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

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

Players

2

Time

?-?

Age

12+

Weight

2.25

Rating

5.69

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 1.2

Low interaction

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate interaction

Replay value

Cemetery Hill: The Battle of Gettysburg, 1-3 July, 1863 has a high replayability score due to its variability in gameplay, availability of expansions, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The player interaction score is low, indicating limited interaction between players. Overall, the game is moderately easy to learn and offers a consistent and engaging experience.

Luck profile

The final luck score for Cemetery Hill: The Battle of Gettysburg, 1-3 July, 1863 is 6. The game has a balanced mix of luck and strategy. 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

"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

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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)

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