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Custer's Last Stand box art

Custer's Last Stand

Players

2

Time

60-120

Age

10+

Weight

2.36

Rating

7.72

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.2

Luck-sensitive

Table feel

The game Custer's Last Stand has a moderate level of direct confrontation and strategic depth. Players frequently need to pay attention to each other's actions. However, there is limited emphasis on cooperation in the game. Overall, it offers a good balance of player interaction.

Replay value

Custer's Last Stand offers a high level of variability with its gameboard, expansions, and strategic depth. The game scales well with different player counts and has a moderate learning curve. Overall, it provides a fresh and engaging experience with a strong replayability score of 8.05.

Luck profile

Custer's Last Stand has a low influence of luck. Random elements like dice rolls or card draws have a minimal 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

"Custer's Last Stand" is an old school board-wargame of two of the most famous battles of the 1876 Sioux Campaign. You get the battles of Rosebud Creek and the Battle of Little Big Horn. The game comes with a large double sided hard mounted game board, 2 sets of rules, 2 double sided player aids, two ten-sided dice, 3 counter sheets,and a playbook. Now be Crook at the Rosebud or Custer at the Little Big Horn OR Crazy Horse and Sitting Bull. SEQUENCE OF PLAY SUMMARY FOR EACH TURN 1. Determine how many activation marker draws each side will draw for the turn. Then place all eligible markers in an opaque container. 2. Draw one activation marker from the container. If not usable, set aside and draw another activation marker until one drawn is eligible. 3. For the side drawn, use the activation marker to activate the corresponding units associated with the activation marker drawn. 4. Active units may move. 5. Complete all movement for those active units moving. 6. All active units adjacent to opposing units may attack the adjacent opposing units. 7. End turn if all eligible activations have been drawn. If not, repeat step 2 thru 7. Victory is determined by killing units and terrain objectives. Playable by 2 players in under 2 hours - Low complexity.

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Credits

Designers

2
Mike Wylie Grant Wylie

Artists

1
Sean Cooke

Publishers

2
Old School Wargames Worthington Publishing, LLC

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