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1565: Siege Of Malta box art
2022 Ranked #16,772

1565: Siege Of Malta

A solitaire siege wargame has a commander issue field orders against an automated opponent to reduce the opposing side morale. Orders can trigger chains of actions and reactions, so adapting when plans fail is essential.

Wargames Pike and Shot Wargame Action/Event Campaign / Battle Card Driven

Players

1-2

Play time

60-90 min

Age

14+

Complexity

2.17/5

Rating

6.49

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

1565: The Siege of Malta is the third in Worthington Publishings Great Sieges game series. These games are designed for easy setup, quick game play, and can be finished in under an hour.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

1565: The Siege of Malta is the third in Worthington Publishings Great Sieges game series. These games are designed for easy setup, quick game play, and can be finished in under an hour. Game marker placement is shown on the game board. Command orders and cards are used to shorten the rules. Developed for solitaire play. Both versions of the game require you to make decisions based on good strategy, keeping your wits about you when orders do not turn out well, and pressing on to victory. These games are designed for easy setup, quick game play, and can be finished in under an hour. Game marker placement is shown on the game board. Command orders and cards are used to shorten the rules. Developed for solitaire play, this game requires you to make great decisions based on good strategy, keeping your wits about you when orders do not turn out well, and pressing on to victory. Game play is centered around using Field Commands to issue orders by the Turks or Knights of Maltese commanders to defeat each other. Either side can be defeated by their morale falling too low. The game allows you to play either side against a solitaire opponent that has 3 levels of difficulty. Pick the side you want to be, Turks or Knights of Maltese, and then shuffle the solitaire card deck for your opponent. The card mix used by the solitaire opponent differs from game to game so no two games play alike. Each commander (solitaire or player) can issue one order per game turn from their Commands available. Your order is carried out based on your strategy and current situation faced. Your choice can cause multiple actions and reactions with results that cause troop eliminations, morale reductions, and events to occur. HOW TO WIN THE GAME Any time one side's morale reaches zero during a turn, the other side wins the game. -description from publisher

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
2
Play time
60–90 min
Age
14+
Complexity
2.2/5
Credits and catalog connections

Credits

Designers

1
Maurice Suckling

Artists

1
Sean Cooke

Publishers

1
Worthington Publishing, LLC

Linked items

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