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about 14 hours ago·How to play·01:35:31·50·Watch on YouTube

Iskra (3CG) - Teach and Play of an East Front chit-pull Wargame

Homo Ludens

Homo Ludens

Watch “Iskra (3CG) - Teach and Play of an East Front chit-pull Wargame,” a how-to-play guide on BoardGameVideo.

Description provided by Homo Ludens on YouTube:

In this teach & play of Iskra: Spark of Victory, I’m joined by Jim McNaughton, a new developer with 3CG, for a rolling introduction to the game as we play through its first round. Rather than separating rules explanation from gameplay, Jim teaches the system as situations come up on the map, giving us a practical look at how the game handles operations, combat, command and the wider pressures of the campaign. Along the way, we also chat about some of 3CG’s recent and upcoming releases, Jim’s role as a developer, and the historical context behind the 4th Sinyavino Offensive represented in Iskra. BGG: https://boardgamegeek.com/boardgame/386775/iskra-spark-of-victory-4th-sinjavino-offensive Support Homo Ludens and join our Discord community: https://ko-fi.com/homoludens1871 Chapters: 00:00 Intro 00:32 About the Publisher 3CG 05:40 Game Overview 06:35 Historical context 08:10 Game starts 10:30 Event & Bombardment Phase 23:45 Command Phase 1:23:30 Supply & Pontoon Phase 1:24:50 Reinforcement Phase 1:28:33 Victory conditions 1:31:00 Debrief Photo credit from thumbnail : Jose Bernal (BGG)

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Iskra: Spark of Victory, 4th Sinjavino Offensive

Iskra: Spark of Victory, 4th Sinjavino Offensive

2023·Stefan Ekström

1 - 3 players
480 min

About Iskra: Spark of Victory, 4th Sinjavino Offensive, from BoardGameGeek:

Iskra is a World War II Operational level board-wargame set in the Russian Front in 1943. After numerous attacks on the German bottleneck at Ladoga, desperatly trying to close the gap between the Volkhov Front and the Leningrad Front, Soviet muster for a new assault. Confident after the great victories at Stalingrad and Velikye-Luki, Soviet, once and for all, try to close the gap and relief Leningrad after being besieged for over 900 days. The game starts January 12th 1943 and is 10 turns long, one turn being one day. Even if out numbering the Germans, it is not a cake walk for the Soviet player. And the German player may not sit quiet in the boat. To many fires to put out and Comrades in arms to save. With the usual rules system of WWII Battle Series, its Special rules, Winning conditions and Events we try to depict this moment in time. This is Game no 6. Game Scale: Game Turn: 1 day Hex: about 1 km Units: Battalion to Regiments Game components: colour map A1 size game rules (16 pages) 286 counters (15mmm size) 2 player aids cards Solitaire Playability: High Replayability: High Complexity Level: Medium Players: 2 Playing Time: 3-10 hours

Designer

Stefan Ekström

Artist

Stefan Ekström

Publisher

Three Crowns Games

Categories

WargameWorld War II

Mechanics

Chit-Pull SystemDice Rolling
View on BoardGameGeek ›
Iskra: Spark of Victory, 4th Sinjavino Offensive

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Iskra (3CG) - Teach and Play of an East Front chit-pull Wargame