Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Three full days of Gettysburg at a small-unit level including counters for individual leaders and horses. Many short scenarios are available but its appeal is the 125-turn 60+-hour full game.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Combat Results Table
Compare opposing strength as a ratio, then consult a table to resolve combat.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Zone of Control
Restrict or influence movement through areas controlled by nearby pieces.
Read the full game description
Three full days of Gettysburg at a small-unit level including counters for individual leaders and horses. Many short scenarios are available but its appeal is the 125-turn 60+-hour full game. Inspiration for the Great Battles of the American Civil War series of games. The name Terrible Swift Sword is taken from the Civil War era song "Battle Hymn of the Republic," which has in its opening lines "He hath loosed the fateful lightning of his terrible swift sword." (from first edition,soap box side of box:) TERRIBLE SWIFT SWORD: The Three Days of Gettysburg is a grand tactical simulation of one of the most decisive battles of all time: Gettyburg. Three days of cataclysmic combat saw 50,000 Americans lost. The game utilizes colourful cardboard playing pieces that accurately represent the size and strength of all the Union and Confederate units actually involved in the battle. The beautifully illustrated map effectively portrays the unusual waves of ridges and scattered forests that criss-cross the battlefield. The units move,position,and engage for battle across the map through a super imposed hexangonal grid,which functions like a chessboard's squares. Simple probability charts determine each exciting confrontation's outcome. Contains: 32 page rules booklet; three 22"x34" soft map sections; 2000 die-cut cardboard playing pieces; and various play aids.