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Ultima Ratio Regum: Grand Tactical Wargame Rules 1689 – 1763
Ultima Ratio Regum: Grand Tactical Wargame Rules 1689 – 1763
by Agema Publications (1990)
Player Count
2

Player Ages
12+
Categories
  • Wargame
  • Miniatures
  • Book
  • Age of Reason
  • Designers
  • Richard Watts
  • Mechanisms
  • Simulation
  • Dice Rolling
  • Hidden Movement
  • Line of Sight
  • Family
  • History: Nine Years War
  • History: Seven Years War
  • Rating: 0/10 from 0 users

    Description

    Ultima Ratio Regum - 2nd edition are a set of grand tactical wargame rules for late 17th to mid-18th century wargames (1689 – 1763) with the emphasis being on maneuvering and campaign aspects. What does this mean? Well the rules allow for spying, assassination, stirring speeches and the rules of war as well as the usual mechanisms for playing a wargame!

    The sequence of play begins with any artillery shooting by either side, then one side moves and issues orders, then combat is resolved, and the next side then has a go (in other words, You-go;I-go).

    Armies begin in march columns, so scouting plays a part in the tabletop wargame to discover where enemy forces are. Each column is represented by an officer figure until it is spotted so you really don’t know what the enemy’s doing until your patrols see them!

    Orders are used, and the possibility of marching to the sound of guns included. Allowance is made for brigadiers disobeying orders as well!

    All in all a very different set of rules for grand tactical battles.

    —description from the publisher

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