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Rifle & Saber: Tactical Combat 1850-1900 box art

Rifle & Saber: Tactical Combat 1850-1900

Players

2

Time

?-?

Age

12+

Weight

2.4

Rating

5.72

Fit

Teach 2.4

Teaching signal

Replay 3.7

High replayability

Interaction 3.7

Highly interactive

Scaling 3.5

Scales well

Strategy 4.5

Deep strategy

Control 3.8

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 a lower emphasis on cooperation as players mostly compete against each other.

Replay value

Rifle & Saber: Tactical Combat 1850-1900 has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The presence of expansions and moderate player interaction further enhance the replay value. While it may not be the easiest game to learn, it offers a rewarding and engaging experience.

Luck profile

Rifle & Saber: Tactical Combat 1850-1900 has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Rifle & Saber is a tactical (company level) simulation of warfare in "the age of the rifle," roughly from 1850 to 1900. The period was marked by a tremendous increase in the firepower of infantry units which far outstripped advances in tactics. The game simulates battles or portions of battles from some of the most significant wars of this period. Seventeen scenarios are drawn from battles in the American Civil War (1st Bull Run, Shiloh, Gettysburg), the Franco-Prussian War (Worth, Mars-la-Tour), the Spanish-American War, and the Boer Wars. There are also battles from minor wars in Europe, South America, and India. Included in the game are a 22" by 28" mapsheet (50 meters per hex), 400 counters (muzzle-, early breech-, and late breech-loading infantry; muzzle- and breech-loading artillery; cavalry; various game markers), a 10-page, accordion-style rules booklet, a sheet of historical notes, and various play aids. Cavalry and infantry units represent about 100-150 men, artillery units about 4-6 guns, game turns about five minutes real time.

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Editions

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Credits

Designers

1
John Young

Artists

1
Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)

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