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1-2
90'
12
Moderate in-game text
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1916: Verdun is a brutal game of attrition, maneuver and administration. Players each command numerous divisions and must judiciously burn resources in order to outlast their opponent. Players must plan operations in advance in order to maximize what they have available, but most plans usually disintegrate in face of the enemy. Despite its size and short rule-length, this is a fairly complex, granular game with numerous excruciating decisions to be made by both players. A copy of 1916 comes with: 1 box 2 6 sided dice 1 22"x17” full-color map 140 extra thick 0.5-inch laser cut counters 2 Player Aids 1 Rulebook SCALE 12.5 miles per hex 2750-3000 men per Strength Point Each Battery approximately 1 Ordinance Point. 10 x 1 month turns. Designed by Ray Weiss Developed by Matt Ward Counter Art & Box Art by Ivan Caceres Map art by Tim Allen
Mechanics: | Dice Rolling Grid Movement Simulation |
Categories: | War |
Alternative names: | |
This was seen 656 times |
1916: Verdun is a brutal game of attrition, maneuver and administration. Players each command numerous divisions and must judiciously burn resources in order to outlast their opponent. Players must plan operations in advance in order to maximize what they have available, but most plans usually disintegrate in face of the enemy. Despite its size and short rule-length, this is a fairly complex, granular game with numerous excruciating decisions to be made by both players. A copy of 1916 comes with: 1 box 2 6 sided dice 1 22"x17” full-color map 140 extra thick 0.5-inch laser cut counters 2 Player Aids 1 Rulebook SCALE 12.5 miles per hex 2750-3000 men per Strength Point Each Battery approximately 1 Ordinance Point. 10 x 1 month turns. Designed by Ray Weiss Developed by Matt Ward Counter Art & Box Art by Ivan Caceres Map art by Tim Allen
Mechanics: | Dice Rolling Grid Movement Simulation |
Categories: | War |
Alternative names: | |
This was seen 656 times |