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Warzone (second Edition) box art

Warzone (second Edition)

Players

2-8

Time

90-240

Age

12+

Weight

2.93

Rating

6.60

Fit

Teach ?

Not enough signal

Replay ?

Not enough signal

Interaction 3.7

Highly interactive

Scaling ?

Not enough signal

Strategy ?

Not enough signal

Control 3.5

More strategic control

Table feel

Warzone (Second Edition) has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Luck profile

Warzone (Second Edition) has a moderate influence of luck. Random elements such as dice rolls and card draws have 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.

Overview

Warzone (second edition) was an effort to even out some of the excesses from Warzone 1st edition but keep the squad-based flexible feel of Warzone (as compared to, say, Warhammer 40k). It used the standard setup, army lists, actions for units, and stats like most of the Sci-Fi wargames of the time. The real departures were a one-shot, one-armor save mechanics (unlike roll to hit, wound, armor save, save as in 40k) and flexible movement that had the two players alternate between armies rather than move all of one army at a time. This edition was distinguished by particularly purple prose in the world view section, excellent art accumulated from the Mutant Chronicles universe so far, and a generic feel to the squads and characters. Re-implements: Warzone

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Credits

Designers

3
Patrick Casey John Grant (I) Mike Murtha

Artists

1
Paul Bonner

Publishers

2
Descartes Editeur Target Games