Table feel
The game has a high level of direct confrontation and strategic depth. Players need to frequently interact and react to each other's actions. However, there is less emphasis on cooperation.
Players
2
Time
?-?
Age
12+
Weight
2.47
Rating
5.71
Not enough signal
Not enough signal
Highly interactive
Not enough signal
Not enough signal
Luck-sensitive
The game has a high level of direct confrontation and strategic depth. Players need to frequently interact and react to each other's actions. However, there is less emphasis on cooperation.
The final luck score for War of the Triple Alliance: Paraguay - 1865-1870 is 4.67, indicating a moderate influence of luck in the game. Random elements such as dice rolls or card draws have a notable impact on the game outcome, but players have substantial ability to mitigate randomness through strategic decisions and planning. The game is a balanced mix of luck and strategy, with player decisions playing a significant role in determining the outcome.
The Triple Alliance War (TAW) is a two-player, low-to-intermediate complexity, strategic-level simulation of the second-largest war ever fought in the New World (the largest having been the American Civil War). The Paraguayan player is attempting to hold off the onslaught of three allied nations: Argentina, Brazil and Uruguay. The Allied player is generally on the offensive, attempting to win the game by invading Paraguay and seizing key areas on map within that country. The Paraguayan player is primarily on the defensive, but the situation also allows for his prosecution of offensives, particularly in the early stage of the war. Game play encompasses the period that began historically in 1865 with the Paraguayans launching a preemptive strike into Argentine territory. The game ends during the first half of 1868 when, historically, the Allies broke through the Paraguayan river forts and went on to seize their capital. That advance signaled the ultimate doom of the Paraguayan cause and, though the war officially went on for another year and a half, that portion of it was more a rebellion-and-occupation struggle than an actual war. Each hexagon on the map represents approximately 15.5 miles (25 km) from side to opposite side. The ground units of maneuver for both sides are primarily battalions, along with some nominal "brigades" and "divisions," which are actually all really battalion-equivalents themselves. Each riverine unit represents on naval combat vessel or several armed rafts or transport ships. Game Turn 1 represents three months, while each one after that represents half a year.
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