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Across The Potomac box art

Across The Potomac

Players

2

Time

?-?

Age

12+

Weight

2.48

Rating

6.37

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.6

Highly interactive

Scaling 4.6

Scales well

Strategy 4.7

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The game Across the Potomac has a high level of direct confrontation and strategic depth in confrontation. Players need to be constantly aware of and react to each other's strategies and turns. However, there is limited emphasis on cooperation in the game. Overall, the game has a strong interaction score.

Replay value

Across the Potomac has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers fresh experiences each playthrough and allows players to improve their strategies over time.

Luck profile

The final luck score for Across the Potomac is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is influenced by both luck and player strategy, with neither element dominating the other.

Overview

Across the Potomac is a simulation of the 1863 Gettysburg campaign during the American Civil War. The Confederates were at the height of their military capabilities and were looking for a quick way to end the war by aiming at Washington. The battles of Brandy Station, Second Winchester, and Gettysburg were fought during this campaign. The game system uses a double blind system. One player takes the role of Gen. Robert E. Lee, the other acts as Maj.Gen. Joseph Hooker (until June 28th) and then Maj.Gen. Geore G. Meade. Movement determined by command points which is determined by quality of leaders. Rules include the variables of replacing Hooker with Meade. There are two identical maps with each player having one and hidden from each other. Players will need to search out the other's army by using cavalry and pickets. Victory is determined by destroying enemy units and capturing or defending real estate. Two additional scenarios: The Great Invasion (starting on turn 14), and Lee vs. Meade. Optional rules cover Rain, Bridge Burning, Naval Movement, Piccett Goes West, and Reynolds Takes Command. A complete game will take about four hours to play, but the additional scenarios can be finished faster. 125 counters, two 17"x22" maps, two sheets for battleboard and Turn Record, 14 pages of rules. One six-sided die and one ten-sided die is needed to play.

Media

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Editions

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Credits

Designers

1
Ben Knight

Artists

2
Beth Queman Don Troiani

Publishers

2
Kokusai-Tsushin Co., Ltd. (?????) XTR Corp

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