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War & Write Ii box art

War & Write Ii

Players

2-5

Time

30-60

Age

8+

Weight

2

Rating

7.14

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.2

Luck-sensitive

Table feel

War & Write II has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, there is minimal emphasis on cooperation in the game. Overall, the game has a strong interaction score of 7.1.

Replay value

War & Write II has a high degree of variability in its gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and room for players to improve their strategy over time. With good scalability and moderate easiness to learn, War & Write II has a final replayability score of 7.9, indicating a high level of replay value.

Luck profile

War & Write II has a low influence of luck. Random elements like dice rolls or card draws have a minimal impact on the game outcome. 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.

Overview

War & Write is a light, strategic, "pen & paper", World War II wargame, simulating not only the European and Pacific theaters but also an alternate-history North and South American theater! 2 to 5 players lead Allied and Axis factions on 6 map configurations including an epic world map, where players play all the theaters at once! Each of the 6 rounds represents a year in the war. Players secretly write down commands for their faction and then simultaneously reveal their plans. Did they reinforce more units, form diplomatic ties with neural countries, or move to a decisive battleground? While factions can fight over any territory, each game offers players decisive historical battlegrounds where the victor can win not only more units but more influence in the League of Nations. Key locations have flags (such as Berlin, Tokyo, San Francisco, and London). Control a territory with flags and gain influence in the League of Nations. At the end of each round, the faction with the most influence in the League of Nations can swing victory in their favor. Can the Allies survive the heavy assault of the Axis, push back hard enough in the last two years, and gain enough influence in the League of Nations to secure a victory for the Allies? Or can the Axis players alter history and lead their forces to global domination? Advanced play includes unique technologies for each faction to explore. Use your Soviet spy network to assassinate diplomats. Unleash the wrath of V-rockets upon your enemies. Fly your squadron of Spitfires to victory. Or drop the bomb on a territory, wiping out all units and flags from the area. Choose your tech. Write your orders. Prepare for war.

Editions

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Credits

Designers

3
Jay Bernardo Wei-Cheng Cheng Kun-Hang Lee

Publishers

1
TWOPLUS Games

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