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Cemetery Hill: The Battle Of Gettysburg, 1-3 July, 1863 box art
1975 Ranked #20,924

Cemetery Hill: The Battle Of Gettysburg, 1-3 July, 1863

An operational historical wargame has players maneuver forces and resolve combat to control the Gettysburg battlefield. Failed attacks can leave units unable to attack for the day, making reckless pressure jeopardize an army momentum.

Wargames American Civil War Wargame Hexagon Grid Dice Rolling

Players

2

Play time

Not listed

Age

12+

Complexity

2.25/5

Rating

5.69

Harder to teach Low interaction 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 4.0/5

High replayability

Interaction 1.2/5

Low interaction

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

"Cemetery Hill is a wargame simulation, on an operational level, of the battle between the Army of the Potomac and the Army of Northern Virginia at the town of Gettysburg, PA.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

"Cemetery Hill is a wargame simulation, on an operational level, of the battle between the Army of the Potomac and the Army of Northern Virginia at the town of Gettysburg, PA. The game covers the period from 1 July to 4 July, 1863, when these two armies fought the bloodiest battle in American history to that point. The game system is an adaption fo the popular Napoleon at Waterloo system. Various special and optional rules allow the Players to recreate a picture of an historical event." (from the rules folder.} Cemetery Hill is one of four games included in the Blue & Gray Quadrigame set. The game includes a 17" x 22" three-color map, 100 counters and an Exclusive rules folder. A Standard rules folder, containing rules common to all four games included in the Quadrigame, is also included. Scale is 400 meters/hex. 1-2 hours per Game Turn. Game mechanics are a simple movement-combat system with rigid zones of control. Sequential Player Turns, retreat and advance after combat are common to these games and surrounding to cut off retreat is a major strategy. A new concept, "Attack Effectiveness" is introduced in this set of games. Essentially, attacking units that receive an "Attacker Retreat" result in combat are rendered "ineffective" (may not make further attacks, but still defend normally) for the rest of the day. This restriction is removed once a Night turn occurs. This makes "what the heck" type attacks very risky as one's army can be rendered quickly "ineffective" through a series of low-odd attacks.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
120 min
Age
12+
Complexity
2.3/5
Credits and catalog connections

Credits

Designers

2
Edward Curran Irad B. Hardy

Artists

1
Redmond A. Simonsen

Publishers

3
Decision Games (I) SPI (Simulations Publications, Inc.) Tactical Studies Rules (TSR)

Linked items

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