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The Complete Wargames Handbook box art

The Complete Wargames Handbook

Players

2

Time

?-?

Age

12+

Weight

3.2

Rating

7.24

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 4.2

More strategic control

Table feel

The Complete Wargames Handbook has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

The Complete Wargames Handbook has a high replayability score due to its high variability gameboard, expansions available, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game also allows for deep strategic possibilities and room for players to improve their strategies over time. It adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

The Complete Wargames Handbook has a moderate level of randomness impact, with random elements playing a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, The Complete Wargames Handbook has a low influence of luck, making it a game that relies more on player decisions and strategy.

Overview

From the introduction: "Wargaming has had a remarkable four decades. Commercial wargames first appeared in the late 1950s, although commercial miniatures and naval gaming date back to the end of the 19th century. Board wargaming had something of a golden age in the 1970s, before being replaced by fantasy role playing games (RPGs) and computer games in the 1980s. In the 1990s computer wargames were covered in glitz, simplified and made into a mass market product. Many of the 70s era grognards don't recognize these games as wargames, but they are. And simple, glitzy wargames are the future. Not entirely, of course, there is also developing a via web based market for lower budget, but more accurate and detailed historical wargames. We'll never get back to the 70s, but with wargames established as a permanent part of the commercial gaming landscape, we can expect an unending stream of new and innovative ideas." The first edition was published in 1980 by William Morrow. The second edition was published in 1992, also by William Morrow (under various imprints, it appears). The third edition (titled just "Wargames Handbook") was published in 2000 by iUniverse.

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Credits

Designers

1
Jim Dunnigan

Publishers

3
Hobby Japan iUniverse William Morrow & Co.

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