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Battlegame Book 2: Knights At War box art

Battlegame Book 2: Knights At War

Players

2-4

Time

?-?

Age

7+

Weight

2.13

Rating

6.82

Fit

Teach 2.4

Teaching signal

Replay 4.0

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

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The game offers a high level of variability in each playthrough with different experiences, multiple paths to victory, and variable setups. The expansions available add new content and gameplay elements, enhancing the replay value. There is deep strategic depth, allowing players to discover new tactics and strategies over time. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, offering a good balance between depth and accessibility. Overall, Battlegame Book 2: Knights at War has a strong replayability score of 7.93 out of 10.

Luck profile

The final luck score for Battlegame Book 2: Knights at War is 7, indicating a moderate influence of luck. 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.

Overview

Battlegame Book 2. The second half of this book has 4 games with full colour A3 size boards, and monocolour pieces to cutout and assemble (most pieces are designed to standup - some fit into others pieces - such as the Knights in Tournament who may be on (in) their horses or on foot). The four games are: Arsouf. 2 players. Recreate the famous battle between Richard and Saladin on September 7, 1191. The crusaders must use their powerful knight squadrons, especially the Templars and Hospitallers, to protect their slow infantry and baggage trains. Saladin must skilfully deploy his mamelukes, horse-archers and skirmishers to wear down the crusaders and prevent them reaching Arsouf. Siege. 2 players. Nineteen attacking knights must take a castle in 40 days. Arrayed against them are not only 10 knights, but boiling oil, Greek fire, and rocks. Luckily the attackers have the know how to build ladders, rams, mines, catapults and towers to help them break in. Border Raiders. 2 players. Border clashes in 13th century Germany. Karl the Black must loot and plunder the villages of his neighbour Duke Conrad. Clever use of archers and knights to protect the levies laden down with plunder is necessary to win this game. Tournament. 2-4 players. Three days of jousting where knights can increase their prowess is followed by the grand melee which mixes those unhorsed with those still on horseback. Jousting involves secret choice of target and simultaneous revealing. The grand melee rewards speed for the mounted knights and swarming for the unhorsed knights on a team.

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Credits

Designers

1
Andrew McNeil

Artists

1
Andrew McNeil

Publishers

4
Buch und Zeit Verlagsgesellschaft m.b.h., Köln Fratelli Fabbri Editori (Fabbri Editore) Unipart Verlag Usborne

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