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Smithereens: The End Of World War Ii In Europe box art

Smithereens: The End Of World War Ii In Europe

Players

1-3

Time

?-?

Age

12+

Weight

2.2

Rating

6.52

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

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 others' strategies and turns. However, there is a lower emphasis on cooperation as players mostly compete against each other.

Replay value

Smithereens: The End of World War II in Europe has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers fresh experiences each time it is played and allows players to improve their strategies over time. The game's adaptability to different player counts ensures a consistent and engaging experience. While it may not be the easiest game to learn, it offers enough depth to keep players engaged.

Luck profile

Smithereens: The End of World War II in Europe has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game's outcome is a balanced mix of luck and strategy, with neither element dominating. While luck plays a significant role, player strategy and decisions also have a substantial influence on the game's outcome.

Overview

From the game rules : Smithereens : The End of World War II in Europe is a simulation of the last five months of the World War II on that continent. A "what-if" alternative history scenario is also included that allows players to examine the possibility of World War III breaking out at the conclusion of World War II. This is a two- or multi-player strategic level game of low-intermediate complexity. In two player matches, the "Grand Alliance player" controls all the forces arrayed against Nazi Germany: those of the United States, the British Commonwealth of Nations, the Soviet Union, and their minor-power allies. The German controls the armed forces of the Third Reich and its few remaining allies (Hungarians and Italian Fascists." 1 hex = 20 miles ; 1 turn = half a month ; 512 counters 20 miles/hex 2 weeks/turn 512 counters Two 34"x22" maps

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