Table feel
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus in the game.
Players
2
Time
?-?
Age
12+
Weight
2.71
Rating
5.92
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of interaction with a good balance between direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but cooperation is not a major focus in the game.
Napoleon at Lutzen has a high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It is moderately easy to learn, offering a fresh and engaging experience with a replayability score of 7.84.
The final luck score for Napoleon at Lutzen is 7, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, 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.
This game recreates the Battle of Lutzen (also known as the "Battle of Gross-Goerschen") which was fought on May 2nd, 1813 and was the first major battle of Napoleon's 1813 campaign. The game uses a unique system not repeated elsewhere. It has a Igo-Yougo sequence of play with fire combat taking place before or after movement, at owning player's choice (but the non-phasing player always fires first), and melee combat at the end of a player turn. The command system uses a set of orders changed at the start of player turn, indicated by placing chits next to units or groups of units: MANEUVER (the default), MARCH, INF FIRE, INF ASSAULT, CAV CHARGE, ARTILLERY IN BATTERY, RESERVE. Units that are out of command range can only switch to Maneuver orders or stay in reserve. Orders affect melee and fire strength and also the strength of a unit's Zone of Control. Victory is terrain and morale-driven. Morale is affected by losses and taking units out of Reserve. scale = 402 m (0,25mi = 439 yards)/hex; time = 30 min/GT; size = regiment/brigade Counters = 200
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