Eadgar: Wargame Rules for Warfare 450 - 1100 (2018)
Tempo de Jogo: 0
Idade Mín.: 12
Jogadores: 2
Editora: Crookedhead Games
Designers: Frank Capotorto
Artists: Unknown
Mechanics: Measurement Movement, Turn Order: Random, Simulation, Dice Rolling
Idade Mín.: 12
Jogadores: 2
Editora: Crookedhead Games
Designers: Frank Capotorto
Artists: Unknown
Mechanics: Measurement Movement, Turn Order: Random, Simulation, Dice Rolling
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Eadgar is an easy to play set of wargames rules focused on European warfare from 450 AD to 1100 AD.
It is easily adaptable to a couple of hundred years earlier or later and an expanded geographic area. The rules do not use a fixed figure scale, allowing players to adapt games to their individual collections. Both small and large scale actions are easily handled.
The rules as written are designed for using 25mm to 28mm scale figures, but are adaptable for smaller scales.
The rules are D6 driven with modifiers reflecting an increase or decrease in available dice.
The turn system is dynamic with players contending for control of each phase.
The dice mechanics are a little different, but it is still best to roll high.
Players must continually adapt as they will not know if they will move first or second, or shoot first or second. At times movement, shooting, and melee can even be suspended and skipped during a turn.
Leadership plays a part in the fight with leaders being able to get more from individual units when needed. This can come in the form of additional movement, a additional shooting, launching an unexpected assault or just inspiring men to fight harder.
If using individually based figures the rules do not require the use of markers of any kind, allowing for an uncluttered battlefield. If not using individually based figures players will need to provide some method of recording unit losses. Other than that no markers are needed.
—description from the publisher
It is easily adaptable to a couple of hundred years earlier or later and an expanded geographic area. The rules do not use a fixed figure scale, allowing players to adapt games to their individual collections. Both small and large scale actions are easily handled.
The rules as written are designed for using 25mm to 28mm scale figures, but are adaptable for smaller scales.
The rules are D6 driven with modifiers reflecting an increase or decrease in available dice.
The turn system is dynamic with players contending for control of each phase.
The dice mechanics are a little different, but it is still best to roll high.
Players must continually adapt as they will not know if they will move first or second, or shoot first or second. At times movement, shooting, and melee can even be suspended and skipped during a turn.
Leadership plays a part in the fight with leaders being able to get more from individual units when needed. This can come in the form of additional movement, a additional shooting, launching an unexpected assault or just inspiring men to fight harder.
If using individually based figures the rules do not require the use of markers of any kind, allowing for an uncluttered battlefield. If not using individually based figures players will need to provide some method of recording unit losses. Other than that no markers are needed.
—description from the publisher
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ag.gameitem.lastUpdated: 2025-05-07 15:33:40.895