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Campaigns Of Montrose: A Year Of Living Dangerously, 1644-1645 box art

Campaigns Of Montrose: A Year Of Living Dangerously, 1644-1645

Players

2

Time

?-?

Age

12+

Weight

2.33

Rating

7.40

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

The campaigns of Montrose: A Year of Living Dangerously, 1644-1645 has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies. However, the game does not emphasize cooperation as much.

Replay value

The Campaigns of Montrose: A Year of Living Dangerously, 1644-1645 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 the potential for new tactics and strategies to be discovered. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, the game provides a fresh and engaging experience with a high replayability factor.

Luck profile

The campaigns of Montrose: A Year of Living Dangerously, 1644-1645 has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.

Overview

Campaigns of Montrose: A Year of Living Dangerously, 1644-1645. This is a two-player wargame. It depicts James Graham, the Marquis of Montrose, and his legendary string of victories over the Scottish Covenanter government during the First English Civil War (1642-1646), that would later go down in a crushing defeat. The Royalist player must recruit a Highland army and either replicate Montrose’s victories or march into England. The Covenanter player must overcome factional infighting to defeat Montrose. Both sides must manage the tendency of conscripted units to disband after every defeat or victory. The game uses a modification of the Hand of Destiny series rules. Each player has a unique set of campaign cards generating historical events such as defection, plague, and the terrifying Highland charge, all of which affect recruitment, movement, and combat. Combat is resolved using a quasi-tactical procedure in which units take turns attacking one another. —description from the publisher

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Editions

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Credits

Designers

2
Joseph Miranda Brendan Whyte

Artists

2
Nadir Elfarra Joe Youst

Publishers

1
Decision Games (I)

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