244:, Dave Mylie thought that the game was good value, saying "Physically the game is beyond criticism and definitely value for money." But although he found the rules "well written and clearly indexed", Mylie felt that the innovative actions system should have been explained better; he also highlighted some rule ambiguities, commenting, "the rules can be something of a problem and the player may find he has to do a little rule writing himself at times." He also warned that "The play of a tactical segment can take several hours and as there are twenty three strategic turns it can be a very, very long game." Nonetheless, he concluded with a positive note, saying, "Whether a player is looking for a relatively simple, complex, long or short game,
268:, Palmer added "Sadly, there are some holes in the rules; these are being cleared up slowly but steadily." For this reason, Palmer warned "do not make my mistake and plunge straight into the campaign game." He concluded by giving the game an "Excitement Grade" of only 50%, sayng, "This game is first and foremost for enthusiasts of the period, and is not suitable for novices."
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commented "This game's enthusiastic reception from the hard-core demonstrates the potential interest of this subject." He also noted that the "Innovative combat system reinfoces correct period 'feel'." Palmer concluded "Another delight for aficionados, intimidating for beginners." Three years later,
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noted "This is a unique game; nothing like it has been done before β or since." However, Freeman found that "the problem is that the game isn't really a game. There's too much jockeying for position (as opposed to maneuvering for position) And , like history, the game bogs down around
Sevastopol."
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At this point, if opposing units are still adjacent to each other, then another Action segment happens immediately. This cycle of Action segments continues until no opposing units are adjacent to each other at the end of an Action segment. Play then returns to a new
Tactical Turn. If three Tactical
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The Action segment only happens when opposing units are adjacent to one another, or if the Allied player during the
Strategic movement segment declares an intention to fire siege guns. Either of these situations instigates the Action segment, which is a complex series of phases involving both
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mixes movement and combat from both players in an open-ended structure that does not end until combat peters out. Each
Tactical Turn is divided into three segments:
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is a two-player wargame where one player controls the
Alliance, and the other controls the Russians. The game is very complex, having a relatively large 22" x 28"
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289:, Martin Campion was not impressedd, saying, "Several of the rules, especially those having to do with battles, are poorly thought out or poorly presented."
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mapsheet subdivided into a strategic map and four smaller tactical maps, 450 double-sided die-cut counters, a large rulebook and many charts and game aids.
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He concluded by giving it an
Overall Evaluation of "Fair to Good", saying, "It is an interesting design, and for that it may be worth inspection."
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These can be combined into a long campaign game that simulates the entire war. There is also a smaller "micro-game" included that simulates the
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provides the answer with its battle, basic and campaign games. It generates such a feel for the period that it must be regarded as a classic."
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reported that "This game deserves to be played more frequently than it is. In part, lack of interest in it stems from the very unusual rules."
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Russian: Hold fire resolution phase (units that did not fire during the
Simultaneous Fire phase may now fire at adjacent enemy units);
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In 1853, Russia and the
Ottoman Empire went to war, with England and France backing the Ottomans, hoping to maintain the current
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and published as a ziplock bag game by GDW in 1975. The game initially sold well, and in a 1976 poll conducted by
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was ranked very highly, placing 7th out of 202 games. By 1980, initial popularity had faded, and game critic
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In contrast to most wargames of the mid-1970s that used a simple alternating "I Go, You Go" system of turns,
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their main objective, hoping that its surrender would force Russia to sue for peace.
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The
Advanced game offers six scenarios that simulate the major battles of the war:
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Turns take place without any melee combat, then the battle comes to an end.
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Campion, Martin (1980). "Crimea". In Horn, Robert E.; Cleaves, Ann (eds.).
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The Basic game is only centered on the siege of
Sevastopol.
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The Guide to Simulations/Games for Education and Training
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The Guide to Simulations/Games for Education and Training
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to determine the most popular wargames in North America,
470:. Beverly Hills CA: Sage Publications. p. 488.
455:. New York: Simon & Schuster. pp. 140β141.
363:Mylie, Dave (JuneβJuly 1976). "Crimea: A Review".
152:The game comes with Basic and Advanced rules.
133:Russian:: Defender undisrupted movement phase;
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381:"Crimea: The Dawn of Modern Warfare (1975)"
115:Russian: Disrupted defender movement phase;
413:The Comprehensive Guide to Board Wargaming
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254:The Comprehensive Guide to Board Wargaming
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423:
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337:Crimea: The Great Crimean War, 1854β1856
437:. London: Sphere Books. pp. 88β89.
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512:Board wargames set in Modern history
416:. London: Sphere Books. p. 144.
124:Russian: Fortification repair phase;
121:Allied: Siege fire resolution phase;
112:Allied: Siege fire commitment phase;
28:Crimea: The Dawn of Modern Warfare
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39:(GDW) in 1975 that simulates the
203:during the Battle of Balaklava.
118:Allied: Attacker movement phase;
517:Game Designers' Workshop games
139:Russian: Defender melee phase.
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453:The Complete Book of Wargames
274:The Complete Book of Wargames
220:Simulations Publications Inc.
130:Allied: Attacker melee phase;
492:"Games and Puzzles magazine"
293:Other reviews and commentary
522:Wargames introduced in 1975
435:The Best of Board Wargaming
265:The Best of Board Wargaming
201:Charge of the Light Brigade
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94:Fortifiation construction
53:European balance of power
369:. No. 1. p. 3.
136:Allied: Hold fire phase;
109:Simultaneous fire phase;
37:Game Designers' Workshop
339:. Palgrave Macmillan.
335:Royle, Trevor (2000).
187:Battle of the Chernaya
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262:in his 1980 sequel,
314:Games & Puzzles
300:Fire & Movement
207:Publication history
181:Battle of Eupatoria
175:Battle of Inkermann
169:Battle of Balaklava
165:, 20 September 1854
195:, 8 September 1855
193:Battle of Malakoff
183:, 17 February 1855
177:, 5 November 1854)
97:Strategic movement
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385:boardgamegeek.com
271:In the 1980 book
251:In his 1977 book
171:, 25 October 1854
57:Concert of Europe
22:Cover of rulebook
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163:Battle of Alma
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388:. Retrieved
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307:Panzerfaust
279:Jon Freeman
259:Nick Palmer
228:Nick Palmer
67:Description
41:Crimean War
506:Categories
390:2022-04-24
322:References
61:Sevastopol
47:Background
234:Reception
148:Scenarios
105:players:
451:(1980).
433:(1980).
410:(1977).
82:Gameplay
76:hex grid
366:Phoenix
241:Phoenix
55:in the
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343:
246:Crimea
224:Crimea
212:Crimea
100:Action
88:Crimea
72:Crimea
31:is a
472:ISBN
341:ISBN
317:#70
309:#69
285:In
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303:#7
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