Table feel
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
Players
2-4
Time
?-?
Age
12+
Weight
2.6
Rating
6.17
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of interaction with a good balance between direct confrontation and strategic depth.
The game offers a high degree of variability with its gameboard and expansions, allowing for different experiences each time it is played. It also provides deep strategic possibilities and adapts well to different player counts. While it may take some time to learn, the depth it offers makes it worth the investment.
The final luck score for 1066: End of the Dark Ages is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
1066: End of the Dark Ages is a wargame of intermediate complexity, designed by Joseph Miranda, simulating the historic struggle to gain control of Britain during that crucial year of the 11th century. That struggle saw the Anglo-Saxons, under King Harold, defeat the Vikings, only to in turn be defeated by the Normans from France led by Duke William. His victory eventually led to the establishment of the modern British nation. 1066: End of the Dark Ages can be played by two, three or four, each representing a different side: Anglo-Saxons, Normans, Vikings and Britons (the latter representing an amalgamation of the various peoples then indigenous to the island). Each of the 12 game turns represent a calendar month. Each fully iconic, large-size, unit represents roughly 1,000 to 5,000 fighting men or key individual leaders along with their elite 'household' troops. Each square on the 34x22" map represents 40 miles across, with all of England, Wales and southern Scotland, as well as the north coast of France, depicted on it. Each player has a variety of military and political instruments with which he can attempt to gain control of Britain. Every tactic and stratagem available historically to the would-be kings of England – from diplomacy through treachery, the laws of fealty and homage, vassalage, appeals to the Pope, assassination, pillage, shield walls, fortification, heavenly omens, gold, spies, rebellion, navies and, of course, savage warfare – are again in play here. The game contains one scenario, with adaptive rules that allow it to be played by two, three or four opponents. The rules contain approximately 14,000 words, which will allow experienced players to get through a complete game in about four to six hours.
No media imported yet.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No linked items imported yet.