Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Players
1-2
Time
?-?
Age
12+
Weight
3.95
Rating
7.81
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
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. It provides deep strategic possibilities and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn with a moderate level of depth. Overall, the game has a good replayability score of 7.6.
The final luck score for Kolin: Frederick's First Defeat - June 18, 1757 is 7. The game has a balanced mix of luck and strategy, with random elements having a notable but not exclusive impact on the game 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.
In June of 1757, Frederick the Great and his highly trained Royal Army of Prussia approaches an Austrian army encamped along a low range of hills. Hoping just one more victory will force the Austrians to sue for peace, Frederick sets in motion his master tactic, the "oblique maneuver" against the enemy right flank. Only now the Austrians are under a new commander, the imperturbable Field Marshal von Daun. He calmly redeploys his forces and the Prussian turning maneuver instead becomes a brutal frontal assault. That night some 10,000 Prussians lay dead on the field, with another 5,000 captured. Frederick suffers his first defeat in the Seven Years War. Based on the popular La Bataille system, Kolin offers the first authentic treatment of battles during the Age of Reason. Special command and movement rules reflect the inflexible and difficult nature of commanding armies of the day compared to their Napoleonic descendants. Players must master infantry, cavalry, and artillery tactics at a time when trained manpower is extremely valuable, and not mere "cannon-fodder". Contents: 420 counters 3 34" x 22" period maps 2nd edition standard rules Exclusive rules book Separate charts and tables Insightful historical commentary by Dr. Christopher Duffy.
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