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Last Stand At Isandlwana, 22 January 1879 box art

Last Stand At Isandlwana, 22 January 1879

Players

2

Time

?-?

Age

?+

Weight

2.2

Rating

6.21

Fit

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 2.3

Luck-sensitive

Table feel

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to each other's strategies and turns. While there is some level of cooperation required, it is not a major focus of the game.

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. It provides deep strategic possibilities and room for improvement over time. The game scales well with different numbers of players and offers a consistent and engaging experience. While it may not be the easiest game to learn, it offers a good balance between easiness and depth. Overall, it has a strong replayability score of 7.9.

Luck profile

The final luck score for Last Stand at Isandlwana, 22 January 1879 is 4.67. This indicates a game that has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. While luck does play a significant role, player strategy and decisions also have a significant influence on the game outcome.

Overview

Last Stand at Isandlwana, 22 January 1879 is a two-player tactical wargame of low-intermediate complexity simulating the last 90 to 240 minutes of that infamous and legendary battle of the Anglo-Zulu War. The Zulu player is on the offensive, attempting to wipe out the entire British force on the map as quickly as possible. The British is attempting to win by having some remnant hold out longer than occurred historically or, alternatively, by having some portion of his command escape off the map and get back to relative safety at Roarke’s drift. Solitaire-play is easily doable. Each game turn of Last Stand is equal to five to 20 minutes of “real time,” depending on the tempo of action in each turn. Each hexagon on the 22x34” map represents 217 yards (200 meters) from side to opposite side. There are 176 5/8” counters with each British unit-counter representing a company or a “detachment” of infantry. On the Zulu side, they individual units each represent temporary battlefield agglomerations of the about 100 to 200 warriors. Magazine: Strategy & Tactics #314

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Editions

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Credits

Designers

1
Ty Bomba

Artists

2
Nadir Elfarra Joe Youst

Publishers

1
Decision Games (I)

Linked items

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