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When Eagles Fight box art
Rich game profile

When Eagles Fight

When Eagles Fight is two-player game simulating the campaigns fought between the Central powers and Czarist Rusia, from Tanneberg in 1914 to the fall of the Romanov in 1917. Each turn represents one or two months, depending on the season. Each hex equals 25 miles from side to opp...

Players

2

Time

?-?

Age

12+

Weight

2.73

Rating

6.65

Should this hit the table?

Quick read before the metadata.

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The game When Eagles Fight has a high replayability score of 7.95, indicating a great degree of variability, strategic depth, and adaptability to different player counts. The game offers different experiences each time it is played, with expansions available to add new content and gameplay elements. Players have room to improve their strategy over time, and the game provides a consistent and engaging experience regardless of group size. While it may not be the easiest game to learn, it offers enough depth to keep players engaged and coming back for more.

Luck profile

When Eagles Fight has a moderate level of luck influence. 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

What ABG knows about this game

When Eagles Fight is two-player game simulating the campaigns fought between the Central powers and Czarist Rusia, from Tanneberg in 1914 to the fall of the Romanov in 1917. Each turn represents one or two months, depending on the season. Each hex equals 25 miles from side to opposite side. Units are mostly corps, with a few divisions representing 10000-60000 men each. The components include rules, the map and the die-cut counters. (source: rulebook)

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Editions

Versions and regional releases

Edition Year Language Publisher / Region
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Files and documents

Rules, aids, translations

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Credits

People and publishers

Designers

1
Ted Raicer

Publishers

2
Kokusai-Tsushin Co., Ltd. (?????) XTR Corp

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