Triumph & Tragedy by GMT Games is a rare example of an excellent three-player game. Having played it a few times, I thought it could be adjusted to a five-player game and amended the rules to accommodate five players.
T&T uses blocks as units and like Stratego and Columbia Games’ block games. The block faces remain hidden unless attacked or attacking. Card play for diplomacy (‘Government Phase’ in T&T lingo) is usually card by card, but Dan divvied up the Phase into a maximum of three sub phases to make it easier for the PBeM umpire. As long as one player plays a card, the next sub phase occurs, but if nobody plays a card, the Government Phase ends. You get an updated map at the end of each sub phase
Alsace 1945 uses 2.5 miles per hex, one turn equals one day, and most units are regiments with some battalions and weak divisions sprinkled in. Corps HQs get their own counters with the ability to support two attacks and two overruns, but an unlimited number of defensive supports, per turn. HQs also serve as supply centers and a chit-pull activation by HQ system offers some variety from traditional Igo-Ugo
This game gives and it takes away. What do I mean? Well, just by looking at the map and the full game’s very first impulse pairing, we see that the German player has a great deal he or she can feel pretty superior about…only it all comes with subtle or blatant provisos, limitations, hindrances…as well as enraged Russians or partly bewildered Russians getting in the way.
The Europa system from GDW/GRD was probably the most ambitious game system from a size perspective: If I recall rightly, 16 miles to the hex with division counters supplemented by regiments and battalions; aircraft at group level (or is it squadrons?)
Few three-player games are interesting. Usually, two gang up on one and that’s that. Give T&T credit. It’s one of the few three-player games that seems to work.