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King Philip's War box art

King Philip's War

Players

2

Time

?-?

Age

?+

Weight

2.28

Rating

6.99

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

King Philip's War 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 a lower emphasis on cooperation in the game.

Replay value

King Philip's War has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The game offers fresh experiences each time it is played, with the potential for players to discover new tactics and strategies. The presence of expansions adds additional content and gameplay elements, further enhancing the replay value. While the game may take some time to learn, it offers a rewarding and engaging experience for those willing to invest the effort.

Luck profile

King Philip's War has a moderate level of luck involved in the game. Random elements such as dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, King Philip's War strikes a good balance between luck and strategy, making it an engaging and strategic board game.

Overview

International Game Series game from Multi-Man Publishing. King Philip’s War, is about an all but forgotten New England Indian Uprising that nearly brought the Puritans to their knees. In the end, over 6000 Indians were slain or captured and sold into slavery. Over 2600 Colonials were captured or killed. In the end King Philip (The Wampanoag sachem, Metacomet) himself was ambushed, beheaded, and quartered. King Philip's hands were sent to the authorities in Plymouth as proof of his demise. Countless Indian villages had been burned; twelve Colonial settlements were completely destroyed and six more heavily damaged. Boston itself very nearly came under attack. In all, 1200 homes were burned, 8000 head of cattle lost, and vast stores of food destroyed. Some sources claim one soldier in ten on both sides was either injured or killed. The game's treatment of this broad conflict is simplified. Only a handful of key settlements are named for historical interest while rivers and settlements are placed not so much for geographic and historic accuracy but for ease of play. The forces involved are also necessarily reduced to create a simpler, quicker game. But, taking these factors into account, King Philip’s War is as faithful a historical reproduction of the conflict as any quick and simple board game can be. Moreover, KPW’s massive destruction, ongoing tension, along with its magnificent art, its singular system of alliances and its unique combat effects die make the game delicious to look at and a real treat to play. Only twelve pages of rules and map that stretches from the Hudson to Cape Cod and from the Merrimack River to Long Island Sound. Game Scale: Game Turn: Approximately 2-3 months Map: Point-to-Point movement Units: Game Inventory: One 22 x 34" full color map Two dual-side printed countersheet (176 5/8" counters) One 20-page King Philip's War rulebook Two dual-side printed players aid cards Two 6-sided die One 6-sided special event die One 8.5 x 6 single-side printed Errata & Clarifications page Solitaire Playability: High Complexity Level: Low Players: 2 or more Playing Time: 1.5 to 3 hours

Editions

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Files

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Credits

Designers

1
John Poniske

Artists

2
Nicolás Eskubi Mark Mahaffey

Publishers

1
Multi-Man Publishing

Linked items

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