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The Coming Storm: Quadrigame Of The Fourth Coalition October 1806 - June 1807 box art

The Coming Storm: Quadrigame Of The Fourth Coalition October 1806 - June 1807

Players

2

Time

180-360

Age

?+

Weight

3.08

Rating

7.96

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Coming Storm: Quadrigame of the Fourth Coalition October 1806 - June 1807 has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to others' strategies. However, the game does not emphasize cooperation as much. Overall, it has a strong interaction score.

Replay value

The Coming Storm: Quadrigame of the Fourth Coalition October 1806 - June 1807 has a high replayability score, indicating a game that offers a fresh and variable experience each time it is played. With a variability gameboard score of 8.5, the game provides different setups and random elements that contribute to its replay value. The availability of expansions with a score of 7.0 adds new content and gameplay elements, further enhancing the game's replayability. The strategic depth score of 9.0 indicates that players can continuously improve their strategies and discover new tactics, ensuring long-term engagement. The game adapts well to different player counts with a scalability score of 8.0, maintaining its appeal and balance regardless of group size. While the easiness to learn score of 4.8 suggests a moderate learning curve, the depth it offers makes it worth the investment of time. O

Luck profile

The Coming Storm: Quadrigame of the Fourth Coalition October 1806 - June 1807 has a moderate level of luck influence. 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

From the Publisher: our games explore the major battles of 1806-07, where the French Army encountered two different opponents with different capabilities, from the leadership-challenged Prussians in Thuringia and Saxony to the chaotic battle conditions in winter against the Russians. Based on OSG's Special Studies, which provide a turn by turn narrative of the four battles. Each game shows the approach to the battlefield on the day before battle. The Jena-Auerstädt game has both battlefields on one map and allows both sides to re-deploy before battle. Set at the scale of Napoleon's Last Battles-525 yards per hex and one hour turns-the game retains the Command System of Commanders and Corps Officers. BATTLES SIMULATED JENA-AUERSTÄDT-13-14 October 1806 PULTUSK/GOLYMIN-24-25 December 1806 EYLAU-7-8 February 1807 FRIEDLAND-13-14 June 1807 DESCRIPTION Napoleon's Last Battles system, following Four Lost Battles: 525 yards (480 meters) per hex, 1 hour per turn, 500-800 men per strength point. Each game lasts about 40 turns. COMPONENTS Four 22 x 34" full-color maps Two Rulebooks (36 pages and 24 pages) One 2" game box Two counter sheets = 560 units Three player aid sheets Four player aid cards Two decks of 50 playing cards = 100 cards GAME SYSTEM Napoleon's Last Battles (NLB-Series) - scale = 480m/hex, - time = 1hour/GT, - strength = 500-800 men/SP.

Editions

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Credits

Designers

1
Kevin Zucker

Artists

5
Knut Grünitz Charles Kibler Mark Simonitch Robert Tunstall Joe Youst

Publishers

1
OSG (Operational Studies Group)

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