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Guilford box art
2002 Ranked #5,698

Guilford

A historical wargame has American and British commanders fight Revolutionary War battles through maneuver and morale. Random player order and variable victory levels force both armies to engage rather than wait.

Wargames American Revolutionary War Wargame Hexagon Grid Dice Rolling

Players

1-2

Play time

Not listed

Age

12+

Complexity

2.65/5

Rating

7.07

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.8/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

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.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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)

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1–2
Play time
180 min
Age
12+
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

1
Mark Miklos

Artists

2
Rodger B. MacGowan Mark Simonitch

Publishers

1
GMT Games

Linked items

No published linked games yet.