Table feel
Moderate interaction
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate interaction
The game Lone Sherman: A Solitaire Wargame has a high replayability score of 7.86. It offers a great degree of variability in each playthrough with a variable gameboard and expansions that add new content. The strategic depth allows players to improve their strategy over time, and the game scales well with different numbers of players. While it may not be the easiest game to learn, it still provides an engaging and rewarding experience.
Lone Sherman: A Solitaire Wargame has a moderate level of luck influence. Random elements have minimal impact on the game outcome, and 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.
Lone Sherman puts you in charge of a single Sherman Tank and its crew somewhere in France in World War II, and tasks you with navigating your Sherman through eleven varied and challenging Missions. Whilst this game is not a ‘narrative driven’ game as such, with a little imagination it will provide memorable stories. The Missions allow the Player to invent any kind of back-story they like in order to enhance the feel of the game. Some events are randomly generated, but the Player always has at least some degree of control over the level of risk they wish to take and how vulnerable they leave their Tank to these Events. The aim of this book game is to present a clear, accessible, and quick to learn game, so that players can get into the action quickly. It does not try to replace more complex wargames which often take many hours to learn and to play. Each of the 11 Missions can be played in around an hour, although sometimes a Mission will last a much shorter time if your Tank is destroyed! Each Mission provides plenty of replayability due to the random set up of the initial forces and the many Events and decisions in the game. This book is a solitaire hex and counter style wargame. You play the game, and the enemy is controlled by the game book (or the Artificial Intelligence or ‘AI’). You will need to bring at least 5, but preferably 7, standard six-sided dice. Full colour 'Mission Maps' are included, as are suggested counters which can be removed and mounted on card. —description from the designer
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