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Civil War In The Far West: The New Mexico Campaign, 1862 box art

Civil War In The Far West: The New Mexico Campaign, 1862

Players

2

Time

?-?

Age

10+

Weight

2.11

Rating

6.39

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth. Players frequently need to pay attention to and react to each other's actions. However, there is less emphasis on cooperation.

Replay value

Civil War in the Far West: The New Mexico Campaign, 1862 has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions adds to the replay value. The game offers different experiences each time it is played and allows players to improve their strategy over time. The player interaction score is average. While the game may not be the easiest to learn, it still offers a good balance between ease of learning and depth of gameplay.

Luck profile

The final luck score for Civil War in the Far West: The New Mexico Campaign, 1862 is 6.33. This indicates a balanced mix of luck and strategy in the game. Random elements have a notable but not exclusive impact on the game outcome, and 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 moderate role.

Overview

The Civil War in the Far West: The New Mexico Campaign, 1862 (NMC), is a two-player, low-to-intermediate complexity simulation of the Confederate invasion of the US southwest. It's primarily a strategic-level design, but it also contains operational undertones. The Confederate player is generally on the offensive, but the situation also calls for the Union player to make counterattacks. Each hexagon on the map represents nine miles (14.6 kilometers) from side to opposite side. The units of maneuver for both sides are represented using a "strength point" system in which each point equals approximately 100 troops. Each artillery unit represents about six guns. Each game turn represents half a month. S&T issue 252

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Editions

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Credits

Designers

1
Charles Diamond

Artists

3
Roy H. Andersen Nicolás Eskubi Joe Youst

Publishers

1
Decision Games (I)

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