Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction and limited emphasis on cooperation.
Players
2
Time
?-?
Age
12+
Weight
2.33
Rating
6.30
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct confrontation and strategic depth, with high frequency of interaction and limited emphasis on cooperation.
San Juan Hill: The Santiago Campaign 1898 has a high replayability score due to its high variability gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. 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 provides deep strategic possibilities and room for players to improve their strategy over time. The player interaction score is average. The game scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience for those willing to invest the effort.
The final luck score for San Juan Hill: The Santiago Campaign 1898 is 7 out of 10, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, and 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.
The Santiago Campaign, 1898 is a low-complexity, two-player, operational-level simulation of the US campaign to capture the Cuban port of Santiago during the Spanish-American War, designed by Ron Bell. Solitaire play is also doable, provided the player is willing to ‘fudge’ the concealed Spanish units rule. The US player controls all American and Cuban units; his opponent controls the Spanish units. The scale on the 34x22” large-hex map is a half-mile (0.8 km.) per hex. Each full game turn represents three days. The 98 large-size iconic units of maneuver for both sides are infantry battalions and regiments, each representing between 250 and 1,000 men; along with artillery batteries, each with two to four guns; and groups of Cuban insurrectionists, each representing up to about 500 men. The counter-sheet also includes a 64-unit expansion set for Red Dragon Rising, which appeared in issue 250 plus 14 counters for Hannibal's War. Special rules cover: truces, fever, the US observation balloon, black powder, smokeless powder, feeding the civilians, lack of cooperation between the US naval and army commands, lack of tactical intelligence, uncertain US supply, variable landing areas, Gatling guns, harbor fortresses, artillery overrun, Teddy Roosevelt, naval bombardment, Guantanamo Bay, and combat engineers.
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