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The Campaign for North Africa, 1941-42Most of the rules and mechanics for Blood and Sand will be familiar to anyone who has ever played a war game. The game uses an accessible and elegant combat system that rates units for how many dice they get to roll on their behalf, as well as what kind of dice (small arms or heavy weapons). The game uses cards, one deck for each player to enhance the game. (The cards don't "drive" the game and they can be left out, if you're so inclined). The cards are part of a resource system which they can use to buy cards, rally units, build fortifications, or bring in reinforcement. The RP choices are theirs, but there are far more choices than points. These give the players "opportunities", from using their tank capabilities, to getting more supplies, to special breakthrough and reaction movement, to forcing the allies to withdraw units, to the effects of Rommel and other leaders. The game includes 2 scenarios, Tobruk, April 1941 to December 1941 (9 Turns) and Crusader, November 1941 to January 1942 (3 turns) plus a full campaign game running from April 1941 to December 1942. Game includes::
|By||polydor||From||Lancashire in United Kingdom|
To my mind, one of the best and most playable of the many WWII North Africa games. Covering the early years of 1941-42, Blood and Sand provides both shorter scenarios that sit nicely in an evening to the full campaign which is still manageable in a day's gaming
An excellent, clear map in appropriately muted sand tones is off-set by the deep blue sea and strong counter colours to pleasing effect. play is smooth and unambiguous rules of low complexity make this a game to focus on strategy and tactics. The CRT-free combat system especially makes turns pass rapidly.
As with several other Worthington games, cards enhance and influence play without being the driving mechanism, another feature that gets my vote. Only the box is a weak link in its flimsy construct. So, play it often and keep it on top of your collection.
These volume discounts are in addition to sale and special offer prices.
Over 4 hours
12 to adult
Spirit Games (Est. 1984) - Supplying role playing games (RPG), wargames rules, miniatures and scenery, new and traditional board and card games for the last 29 years
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