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Agincourt: The Triumph Of Archery Over Armor, 1415 box art

Agincourt: The Triumph Of Archery Over Armor, 1415

Players

2

Time

?-?

Age

12+

Weight

2.78

Rating

6.36

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game Agincourt: The Triumph of Archery over Armor, 1415 has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

Agincourt: The Triumph of Archery over Armor, 1415 has a high replayability score due to its variability, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with the presence of expansions adding new content and gameplay elements. Players have room to improve their strategy over time, and the game maintains a consistent and engaging experience regardless of group size. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Agincourt: The Triumph of Archery over Armor, 1415 has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. However, 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.

Overview

Agincourt recreates the well known battle in 1415 of the same name. Each hex is 34 yards, counters from 250-500 men (1000 if double sized) or 1-2 artillery pieces. Each turn is 3 minutes. Each player alternates as the "phasing" player and moves in impulses, after each of which the opposing player can engage in archery fire. After movement morale is checked and then melee combat may occur. Combat results are calculated by percentile dice on a CRT. Losses are imposed by "line" of which units start with 2, 3, or 7. When a unit loses all its lines it is eliminated. Morale is tracked both for individual units and for each side as a whole.

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Editions

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Credits

Designers

1
Jim Dunnigan

Artists

1
Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

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