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Dawn Of Battle box art
Rich game profile

Dawn Of Battle

Dawn of Battle is a hex-and-counter wargame allowing players to refight historical battles from roughly 1500 BCE to 1500 CE or 3000 years of combat. Players take the roles of the great commanders of history, including Xerxes, Alexander the Great, Julius Caesar, Saladin, and Willi...

Players

2

Time

120-240

Age

14+

Weight

2.33

Rating

7.31

Should this hit the table?

Quick read before the metadata.

Dawn of Battle has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Dawn of Battle has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Dawn of Battle has a high replayability score due to its strong variability in the gameboard, expansions available, and strategic depth. 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 provides deep strategic possibilities and room for players to improve their strategies over time. It scales well with different numbers of players without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between ease of learning and depth of gameplay. Overall, Dawn of Battle is highly replayable and offers a fresh and engaging experience with each playthrough.

Luck profile

Dawn of Battle has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on 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.

Overview

What ABG knows about this game

Dawn of Battle is a hex-and-counter wargame allowing players to refight historical battles from roughly 1500 BCE to 1500 CE or 3000 years of combat. Players take the roles of the great commanders of history, including Xerxes, Alexander the Great, Julius Caesar, Saladin, and William Wallace. The game system is straight-forward and action-packed, as players depend upon the quality of their army’s leadership to provide activation points allowing them to maneuver their armies and strike against the enemy. The better an army’s command, the more flexibility it has to move, rally, and attack. Also included are supplementary rules that cover free deployment in scenarios, barbarian charges, command control and impetuousity, elephant panic, and random events. Each of the twenty included scenarios indicate the disposition of each army that engaged at that historical battle. Units include a variety of infantry types (including hoplites and the Macedonian phalanx), cavalry (including chariots and mounted archers), missile units (including slingers, longbows, and even early gunpowder weapons), and special units such as elephants and war wagons. The game’s primary engine is comprised of an action deck used to determine command, the randomly determined outcomes of actions, and melee combat. Additionally, action cards provide special effects that players can use to enhance their units’ abilities as well as the narrative of the gaming experience. The action deck provides a unique means of resolving a battle in an experience that will never be duplicated. -description from designer

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