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Jena-auerstadt: The Battle For Prussia, 14 October 1806 box art

Jena-auerstadt: The Battle For Prussia, 14 October 1806

Players

2

Time

?-?

Age

12+

Weight

2.1

Rating

6.02

Fit

Teach 2.4

Teaching signal

Replay 4.1

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.6

Deep strategy

Control 3.7

More strategic control

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation.

Replay value

The game jena-auerstadt: the battle for prussia, 14 october 1806 has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The easiness to learn score is moderate, providing a balance between accessibility and depth. Overall, the game offers a fresh and engaging experience with room for improvement and different paths to victory.

Luck profile

The final luck score for Jena-Auerstadt: The Battle for Prussia, 14 October 1806 is 7.33, indicating a moderate level of luck influence. The game has a balanced mix of luck and strategy, with random elements playing a notable but not exclusive role in determining the outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning, making player strategy and decisions the primary factors in determining the game's outcome.

Overview

Extrapolated from a short review written by Francois Charton for the SPI Compendium A small mini-game picturing the twin battles of October 1806, about 100 counters (a little less in fact), one half regular size map, representing the two battlefields, connected by a series of off-map movement boxes. Game takes about 10 minutes to learn and 1-2 hours to play, high solitaire playability. The rules are as simple as possible. Units have Zones of control, which cannot be exited. When in enemy ZOC, combat is mandatory. Units may advance after combat. Retreats through ZOCs are forbidden, so you need to surround the enemy to eliminate him. Artillery may fire two hexes away (and not suffer from adverse results). Cavalry units are just faster and weaker infantry units . There are two scenarios. The historical one pictures Napoleon in Jena, outnumbering the Prussians, and Davout in Auerstadt, outnumbered by other Prussians. ). To win, you have to eliminate as many enemy units as possible at the end of the game (thus demoralizing the enemy). The second "what-if" scenario assumes that all the Prussians have been sent to Jena, for the decisive battle. Davout will enter as reinforcement, on the flank/back of the Prussians, but in the end of the game. Play balance to be pretty good, perhaps slightly favoring the French. One on four games included in the Napoleon At War QuadriGame. The games in this set are based on the Napoleon At Waterloo system.

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Editions

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Credits

Designers

1
Tom Walczyk

Artists

2
Redmond A. Simonsen Horace Vernet

Publishers

3
Hobby Japan Kokusai-Tsushin Co., Ltd. (?????) SPI (Simulations Publications, Inc.)

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