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Grant Takes Command box art

Grant Takes Command

Players

2

Time

?-?

Age

12+

Weight

3.7

Rating

7.93

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.8

More strategic control

Table feel

Grant Takes Command has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Grant Takes Command has a high replayability score due to its high variability gameboard, impactful 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 presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

Grant Takes Command has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of 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 back of the box:) Grant Takes Command simulates all the action of this pivotal campaign. This sev­enth volume in the Great Campaigns of the American Civil War series recreates the marches, assaults, and defensive stratagems of these months using the series' interactive game system. As a player, you control either the Union or Confederate forces in turns representing one day of real time. The game's map is drawn exclusively from Civil War period maps from state and county archives. Twelve scenarios are provided, ranging in scope from one-day battles and cavalry raids that can be played in an hour to a grand campaign game that links in maps from other games in the series. The game focuses on Grant's Overland Campaign to Richmond with the Army of the Potomac but also captures the action in the Bermuda Hundred and Shenandoah Valley side theaters. Grant Takes Command is sure to appeal to anyone with an interest in this decisive chapter of the American Civil War. Contents: 2 22"x32" Mapsheets 3 Countersheets 2 Rule and Scenario Booklets 1 Off-Map Display Card 2 Charts and Tables Cards 2 6-sided dice Time Scale: One day per tum Map Scale: 2,000 yards per hex Unit Scale: Division, Brigade, and Regiment Players: One, two, or teams Playing Time: 1 to 24 hours depending on scenario (BGG description:) The seventh installment in the acclaimed Great Campaigns of the American Civil War series, Grant Takes Command covers Grant's overland campaign to Richmond in 1864. Grant Takes Command features the long-awaited GCACW standard rulebook (so now you can play all the games in the series from one set of rules), a by-now standard beautiful map by Rick Barber, a series of small tournament-style scenarios as well as campaign games ranging from really big to monster, and - for those with plenty of time - two scenarios linking the map areas of Grant Takes Command, Stonewall in the Valley, and On To Richmond.

Editions

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Credits

Designers

2
Joseph M. Balkoski Ed Beach

Artists

2
Rick Barber Keith Rocco

Publishers

1
Multi-Man Publishing