Custer's Last Stand

Custer's Last Stand

2019Mike Wylie, Grant Wylie

2 players
60 - 120 min
2.2/5 weight

From BoardGameGeek

"Custer's Last Stand" is an old school board-wargame of two of the most famous battles of the 1876 Sioux Campaign. You get the battles of Rosebud Creek and the Battle of Little Big Horn. The game comes with a large double sided hard mounted game board, 2 sets of rules, 2 double sided player aids, two ten-sided dice, 3 counter sheets,and a playbook. Now be Crook at the Rosebud or Custer at the Little Big Horn OR Crazy Horse and Sitting Bull. SEQUENCE OF PLAY SUMMARY FOR EACH TURN 1. Determine how many activation marker draws each side will draw for the turn. Then place all eligible markers in an opaque container. 2. Draw one activation marker from the container. If not usable, set aside and draw another activation marker until one drawn is eligible. 3. For the side drawn, use the activation marker to activate the corresponding units associated with the activation marker drawn. 4. Active units may move. 5. Complete all movement for those active units moving. 6. All active units adjacent to opposing units may attack the adjacent opposing units. 7. End turn if all eligible activations have been drawn. If not, repeat step 2 thru 7. Victory is determined by killing units and terrain objectives. Playable by 2 players in under 2 hours - Low complexity.

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About Custer's Last Stand

From BoardGameGeek:

"Custer's Last Stand" is an old school board-wargame of two of the most famous battles of the 1876 Sioux Campaign. You get the battles of Rosebud Creek and the Battle of Little Big Horn. The game comes with a large double sided hard mounted game board, 2 sets of rules, 2 double sided player aids, two ten-sided dice, 3 counter sheets,and a playbook. Now be Crook at the Rosebud or Custer at the Little Big Horn OR Crazy Horse and Sitting Bull. SEQUENCE OF PLAY SUMMARY FOR EACH TURN 1. Determine how many activation marker draws each side will draw for the turn. Then place all eligible markers in an opaque container. 2. Draw one activation marker from the container. If not usable, set aside and draw another activation marker until one drawn is eligible. 3. For the side drawn, use the activation marker to activate the corresponding units associated with the activation marker drawn. 4. Active units may move. 5. Complete all movement for those active units moving. 6. All active units adjacent to opposing units may attack the adjacent opposing units. 7. End turn if all eligible activations have been drawn. If not, repeat step 2 thru 7. Victory is determined by killing units and terrain objectives. Playable by 2 players in under 2 hours - Low complexity.

Designers

Mike Wylie, Grant Wylie

Artist

Sean Cooke

Categories

American Indian WarsAmerican WestPost-NapoleonicWargame

Mechanics

Action PointsDice RollingHexagon GridSimulation
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