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Seven Days Battles box art

Seven Days Battles

Players

2

Time

?-?

Age

12+

Weight

2.08

Rating

5.75

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The game Seven Days Battles 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, there is a lower emphasis on cooperation in the game.

Replay value

Seven Days Battles has a high variability gameboard, impactful expansions, deep strategic possibilities, moderate player interaction, good scalability, and moderate easiness to learn. Overall, it offers a highly replayable experience.

Luck profile

The final luck score for Seven Days Battles is 7 out of 10, indicating a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

Includes four battles of the Civil War. Each game has its own scenarios, 2 color 34"x22" maps, and 100 counters for each battle (400 total counters). Basic, Advanced and Campaign Rules in 16 page rulebook. Has a high Solitaire Suitability Rating. Rules are based on the Blue & Gray system originally created by Jim Dunnigan of SPI. Individual battles include: Seven Pines Frayser's Farm Gaines Mill Malvern Hill The campaign rules allow players to combine all four battles into one longer conflict recreating the Seven Days. Integrates with: Savage Station

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Editions

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Credits

Designers

2
Christopher Cummins Robert G. Markham

Artists

1
Dale Gallon

Publishers

2
Decision Games (I) Overlord Games

Linked items

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