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Battle-Cry

#2428BGG ↗

1961 · 2-4 players · 60min · weight 1.61 · 380 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
2428
Name
Battle-Cry
Year
1961
Rank
24890
Min players
2
Max players
4
Playing time
60
Min playtime
60
Max playtime
60
Avg weight
1.6098
Num weights
41
Bayes avg
5.50272
Average
5.59353
Users rated
380
Num owned
964
Wanting
22
Wishing
57
Num comments
258
Fetched at
Wed Apr 29 2026 05:38:07 GMT+0000 (Coordinated Universal Time)
Mechanisms (4)
Dice RollingGrid MovementRoll / Spin and MoveSquare Grid
Categories (3)
American Civil WarPost-NapoleonicWargame
Description (1810 chars)

One of the American Heritage Command Decision Strategy Games. This one is the American Civil War game. Each side has 22 pieces (10 infantry, 10 cavalry and 2 artillery), and the starting positions are fixed. The grid is square, with no diagonal movement allowed. On your turn, you roll two dice for movement, resulting in between 2 and 12 movement points to allocate. Infantry moves 1 per pip, cavalry and artillery 2 per pip (a one-square move still consumes 1 pip). Mountains force pieces to pause (they must stop until the next turn). Railroads link stations and can be used to accelerate movement (one station per pip). Combat is handled by lining pieces up (horizontally or vertically) to face (or flank) an enemy column. You must have battle strength superiority to resolve the battle, and this is done after movement is concluded. Infantry and artillery have combat strength 2, cavalry has combat strength 1. The rear piece then jumps to the other end of the combined columns, and the entire enemy army is removed. To be used, cavalry must have a piece at the front; artillery, if at the rear of your column, eliminates the enemy army without jumping. Artillery cannot attack by itself. Double jumps can happen, if the jumping infantry piece ends up facing a lone cavalry. An open square must exist to jump to, so some map deployments are "safe" --but not against artillery. However, pieces trapped so they cannot move are also removed as if they had lost a battle, so this strategy can backfire. You win by completely eliminating the enemy army --but a player may concede earlier when a loss becomes unavoidable. The four player game splits command of each army in two, and is played in partnerships. A really good game, combining a historical theme with rather abstract mechanics.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.