Three Ages of Rome (2022)
Speeltijd: 180
Min. Leeftijd: 0
Spelers: 2
Uitgever: Helion and Company
Ontwerpers: Philip Garton
Kunstenaars: Onbekend
Mechanismen: Dice Rolling, Measurement Movement, Simulation
Min. Leeftijd: 0
Spelers: 2
Uitgever: Helion and Company
Ontwerpers: Philip Garton
Kunstenaars: Onbekend
Mechanismen: Dice Rolling, Measurement Movement, Simulation
Beschrijving Tonen Opmerkingen Tonen Prijstrend
For seven centuries, the history of Rome was central to the history of Europe. This story of expansion and decline is the inspiration for these wargames' rules.
Designed for ease of play, Three Ages of Rome offers a player experience based on the commander’s problems. The rules are designed to create a feel for the uncertainty of ancient battles. Most games should take 2-3 hours to play. No rebasing required, can be played with all current basing styles and conventions.
Keeping your men going, even when things don't seem too good, is critical for success. Units are likely to become progressively disabled and cohesion begins to suffer. If commanders don’t take care to maintain cohesion, then they could be heading for disaster!
The six historical battle scenarios span the Three Ages and provide different challenges. They offer players an insight into the nature of command in ancient warfare. The Terrain Generator and Scenario Generator allow the players to develop their own games. For competitive games, a system of points gives players all the information needed to exactly balance their forces.
In battle nothing is certain but generals that practice their skills are more likely to be victorious.
—description from the publisher
Designed for ease of play, Three Ages of Rome offers a player experience based on the commander’s problems. The rules are designed to create a feel for the uncertainty of ancient battles. Most games should take 2-3 hours to play. No rebasing required, can be played with all current basing styles and conventions.
Keeping your men going, even when things don't seem too good, is critical for success. Units are likely to become progressively disabled and cohesion begins to suffer. If commanders don’t take care to maintain cohesion, then they could be heading for disaster!
The six historical battle scenarios span the Three Ages and provide different challenges. They offer players an insight into the nature of command in ancient warfare. The Terrain Generator and Scenario Generator allow the players to develop their own games. For competitive games, a system of points gives players all the information needed to exactly balance their forces.
In battle nothing is certain but generals that practice their skills are more likely to be victorious.
—description from the publisher
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ag.gameitem.lastUpdated: 2025-04-21 04:06:52.526