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Red Badge Of Courage box art

Red Badge Of Courage

Players

2-6

Time

?-?

Age

12+

Weight

3.84

Rating

7.46

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.5

Luck-sensitive

Table feel

The Red Badge of Courage has a high level of direct confrontation and strategic depth. Players frequently need to react to each other's actions, but there is limited emphasis on cooperation.

Replay value

The Red Badge of Courage has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. It offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The game's player interaction score is average, and it has a moderate learning curve.

Luck profile

The Red Badge of Courage has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. 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 website:) Red Badge of Courage extends GMT's popular Great Battles of The American Civil War system to cover both battles of Bull Run, or Manassas. 1st Bull Run, the opening battle of the Civil War, features two untrained armies, some exceptional and some truly poor leaders, and one of the best gaming situations in the war. Both sides are as evenly matched as one gets during the war, and there is a constant stream of reinforcement keeping both players in the game up to the end. 2nd Bull Run is one of General Robert E. Lee's greatest victories, in which he smashed John Pope's politically riddled Union army, setting the stage for the Battle of Antietam (Sharpsburg) several weeks later. Red Badge of Courage uses version 4.3 of the GBACW system, building on lessons learned from the two previous battle games in the series. And the game not only includes the two complete battles, but it has a half dozen smaller scenarios that enable you to play various aspects of the battle in detail, many in a day. Designer: Richard H. Berg Developer: John Alsen Components: 1,120 full-color, die-cut counters. Two 22x34" full-color mapsheets Two 10-sided dice (one blue/one gray) 36-page Rule Book 12-page 1st Bull Run Battle Book 24-page 2nd Bull Run Battle Book Five Player Aid Cards

Editions

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Credits

Designers

1
Richard H. Berg

Artists

2
Rodger B. MacGowan Mark Simonitch

Publishers

1
GMT Games

Linked items

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