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Glory: The Battles Of First & Second Manassas And Chickamauga, 1861-63 box art

Glory: The Battles Of First & Second Manassas And Chickamauga, 1861-63

Players

1-2

Time

180-600

Age

12+

Weight

2.52

Rating

6.57

Fit

Teach 2.3

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

Replay value

Glory: The Battles of First & Second Manassas and Chickamauga, 1861-63 has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is also decent. However, the game may not be the easiest to learn, but it still provides a good balance between easiness and depth.

Luck profile

The final luck score for Glory: The Battles of First & Second Manassas and Chickamauga, 1861-63 is 7, indicating a moderate influence of luck 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 minor role.

Overview

Glory: The Battles of First & Second Manassas and Chickamauga, 1861-63 is the first game in GMT's Series: Glory (Richard Berg). Glory presents three American Civil War battles - First Manassas (1861), Second Manassas (1862) and the Battle of Chickamauga (1863) - as never before seen. The new game system combines sophistication with ease of accessibility: the rules are less than eight pages and there are practically no charts. The system combines mostly familiar mechanics with just enough new ones to add spice and challenge to comfortable familiarity. And while you can start playing in about 15-20 minutes, it will take far longer to master the nuances of play. To add to all of that, there are four different ways to play the game, from Igo-Hugo all the way to command oriented LIMs. Game Scale: Game Turn: 75 minutes Hex: 250 yards / 229 meters Units: Brigades Game Inventory: Two 22 x 34" full color mapsheets One dual-side printed countersheet (240 1/2" counters) One dual-side printed countersheet (176 5/8" counters) One 8-page Glory rules booklet One 8-page Glory scenario booklet One single-sided Charts & Tables players aid card One 10-sided die Solitaire Playability: High Complexity Level: Low Players: 2 or more Playing Time: 3-10 hours

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Richard H. Berg

Artists

2
Rick Barber Rodger B. MacGowan

Publishers

1
GMT Games

Linked items

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