Acre: The Third Crusade Opens
Puesto en BGG
BGG #21.073
Puntuación BGG
6,7

Acre: The Third Crusade Opens

2012

Ayuda con las reglas de Acre: The Third Crusade Opens

Explicaciones claras de turnos, efectos de cartas y situaciones dudosas, con referencias a fuentes oficiales e historial de preguntas guardado.

  • 2 jugadores
  • 12+
  • Complejidad 2,3/5

Para 2 jugadores

Asistente de reglas de Acre: The Third Crusade Opens

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Las respuestas salen del reglamento oficial, con la página para comprobarlo.

Acre: The Third Crusade Opens es un juego de mesa publicado en 2012 para 2 jugadores y a partir de 12 años. Fue diseñado por Chris Perello y sus mecánicas principales son Dice Rolling, Hexagon Grid y Simulation.

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Sobre el juego

En inglés

The Third Crusade Opens It was the destruction of the Crusader army by Saladin at Hattin in 1187 that had led to the collapse of the Crusader kingdoms in the Levant, including the loss of Jerusalem. Guy of Lusignan, the erstwhile ruler of the city, appealed to the Europeans for aid, which soon arrived. But without waiting for the three main Crusader armies — led by King Philip of France, Emperor Frederick Barbarossa, and Richard I of England ­— Guy set out to capture Acre on the Levantine coast. His first assault was repulsed and Guy settled in for a siege. Meanwhile, Saladin gathered a portion of his army and rode in to lift the siege. After preliminary skirmishing, the opposing armies met east of the city on 4 October. Acre uses the new Battles of the Medieval World system, a variation on the venerable Battles of the Ancient World system. The battle is dominated by masses of heavy cavalry and disciplined lines of heavily-armed and armored men-at-arms. Swirling around these forces are masses of foot- and horse-archers, whose purpose is to disrupt the heavy formations and make them easy prey for their counterparts. Using the classic Combat Results Table, the fighting is close and bloody until the morale of one side weakens. Once a line breaks, the victor must pursue ruthlessly to prevent a rally. Leaders enhance combat power and restore broken formations. At Acre, the Crusaders have more combat power, but must maintain a long line to protect their siege works. The Arabs are quick but light, and must find a way to isolate portions of the Crusader army and defeat it in detail. Victory will go to the player who deploys his army to best utilize his strengths and take advantage of enemy weaknesses. —description from the publisher

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Editoriales

  • Decision Games (I)

Preguntas y respuestas

Según el catálogo, Acre: The Third Crusade Opens admite 2 jugadores. Es el número de jugadores indicado por la editorial, así que el juego está diseñado exactamente para esa cantidad de participantes. Las variantes para otros tamaños de grupo, si existen, se describen en el reglamento de tu edición; consúltalo antes de preparar otra configuración.