Table feel
The Bagged Peiper has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much as other aspects of player interaction.
Players
1-2
Time
?-?
Age
?+
Weight
1.5
Rating
5.75
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
The Bagged Peiper has a high level of direct confrontation and strategic depth, with frequent interaction between players. However, it does not emphasize cooperation as much as other aspects of player interaction.
The Bagged Peiper has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions adds to the overall replay value. The game offers a good balance between easiness to learn and depth of gameplay.
The Bagged Peiper has a moderate influence of luck. Random elements like dice rolls or card draws play 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.
This is the eighth game in the Pocket Battle Games series from LPS, Inc. This promotional Pocket Battle wargame is one of four games that cover the American's fight against KG Peiper and other German forces during the Battle of the Bulge. They can be played separately or linked together for a "grand campaign" It is printed on a single postcard-sized piece of cardstock, with game map on front and rules on the back. Counters need to be cut out. Die-cut counters are available from ATO with any purchase at no additional charge. One set of die-cut counters will provide the counters for ALL FOUR of the "Peiper" Pocket Battle Games. The games are: Map A: Paying the Peiper Map B: A Dash of Peiper Map C: The Bagged Peiper Map D: Just a Peiper Dream? Game equipment: The player need one card deck to play. No dice used. Mechanic: The units are activated by a card draw. The color of the card and value are important to get “activations”(like activation points in other games) for German or USA units. The player will use your Activations to move, combat, bridge demolition and others actions along the game. Terrain affects combat and movement. The 3 numbers of the unit are: (left to right) Anti Tank, Proficiency Rating, and Anti-Infantry. Game Length: 5 turns. Victory Conditions: The German player is needs, by end of Turn 5, to exit four units by west map edge OR no USA units left in the game. If don’t achieve these objectives, US players win !
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