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Dan Verssen Games: Heroic Stand - Rorke's Drift - Men of Harlech
Dan Verssen Games: Heroic Stand - Rorke's Drift - Men of Harlech
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Dan Verssen Games: Heroic Stand - Rorke's Drift - Men of Harlech
In Rorke's Drift, players command together a gravely outnumbered British force against a much larger surrounding Zulu force. The Zulus attack the British at Rorke's Drift, Lieutenant Chard takes command and prepares his defense to hold. Can 150 British soldiers hold out against 3000 attacking Zulus to win or will they be overrun before Lord Chelmsford's relief column reaches them?
Players will take turns playing one of the British attack cards in order to defeat one shown Zulu card and possibly a second hidden Zulu card in one of the four defending positions. Choosing when and if to use one of their only 5 Volley cards to increase the British attack or fall back to reinforce and possibly get an extra attack die for their new position.
Distributing soldiers (attack cards) to defeat the right Zulu cards at the right time is key to holding out as your reinforcement draw deck dwindles. The British win when the Zulu deck is exhausted or Lord Chelmsford's relief column arrives.
Contents: 1 Rulebook, 1 Game Board, 1 Location Marker, 1 Relief Column Marker, 2 Dice, 5 Volley Cards, 66 British Cards, 66 Zulu Cards, 7 Set Levels Cards, 12 Random Level Cards, 12 Ammo Cards
Ages: 14+
Players: 1-5
Game Length: 30 minutes
In Rorke's Drift, players command together a gravely outnumbered British force against a much larger surrounding Zulu force. The Zulus attack the British at Rorke's Drift, Lieutenant Chard takes command and prepares his defense to hold. Can 150 British soldiers hold out against 3000 attacking Zulus to win or will they be overrun before Lord Chelmsford's relief column reaches them?
Players will take turns playing one of the British attack cards in order to defeat one shown Zulu card and possibly a second hidden Zulu card in one of the four defending positions. Choosing when and if to use one of their only 5 Volley cards to increase the British attack or fall back to reinforce and possibly get an extra attack die for their new position.
Distributing soldiers (attack cards) to defeat the right Zulu cards at the right time is key to holding out as your reinforcement draw deck dwindles. The British win when the Zulu deck is exhausted or Lord Chelmsford's relief column arrives.
Contents: 1 Rulebook, 1 Game Board, 1 Location Marker, 1 Relief Column Marker, 2 Dice, 5 Volley Cards, 66 British Cards, 66 Zulu Cards, 7 Set Levels Cards, 12 Random Level Cards, 12 Ammo Cards
Ages: 14+
Players: 1-5
Game Length: 30 minutes
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