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Guilford box art

Guilford

Players

1-2

Time

?-?

Age

12+

Weight

2.65

Rating

7.07

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Guilford offers a high level of variability in each playthrough with its diverse gameboard and multiple paths to victory. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also provides deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is moderate, and the game scales well with different numbers of players. While the easiness to learn score is relatively low, it still offers a manageable learning curve. Overall, Guilford has a strong replayability score of 7.8 out of 10.

Luck profile

Guilford 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

Volume III in GMT's Battles of the American Revolution Series the Battles of Guilford Courthouse and Eutaw Springs, 1781. Contains 1 two-sided mapsheet, 1 sheet of 5/8 inch counters, series rule book, battle book, aids for previous games in the series, baggies, and dice. Regimental scale, 1 hour per turn. The game features: Replacement counters:3 for Saratoga, 2 for Brandywine Low counter density. Guilford, in particular, offers lots of room for early maneuver Decisive, substantial, and marginal levels of victory with new requirements that compel the armies to fight in order to avoid a draw Random player order rather than "I go, you go" sequence assures variability of play Army Morale Track measures tenacity and will to fight of opposing forces Specialty units: American and German rifle units and American Partisans with special capabilities 8 tactics chits with use restrictions to gain close combat modifiers Combat results that include pinned, capture, and step reduction Historical and campaign scenarios for each game with unique game and scenario rules Set up in minutes; play in 2 hours or less Leaders: (Guilford Courthouse) Greene, Eaton, Stevens, Lee, Cornwallis, Leslie, O'Hara, Webster, and Tarleton. (Eutaw Springs) Greene, Hampton, Marion, Stuart, Majoribanks, and Coffin. Game scale: Unit: Regimental Time: 1 hour per turn Map: 200 yards per hex 2 Errata Counters and one minor rule change are included in C3i #27 (2013)

Editions

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Credits

Designers

1
Mark Miklos

Artists

2
Rodger B. MacGowan Mark Simonitch

Publishers

1
GMT Games