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The Three Days Of Gettysburg (second Edition) box art

The Three Days Of Gettysburg (second Edition)

Players

2

Time

?-?

Age

12+

Weight

3.93

Rating

7.25

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Three Days of Gettysburg (Second Edition) has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

The Three Days of Gettysburg (Second Edition) has a high replayability score due to its variability in gameplay, strategic depth, and adaptability to different player counts. 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 allows players to improve their strategy over time, discovering new tactics and strategies. The player interaction score is moderate, and the game scales well with different numbers of players. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

The Three Days of Gettysburg (Second Edition) has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome, allowing for some strategic decisions to mitigate the effects of luck. However, luck still plays a significant role in the game. Overall, the game strikes a balanced mix of luck and strategy, making it suitable for players who enjoy a blend of chance and decision-making.

Overview

The Three DoG Update kit includes this scenario book, the GBACW v4.3 Rules Book, all new and necessary counters (1 1/2 countersheets), three new maps and all charts and tables. Second edition maps entirely replaced first edition maps. Drawn by Joe Youst. New counters are markers only, mostly Command. Charts: *Turn Track/Activation Markers boxes *Charts & tables (4 pages) *Orders chart-Stacking charts-Non phasing eligibility/Explanation of Random events (2 pages) *Union Reinforcement list (2 pages) *Confederate Reinforcement list (2 pages) *Union Holding box *Confederate Holding box (from Scenario book and user's description) Set in the three most important days of the battle for Gettysburg, this huge game is extremely detailed. As well as the normal terrain features you'd expect (clear, woods, hills, rivers, roads), the map features different kinds of roads, varying elevations, differing slopes on the hex edges, and differing levels of human habitation (buildings that might get in the way). There are several different kinds of units - not just infantry, cavalry, and artillery, but different types of them. About 8 different kinds of artillery and infantry, with varying levels of performance. Units have a morale rating, which determines how much fire they can face before likely becoming demoralized, and some units are green. Units have varying amounts of troops in them, and the scale is small enough that some units can be deployed to take up 2 hexes when marching or in line formation. (One unit is big enough to take up THREE hexes when fully deployed!) The level of detail is at first staggering, but once you've invested the time to learn the rules, the game flows by very rapidly. However, this is NOT a quick game! This is something you devote a weekend or two to, and a big table. (user's description)

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Credits

Designers

1
Richard H. Berg

Artists

2
Rodger B. MacGowan Joe Youst

Publishers

1
GMT Games