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Rommel: The Last Glory In Kasserine box art

Rommel: The Last Glory In Kasserine

Players

2-4

Time

?-?

Age

12+

Weight

3.38

Rating

6.55

Fit

Teach 2.1

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

Rommel: The Last Glory in Kasserine has a high replayability score due to its high variability gameboard, presence of expansions, deep strategic possibilities, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. 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 a good balance between easiness and depth.

Luck profile

Rommel: The Last Glory in Kasserine has a moderate influence of luck. Random elements 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

"Rommel, l'Ultima Gloria a Kasserine" is a World War 2 board wargame depicting the last great offensive of the German-Italian forces in Tunisia to halt the advance of the British and American forces which landed in Marocco in 1942. The board is a three dimensional map consisting of a reproduction of the area on three levels. Degree of difficulty: 5/6 Contents: 7 cardboard tables to be used to establish the outcome of combat and artillery fire. Calendar indicating the entries onto the battlefield, the rounds divided into days and nights, air raids and all other indications necessary to the game. Pieces in matte finish cardboard, cut and coloured on both sides. Board in rigid, thick cardboard with a matte plastic finish, cut into 5 pieces. Relief sections in rigid, thick cardboard to be used to create the three-dimensionality of the terrain. Rule booklet in 4 languages with examples. Plastic storage tray and dice.

Media

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Editions

Edition Year Language Publisher / Region
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Credits

Designers

1
Marco Donadoni

Artists

1
Enea Riboldi

Publishers

1
International Team (I)

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