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Murfreesboro: A Game Of The Battle Of Stones River December 31, 1862 box art

Murfreesboro: A Game Of The Battle Of Stones River December 31, 1862

Players

2

Time

180-300

Age

?+

Weight

3.29

Rating

6.50

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 3.0

Luck-sensitive

Table feel

The game 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 less emphasis on cooperation in the game.

Replay value

The game offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. It also provides deep strategic possibilities and adapts well to different player counts. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The final luck score for Murfreesboro: A Game of the Battle of Stones River December 31, 1862 is 6, indicating 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. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

A game of the Battle of Stones River. In a bitter cold Tennessee December, the Union Army of the Cumberland under Major General W.S. Rosencrans faced the Confederate Army of Tennessee, commanded by General Braxton Bragg. Both generals decided to fall on the enemy's left flank, and the confused battle that followed was one of the most desperate and savage of the Civil War. To recreate this fierce encounter, Murfreesboro provides an innovate brigade level simulation that reflects the difficulties involved in moving and fighting on battlefields of the period. Each counter occupies two hexes, and, coupled with rules for leadership, morale, routing, capturing artillery, exhaustion, and ammunition depletion, the game becomes a vivid representation of the actual event.

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