Sa Battalla (2010)
Tiempo de Juego: 0
Edad Mínima: 12
Jugadores: 2
Editor: Acies Edizioni
Diseñadores: Piergennaro Federico
Artistas: Enrico Acerbi
Mecánicas: Hexagon Grid
Edad Mínima: 12
Jugadores: 2
Editor: Acies Edizioni
Diseñadores: Piergennaro Federico
Artistas: Enrico Acerbi
Mecánicas: Hexagon Grid
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Sanluri, Sardinia, June 30th, 1409. Battle of Sanluri.
After centuries of struggle for the control of the island the two armies of William III of Narbonne, Judge of Arborea, and Martin the Younger, king of Sicily and Sardinia, face each other for what will arguably be the decisive battle for the destiny of Sardinia.
This game on the Battle of Sanluri uses is the same as that of Guelphs and Ghibellines published by Europa Simulazioni.
In the game, each player takes the role of the Commander-in-chief of one of the two armies. Each army consists of various battaglie, with each battaglia' composed of various units. The players are given the task of choosing and issuing specific orders for their battaglie. The game system emphasizes the progressive deterioration of the battaglie efficiency during the battle and tries to simulate the entropy on the field of battle and its effects on the chain of command and the "victory perception". The game includes rules for historical, alternative or "free" scenarios.
After centuries of struggle for the control of the island the two armies of William III of Narbonne, Judge of Arborea, and Martin the Younger, king of Sicily and Sardinia, face each other for what will arguably be the decisive battle for the destiny of Sardinia.
This game on the Battle of Sanluri uses is the same as that of Guelphs and Ghibellines published by Europa Simulazioni.
In the game, each player takes the role of the Commander-in-chief of one of the two armies. Each army consists of various battaglie, with each battaglia' composed of various units. The players are given the task of choosing and issuing specific orders for their battaglie. The game system emphasizes the progressive deterioration of the battaglie efficiency during the battle and tries to simulate the entropy on the field of battle and its effects on the chain of command and the "victory perception". The game includes rules for historical, alternative or "free" scenarios.
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ag.gameitem.lastUpdated: 2025-05-13 17:56:09.788