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Quebec 1759 box art

Quebec 1759

Players

2

Time

?-?

Age

12+

Weight

2.13

Rating

6.94

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 3.0

Luck-sensitive

Table feel

Quebec 1759 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

Quebec 1759 has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and allows players to improve their strategies over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It has an average easiness to learn, offering a balance between depth and accessibility. Overall, Quebec 1759 has a strong replayability score of 7.79.

Luck profile

Quebec 1759 has a moderate influence of luck. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

Quebec 1759 is a small, simple and short block board-wargame covering the conflict between the British and the French in Canada during the French and Indian War. The game comes with a gorgeous map drawn in the style of the period. Movement is conducted via a point-to-point system following the roads and towns in the area around Quebec. The game comes with handfuls of blocks to represent the British and French units. This title uses Columbia Games Block system. While there are variations in the rule sets, all of their wargames are based on the block system. Basically this means that rather than using the traditional counters to represent units on the map the game uses wooden blocks that stand upright with unit details only shown on one side. This does two things: First it provides an easy way of producing a "fog of war" because your opponent can not tell, save through good memory, what type of unit a specific piece is or its current strength. Second, having the blocks stand on end allows the possibility of rotating a block so the current strength is the top number. Although most war games have some type of mechanism that lets units take steps in their overall strength, counters normally have at most two steps because they only have two sides. Blocks, however, have four so you can easily keep track of twice the amount of detail that many other war games provide. With the use of blocks Columbia has provided a way of adding a good deal of depth to their war games without adding complex layers of bookkeeping, allowing interesting and relatively short sessions of play.

Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

3
Steve Brewster Tom Dalgliesh Lance Gutteridge

Publishers

2
Columbia Games Gamma Two Games

Linked items

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