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The Ironclads: A Tactical Level Game Of Naval Combat In The American Civil War 1861-1865 box art
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The Ironclads: A Tactical Level Game Of Naval Combat In The American Civil War 1861-1865

(from a Yaquinto ad:) The IRONCLADS is a tactical level, simultaneous movement, game of ship-to-ship combat in the American Civil War. Players move one or more of over 130 counters that represent individual ships over a large (42" x 27-1/2") four pieceqeomorphlc mapboard as they...

Players

1-8

Time

?-?

Age

12+

Weight

3.53

Rating

7.38

Should this hit the table?

Quick read before the metadata.

The Ironclads: A Tactical Level Game of Naval Combat in the American Civil War 1861-1865 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 as players primarily compete against each other. Overall, the game has a strong interaction score.

Teach 2.3

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

The Ironclads: A Tactical Level Game of Naval Combat in the American Civil War 1861-1865 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 as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

The Ironclads: A Tactical Level Game of Naval Combat in the American Civil War 1861-1865 has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and adaptability to different player counts. While it may not be the easiest game to learn, it offers a fresh and engaging experience with each playthrough.

Luck profile

The Ironclads: A Tactical Level Game of Naval Combat in the American Civil War 1861-1865 has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While luck plays a significant role, 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

What ABG knows about this game

(from a Yaquinto ad:) The IRONCLADS is a tactical level, simultaneous movement, game of ship-to-ship combat in the American Civil War. Players move one or more of over 130 counters that represent individual ships over a large (42" x 27-1/2") four pieceqeomorphlc mapboard as they attempt to outmaneuver and out-shoot their opponents. 45 ship specification cards give such vital information as the number, size, location and play of individual guns that are fired separately using specific range and penetration tables for each weapon. The ship specification card also contains target information for such areas as; armor, siding, decking, smoke stack, hull, pilot house, waterline, crew and gun hits. Other unit counters include five individual forts, floating batteries, mines, torpedos, booms, piles, heavy obstructions, fires, damaged ships, sunk ships, mortar rafts and much more. 'The IRONCLADS comes boxed and complete with over 300 extra­ thick, die cut unit counters, the large mapboard, a well organized log pad, a set of charts and tables, range and play indicators for firing, two game dice, a plastic tray for unit separation and storage, 45 ship specification cards that represent 90 classes of ships and a rule book that covers such items as river currents, tides, forts, mines, armor penetra tion, crew quality and morale, smoke and sighting, sand bars, shoals and river banks, burning ships and fire fighting, different types of shot, cumulative damage in specific areas, critical hits and much, much more. Scenarios included in the game range from excellent "running the forts" situations for solitaire play, to famous ship-to-ship engage ments like the Monitor and the Merrimac, to blockade running, to multi-player campaign games like Mobile Bay.

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Editions

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Credits

People and publishers

Designers

1
John W. Fuseler

Publishers

2
Excalibre Games, Inc. Yaquinto

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