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Fateful Lightning box art
Rich game profile

Fateful Lightning

A semi-monster coverage of the 1863 Battle of Gettysburg. The game uses 2 22x34 inch maps with 200 yards to the hex along with 940 counters representing individual regiments and artillery batteries along with all the leaders down to the divisional level. The map covers quite a bi...

Players

1-2

Time

?-?

Age

12+

Weight

3

Rating

6.73

Should this hit the table?

Quick read before the metadata.

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Replay value

Fateful Lightning has a high replayability score due to its strong variability in gameplay, deep strategic possibilities, and adaptability to different player counts. The game offers fresh experiences each time it is played, with expansions adding new content and gameplay elements. While it may take some time to learn, the depth it offers makes it worth the investment.

Luck profile

Fateful Lightning has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role. The game outcome is a balanced mix of luck and strategy.

Overview

What ABG knows about this game

A semi-monster coverage of the 1863 Battle of Gettysburg. The game uses 2 22x34 inch maps with 200 yards to the hex along with 940 counters representing individual regiments and artillery batteries along with all the leaders down to the divisional level. The map covers quite a bit of the area around Gettysburg giving players plenty of room to maneuver. While the game is at nearly the same level as SPI’s Terrible Swift Sword: Battle of Gettysburg Game, it does move more quickly due to somewhat more streamlined rules as well as an initiative system that randomizes who’s going to move next and how long a turn will last. There is even a random events chart that occasional allows a player to move and enemy unit or launch a free counter-attack. From the rulebook: “The sequence of play is move-and-shoot, but initiative rules and a variable number of turns per day keep both players guessing. The initiative rules help him who helps himself; once you gain an advantage, it’s in your best interest to keep the pressure on. Combat stresses unit morale, but can turn bloody if both units stand and fight. All-out charges can clear ground fast, but at the cost of much higher casualties.”

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Credits

People and publishers

Designers

1
Chris Perello

Publishers

1
XTR Corp

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