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The Dark Valley Deluxe

Numbers of players : 2 Language : EN
Condition : New Reference : GMT1313-18
  • Out-of-Stock
The Dark Valley Deluxe
  • The Dark Valley Deluxe
  • The Dark Valley Deluxe

Although the game is a semi-monster, and covers the entirety of the conflict from the launch of Barbarossa to the end of the war, the game system emphasizes playability rather than rules overhead, allowing the players to concentrate on strategy choices rather than rules minutiae.

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Deliveries by Colissimo or Mondial Relay


Returns accepted up to 14 days after delivery

The core of the game system is a “chit-pull” activation system. Each turn a variety of action chits are drawn, in a random order, from the Action Chit Pool, and it is this that determines the exact flow of operations on that turn. If a German “Move/Combat” chit is drawn, the German player decides to move or fight (but not both), with all Axis units. If a German PZ HQ chit is drawn, units in command range of that HQ can move and conduct combat (with greater flexibility for armored units). If the Soviet Stavka chit is drawn, units may be deployed from Stavka Reserve to attempt to stem the Axis onslaught. If the Soviet Counterattack chit is drawn, Stalin insists that the attacks are made upon the fascist invaders, possibly to the detriment of the overall defense. When the Logistics chit is drawn, supply status is checked for all units.

Deluxe edition :

New and Updated Components:
NEW map art with MOUNTED maps!
Thicker counters.
Additional Player Aid Cards (including rules references to make for less rule-book flipping).
Plus, of course, correction of all the errata from the first edition, incorporated into the rules and counters.
Also, as a bonus only to you who purchase The Dark Valley Deluxe Edition, the reverse side of one Dark Valley mounted map will be the Barbarossa to Berlin map, and the Barbarossa to Berlin counters will also be printed on the thicker counter sheets.

Game Components:

  • Two 22”x34” Mounted maps.
  • 650 counters representing combat units and informational markers.
  • Two copies of each of two Player aid cards
  • Two six-sided dice.
  • One Rulesbook