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Saalfeld: Prelude To Jena – 10 October 1806 box art

Saalfeld: Prelude To Jena – 10 October 1806

Players

1-2

Time

?-?

Age

12+

Weight

2.13

Rating

6.25

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Saalfeld: Prelude to Jena - 10 October 1806 has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Saalfeld: Prelude to Jena - 10 October 1806 has a high replayability score due to its high variability gameboard, expansions available, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also allows for deep strategic possibilities and room for improvement over time. Additionally, it 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 ease of learning and depth of gameplay.

Luck profile

Saalfeld: Prelude to Jena - 10 October 1806 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

In October 1806, Napoleon’s Grande Armee is descending on western Saxony in multiple columns. The Saxons and their more powerful Prussian cousins are gathering to give battle. On 10 October, the advance guard of one French column crashes into the advance guard for one wing of the allied armies. A French victory will open the possibility of splitting the allies; an allied victory will threaten the flank of the other French columns. Time presses both. The forces are equal in strength; victory goes to the player who best understands the strengths and weaknesses of each side. Game Contents: • 11 x 17” map • 40 die-cut counters • Scenario Instructions • Four page rule booklet Scale: • Level: Regiment • Hex: 352 yards

Media

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Editions

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Credits

Designers

4
Christopher Cummins Callie Cummins Lise Patterson Chris Perello

Artists

4
Larry Hoffman Lise Patterson Chris Perello Joe Youst

Publishers

1
Decision Games (I)

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