Table feel
Moderate level of direct confrontation and strategic depth, with high frequency of interaction. Limited emphasis on cooperation.
Players
2-6
Time
?-?
Age
?+
Weight
2.6
Rating
5.88
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. Limited emphasis on cooperation.
t.e.g. ii has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, increasing replay value. The game provides deep strategic possibilities and room for improvement over time. Player interaction is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It is relatively easy to learn, offering a good balance between depth and accessibility. Overall, t.e.g. ii has a solid replayability score of 7.5.
t.e.g. ii has a moderate level of randomness impact, with random elements having a notable but not exclusive impact on the game outcome. However, 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.
T.E.G. II is a new game from Plan Táctico y Estratégico de la Guerra (T.E.G.), involving armies, ships, aircraft, and nuclear rockets. For those who never played the T.E.G. I, as for experts strategists, the new T.E.G. proposes a different way of playing, lots of action and rapid development. Each player represents one of the great powers of the world: U.S.A., U.S.S.R., China, Japan, Eastern Europe and Western Europe. At the beginning each player chooses, according to their strategic thinking, several military targets: Control, Intervention and Non-Intervention in the various regions of the world. Each target has a value in points. All targets are placed in the Objectives Table. After the incorporations are done comes the fighting. The fighting is between ships that occupie the same region, to which reinforcements can be added, brought in from neighboring regions. The battles are resolved without dice, using a Command of Battle. Apart from the armies, ships and planes, there are other elements of exceptional strength: the nuclear missile and the special unit. They are obtained when the player gets certain levels of war potential. At the end of the game, each player sums the points of the objectives achieved. The winner is the one who got the highest score.
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