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Burnside Takes Command box art
2003 Ranked #12,158

Burnside Takes Command

Civil War campaign module has commanders direct Burnside’s attempt to cross the Rappahannock before Fredericksburg. Existing series maps and command counters support the operations leading to the battle.

Wargames American Civil War Civil War Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

?+

Complexity

3.27/5

Rating

8.48

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 4 specifications

How it plays

How does it play?

One of the Great Campaigns of the American Civil War series modules. This one covers Ambrose Burnside's attempt to cross the Rappahannock River in late 1862, a campaign which ended with the Battle of Fredericksburg.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

One of the Great Campaigns of the American Civil War series modules. This one covers Ambrose Burnside's attempt to cross the Rappahannock River in late 1862, a campaign which ended with the Battle of Fredericksburg. Necessary command counters are from The Skirmisher #2 and the maps from Stonewall's Last Battle: The Chancellorsville Campaign and Grant Takes Command. This module is found in The Skirmisher #2.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
2
Best with
1
Play time
120 min
Complexity
3.3/5
Credits and catalog connections

Credits

Designers

2
Ed Beach Karl Laskas

Artists

1
Charles Kibler

Publishers

1
Multi-Man Publishing

Linked items

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