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Hawaii, 1795: Kamehameha's War Of Unification box art

Hawaii, 1795: Kamehameha's War Of Unification

Players

2

Time

60-90

Age

?+

Weight

2.5

Rating

6.17

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 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

The game offers a high degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategies over time. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for Hawaii, 1795: Kamehameha's War of Unification is 7, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, allowing for some strategic decisions to influence the 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

Skirmishes, raids, and abortive diplomacy had divided the Hawaiian Islands from one another. In 1795, Kamehameha unified the big island of Hawaii and set out to bring the other islands under one high king. This is a two-player game of Kamehameha’s campaign of unification. One player controls the forces of Kamehameha, the other commands the allied chiefs of Oahu and Maui. Movement carries armies along the Hawaiian chain, followed by tactical combat for control of each island. Counters represent warriors, musketeers, pikemen, elite guards, cannons, and canoes. The game mechanics are based on the Ancient Wars system. Cards generate special events, such as intervention by the forces of Kauai, the acquisition of cannons from European powers, or granting one player tactical advantages or additional forces. —description from the publisher

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Editions

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Credits

Designers

1
Chris Alper

Artists

2
Nadir Elfarra Joe Youst

Publishers

1
Decision Games (I)

Linked items

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