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Pea Ridge: The Gettysburg Of The West March 7-8 1862 box art

Pea Ridge: The Gettysburg Of The West March 7-8 1862

Players

1-2

Time

?-?

Age

12+

Weight

3.24

Rating

7.28

Fit

Teach 2.3

Teaching signal

Replay 3.9

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

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. However, there is less emphasis on cooperation in the game.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged.

Luck profile

The final luck score for Pea Ridge: The Gettysburg of the West March 7-8 1862 is 7, indicating a moderate influence of luck. 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

Pea Ridge recreates the battle of the same name during the American Civil War in the West, using the Great Battles of the American Civil War system based on the award-winning Terrible Swift Sword monster game. Pea Ridge is a meeting engagement of the battle on March 7-8, 1862 between CSA forces under General Earl Van Dorn and the Union troops commanded by General Samuel R. Curtis. This battle decided the fate of the trans-Mississippi region. Historically, the Union prevailed and Missouri was denied to the Confederates. The game covers the two days of the battle, and creates rules for reorganization during the night. Rebels start the game with the initiative as Union brigades race to meet and slow the massive CSA advance, allowing later Union troopers to move into defensive positions. Initiative passes to the Yankees on the second day, if the Rebels don't win outright on the first day. Victory is determined by killing units and capturing geographical objectives. Each Game-Turn represents 30 minutes of real time, and each hex covers about 125 yards from hexside to hexside. Each Strength Point is the equivalent of 100 men or 1 gun. The system created a set of standard rules for all the GBACW games, and then added exclusive rules specific to that battle. 200 counters.

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