, the file gets declassified — you find out which of your estimates held up, which got people killed, and which warnings you binned that turned out to be true.

One campaign runs about 25–35 minutes.

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