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7.4
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2
60'
14
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Trenchzone

A board game by Glen Kehoe
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Trenchzone
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Description

Across the muddy no-man's land, your troops advance to victory, in this strategic game of attack and counter attack set in the trenches of World War One. Winning is achieved in two ways, a bloody victory though assaults driving your opponent from one of their trench sectors, or secondly by the eroding of morale from the constant pounding of artillery, gas attacks and machine gun fire on the trenchzone front. The game encourages a commander to plan strategically, however commanders will have to alter their battle plans as resources become available through placement of cards into a sector or as a result of your opponent’s actions. After your initial set up of Artillery Positions, Pillboxes, Barbed Wire and Squads, your sectors are reinforced or reduced by your orders or your opponents actions in each sector. It's your choice as the commander to wait for reinforcements or to take the initiative and advance across no man’s land. Who will advance to victory? (Blurb, Designer) Contents: •1 Trenchzone Board •1 Rules •Rules Reference Card with Victory Tracker •90 Command Cards •6 Dice Player A –10 x10 strength squads –20 x5 strength squads –20 x 1 strength squads Player B –10 x10 strength squads –20 x5 strength squads –20 x 1 strength squads •6 Artillery Positions •12 Pill Boxes •6 MG Positions •10 Wire sections •1 Mud token •4 Gas tokens •1 Victory token

Additional information

Mechanics: Area Movement Campaign/Battle Card Driven Card Drafting Dice Rolling
Categories: War
Alternative names:
In 1 wishlist In 1 collection This was seen 3835 times

Description

Across the muddy no-man's land, your troops advance to victory, in this strategic game of attack and counter attack set in the trenches of World War One. Winning is achieved in two ways, a bloody victory though assaults driving your opponent from one of their trench sectors, or secondly by the eroding of morale from the constant pounding of artillery, gas attacks and machine gun fire on the trenchzone front. The game encourages a commander to plan strategically, however commanders will have to alter their battle plans as resources become available through placement of cards into a sector or as a result of your opponent’s actions. After your initial set up of Artillery Positions, Pillboxes, Barbed Wire and Squads, your sectors are reinforced or reduced by your orders or your opponents actions in each sector. It's your choice as the commander to wait for reinforcements or to take the initiative and advance across no man’s land. Who will advance to victory? (Blurb, Designer) Contents: •1 Trenchzone Board •1 Rules •Rules Reference Card with Victory Tracker •90 Command Cards •6 Dice Player A –10 x10 strength squads –20 x5 strength squads –20 x 1 strength squads Player B –10 x10 strength squads –20 x5 strength squads –20 x 1 strength squads •6 Artillery Positions •12 Pill Boxes •6 MG Positions •10 Wire sections •1 Mud token •4 Gas tokens •1 Victory token

Additional information

Mechanics: Area Movement Campaign/Battle Card Driven Card Drafting Dice Rolling
Categories: War
Alternative names:
In 1 wishlist In 1 collection This was seen 3835 times