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Breakthrough: Cambrai box art

Breakthrough: Cambrai

Players

2

Time

?-?

Age

?+

Weight

2.67

Rating

6.92

Fit

Teach 2.3

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

Moderate level of interaction with a good balance between direct and strategic confrontation.

Replay value

The game Breakthrough: Cambrai has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game allows players to improve their strategy over time, with deep strategic possibilities. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience.

Luck profile

Breakthrough: Cambrai has a moderate level of luck influence. While random elements like dice rolls and card draws have a notable impact on the game outcome, players have substantial ability to mitigate luck through strategic decisions and planning. The game strikes a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome. Overall, luck plays a minor role in the game, making it more reliant on player strategy and decisions.

Overview

Breakthrough: Cambrai, On November 20, 1917, 324 British tanks, followed by 8 infantry divisions, advanced on a front of 10,000 yards against the German lines near Cambrai, in Flanders. A combined-arms assault, plus the use of new artillery techniques, initially smashed the German trench line. In several places, the attackers suffered almost no casualties and, by the end of the day, recorded gains of three to four miles. Would it be possible, this time, to break through to the “green fields beyond”? British euphoria over the success of the offensive was dampered only by the loss of 47% of their tanks on the first day. A two player game simulating the British assault to breach the “Hindenburg Line” between November 20 and December 3, 1917. One player controls the British forces, the other the German forces. The object of the game is to control a certain number of areas on the map or, for the British, to exit units off the map into certain perimeter zones. An area-movement game which uses impulse mechanics (where players alternate "mini-turns") similar to popular games like Breakout: Normandy and Monty's Gamble: Market Garden. The impulse nature of the game means little or no down time for each player while waiting for the other to complete a move or attack. Game Scale: Game Turn: 1 day broken down into 4 phases and impulses Area: 1 inch equals 1/6 mile / 268 meters Units: Battalion to Brigades Game Inventory: One 22 x 34" full color map Two dual-side printed countersheets (240 5/8" counters) One 16-page Breakthrough: Cambrai rulebook One 12-page Breakthrough: Cambrai playbook Six single-side printed Player Aid Cards Four 6-sided dice Solitaire Playability: Medium Complexity Level: Medium Players: 2 or more Playing Time: 4-15

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