Table feel
Waterloo 20 has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not require much cooperation.
Players
1-2
Time
?-?
Age
12+
Weight
2.22
Rating
6.97
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Waterloo 20 has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, it does not require much cooperation.
Waterloo 20 has a high replayability score due to its high variability, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, allows for improvement in strategy over time, adapts well to different player counts, and provides a challenging learning curve.
Waterloo 20 has a moderate level of luck influence. Random elements 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.
With Napoleon’s escape from exile and return to France, his Grande Armée is once again on the march. Can the Anglo-Allied forces under Wellington and the Prussian army under Blücher stop him? Waterloo 20 is the first in a series of games featuring low unit density on the map (20 pieces or less per side) and medium complexity. Veteran designer Joseph Miranda has reduced the complexity and focused the scope of Napoleonic campaigns with his Napoleonic 20 game system. This system provides for operational level maneuvers and also has random event cards and night game turns to provide some of the “friction of war” that affected both sides greatly during the campaign. Morale plays an important role on both sides as players can ‘spend’ some to force march their pieces, help rally stragglers, or urge their troops on as they advance in battle. Consists of 9 pages of rules (8 for standard rules, one for game-specific rules), 40 die-cut 5/8" counters, an 11" x 17" map and 12 random event cards.
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