Table feel
Phalanx has a moderate 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.
Players
2
Time
?-?
Age
10+
Weight
2.33
Rating
6.01
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Phalanx has a moderate 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.
Phalanx has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played and allows players to improve their strategy over time. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged.
Phalanx has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Phalanx strikes a good balance between luck and strategy.
This chess-like variant is themed around the military formations used by the Ancient Greeks. Each player has 15 identical pieces that are set up on opposite sides of the board, which is comprised of an 8 x 8 playing field of squares that is further divided diagonally in alternate fashion (see picture). Pieces are comprised of: 8 small triangles of various orientation (Auxiliaries), 4 squares (Archers), which are the size of two Auxiliaries, 2 Hoplites (which are the size of an Archer with a Auxiliary on top), and 1 Syntagma, a larger triangle (the size of 2 Auxiliaries combined). Since each piece must always be oriented to face it's owner (diagram for set-up is printed on the board), you'll find that some pieces are not interchangeable with others of the same type (like Hoplites and Auxiliaries). This is important as all movement is done by moving pieces diagonally, horizontally or vertically along paths that are not blocked and the piece must end on a space where the board outline matches his piece. The object of the game is to capture or "Phalanx" your opponents pieces - not by jumping (Checkers) or by taking it's place on the board (Chess), but by surrounding it on two of it's sides with your pieces. A multiple Phalanx attack is possible if a move surrounds several of his opponents pieces with a single move. When 14 of a players 15 pieces are captured, that player can no longer win and is eliminated. Tied or games that are a draw (you can play to a time limit as well) are determined by the value of each players remaining pieces, which are from 5 - 20 points each.
No media imported yet.
| Edition | Year | Language | Publisher / Region |
|---|---|---|---|
| No editions imported yet. | |||
No files imported yet.
No linked items imported yet.