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Lembitu box art

Lembitu

Players

2-4

Time

45-60

Age

8+

Weight

2.63

Rating

6.39

Fit

Teach 2.4

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

Lembitu has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Lembitu offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is moderate. Lembitu scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, offering a good balance between depth and accessibility. Overall, Lembitu has a strong replayability score of 7.9 out of 10.

Luck profile

Lembitu has a moderate level of luck involved in the game. Random elements have a notable but not exclusive impact on the game outcome. However, 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

It's the dawn of the Livonian Crusade, and Estonia is being conquered by several nations. The Danish forces of Valdemar the Great are arriving from the West. The Crusaders, led by Bishop Albert, are crossing the borders from the South. Vsevolod, Prince of Novgorod, is attacking from the East. There's only one hope for Estonians: Lembitu, the leader, who is brave enough to fight against all the conquerors. Lembitu is a co-operative board game inspired by the events of the Livonian Crusade in Estonia. Players are in the role of generals, fighting against conquerers and initiating rebellions. Actions can be used for movement, fighting or uprisings — but as each player has only a limited number of actions, they must plan carefully. The direction and speed of enemy movement is decided by dice, but the enemy's ultimate goal is to reach Paide. If they don't reach it within a fixed amount of turns, the players win.

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Editions

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Credits

Designers

1
Aigar Alaveer

Publishers

1
2D6.EE (Side Quest Games)

Linked items

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