Arnhem: The Farthest Bridge
Puesto en BGG
BGG #20.402
Puntuación BGG
6,2

Arnhem: The Farthest Bridge

2010

Ayuda con las reglas de Arnhem: The Farthest Bridge

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

  • 1–2 jugadores
  • 60–120 min
  • 12+
  • Complejidad 2,1/5

Asistente de reglas de Arnhem: The Farthest Bridge

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

Arnhem: The Farthest Bridge es un juego de mesa publicado en 2010 para 1–2 jugadores, con partidas de 60 a 120 minutos y a partir de 12 años. Fue diseñado por Jay A. Nelson y Eric R. Harvey y sus mecánicas principales son Dice Rolling, Hexagon Grid y Simulation.

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Sobre el juego

En inglés

From the Decision Games' website: In September 1944, Operation Market Garden was intended to open a direct path for the Allied armies to circumvent the West Wall and threaten Germany's industrial Ruhr heartland. British, American and Polish airborne forces were ordered to assault and capture key bridges along the main highway leading through Holland, the Arnhem bridge being the most distant of them all. Unfortunately, the Allies had gravely underestimated the strength of German forces in the area; so, when the airborne forces landed, they found themselves scattered amid an SS panzer division. The various bridges thus became the fulcrum of the entire operation for both sides. Arnhem utilizes the new Fire & Movement combat system that's designed so players can augment their units with "support fire" during the course of the turns. From mortars to self-propelled artillery, units can receive support assets to engage enemy positions and formations, allowing combat to develop at all levels. A single recon battalion, for example — perhaps supported by tanks — could be tasked to assault a lone enemy paratrooper battalion defending a landing zone. As that attack gets underway, however, the recon battalion may find itself strafed by enemy fighter-bombers. More support will be necessary to take the landing zone, but assets are limited. In Arnhem, the attritional design of the new Combat Results Table simulates the true nature of battles in Europe. Units are typically two-sided formations that can incur casualties, accurately replicating the realities of combat and the high losses sustained by both sides during the actual fighting for Arnhem. Winning the battle is thus a matter of maneuver, firepower and asset management. Re-implements: A Bridge Too Far: Arnhem

Editoriales

  • Decision Games (I)

Preguntas y respuestas

Según el catálogo, Arnhem: The Farthest Bridge admite de 1 a 2 jugadores. Este intervalo corresponde al número de jugadores indicado por la editorial, así que el juego puede prepararse para cualquier grupo dentro de ese margen. La preparación, algunas reglas y la puntuación pueden variar según el número de jugadores; consulta la configuración exacta en el reglamento de tu edición.