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Paths Of Glory box art

Paths Of Glory

Players

2

Time

?-?

Age

14+

Weight

3.85

Rating

8.06

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Paths of Glory has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to each other's strategies frequently. However, the game does not require a significant level of cooperation.

Replay value

Paths of Glory has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements. The game provides deep strategic possibilities and room for improvement in tactics and strategies. Player interaction is rated at 3.8. The game scales well with different numbers of players without compromising its appeal or balance. While the game may take some time to learn, it offers a good balance between easiness and depth. Overall, Paths of Glory has a strong replayability score of 7.9.

Luck profile

Paths of Glory has a moderate level of randomness impact, with random elements having 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

(from GMT Games' website:) They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War. Paths of Glory: The First World War, designed by six-time Charles S. Roberts awards winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful 'place in the sun.' As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war 'to end all wars.' Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I. Components: 316 full-color die-cut counters: 176 5/8” die cut counters 140 1/2” die cut counters One 22x34" full-color mapsheet showing most of Europe and the Near East 110 Strategy Cards 32-page Rule Book including sample game replay (21 pages of actual rules) Two Player Reference Cards DESIGNER: Ted Raicer DEVELOPER: Andy Lewis ART DIRECTOR: Rodger B. MacGowan MAP ART: Mark Simonitch CARDS & COUNTER ART: Mark Simonitch (BGG description:) Following in the footsteps of We the People, Hannibal: Rome vs. Carthage, Successors (First/Second Edition), and For the People, Paths of Glory utilizes a similar card-driven system. The game covers WWI from its outbreak to American intervention and spans all of Europe and the Middle East. Not only is the game innovative, but it also plays fast, usually within just an evening. While the game itself has all of the normal expectations of a wargame, with various units, CRT charts and period chrome, at heart the game rests within the card play. Players are given a hand of cards to play out six sub-phases of a turn. Each sub-phase allows for the use of a card or a pass with a minimal movement of units. Each card has four possible uses: operational movement, strategic movement, special events, and replacement points. The cardplay forces players to constantly make tough decsions as they feel that they need to do a little bit of everything but they can only do one thing at a time. How you play your cards will decide to a large degree the outcome of the war.

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