Panjshir '82 (2022)
Temps de jeu: 90
Age min.: 15
Joueurs: 1
Editeur: (Web published)
Concepteurs: Edward Osborne
Artistes: Inconnu
Mécaniques: Variable Set-up, Solo / Solitaire Game, Card Play Conflict Resolution, Dice Rolling, Finale Ending, Roll / Spin and Move, Scenario / Mission / Campaign Game, Hexagon Grid, Resource to Move
Age min.: 15
Joueurs: 1
Editeur: (Web published)
Concepteurs: Edward Osborne
Artistes: Inconnu
Mécaniques: Variable Set-up, Solo / Solitaire Game, Card Play Conflict Resolution, Dice Rolling, Finale Ending, Roll / Spin and Move, Scenario / Mission / Campaign Game, Hexagon Grid, Resource to Move
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Command bands of Mujahideen fighters in the infamous Panjshir valley during the Soviet-Afghan war. Raise your warband's fighting ability as they seek to accomplish their objectives within the valley and evade patrolling companies of USSR units.
This is not a wargame in of the traditional hex & counter style: there are limited units on the board and a wide range of dynamic encounters that will make each session unfold differently. The goal is to evoke the aesthetic and feel of the 1979-1989 conflict in Afghanistan.
An asymmetric single-player table-top wargame, two player-controlled Mujahideen bands roam a hexed valley attempting to amass the ‘Combat Power’ necessary to undertake two risky ‘Critical Strikes’ – the significant actions that presage game-ending withdrawals. Most of the time it’s in your interest to avoid the five Soviet companies that also wander the map. These formidable foes patrol randomly, but will bee-line towards player units in response to certain random encounters and battle results.
—description from the designer
This is not a wargame in of the traditional hex & counter style: there are limited units on the board and a wide range of dynamic encounters that will make each session unfold differently. The goal is to evoke the aesthetic and feel of the 1979-1989 conflict in Afghanistan.
An asymmetric single-player table-top wargame, two player-controlled Mujahideen bands roam a hexed valley attempting to amass the ‘Combat Power’ necessary to undertake two risky ‘Critical Strikes’ – the significant actions that presage game-ending withdrawals. Most of the time it’s in your interest to avoid the five Soviet companies that also wander the map. These formidable foes patrol randomly, but will bee-line towards player units in response to certain random encounters and battle results.
—description from the designer
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ag.gameitem.lastUpdated: 2025-04-27 17:25:37.746