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Nevsky: Teutons and Rus in Collision 1240-1242

#249590BGG ↗

2019 · 1-2 players · 360min · weight 3.95 · 971 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
249590
Name
Nevsky: Teutons and Rus in Collision 1240-1242
Year
2019
Rank
2259
Min players
1
Max players
2
Playing time
360
Min playtime
60
Max playtime
360
Avg weight
3.9524
Num weights
84
Bayes avg
6.19142
Average
7.98329
Users rated
971
Num owned
2281
Wanting
114
Wishing
748
Num comments
319
Fetched at
Sat May 02 2026 15:54:29 GMT+0000 (Coordinated Universal Time)
Mechanisms (7)
Dice RollingEventsMinimap ResolutionMovement PointsPoint to Point MovementSimulationVariable Set-up
Categories (2)
MedievalWargame
Description (2638 chars)

Nevsky: Teutons and Rus in Collision 1240-1242 is a board wargame about the storied clash between Latin Teutonic and Orthodox Russian powers along the Baltic frontier of the mid-13th-Century. It is the first volume in GMT Games’ "Levy & Campaign Series" portraying military operations in a variety of pre-industrial conflicts. In Nevsky players raise and equip their armies, then provision and maneuver them to ravage or conquer enemy territory or defeat enemy forces in battle. Feudal politics obligate an array of lords and vassals to serve on campaign—but only for limited periods. Players must keep an eye on the calendar and reward lords to keep their armies in the field. Nevsky is solitaire friendly or can add a rules option with screens that hide what the two players’ lords levy. A second option adds detail regarding vassal forces’ terms of service. In Nevsky, two players take the roles of “Russians” and “Teutons”, respectively. The Russians represent the wealthy city-state of Novgorod and its allies. The Teutons comprise German and Danish landholders—including the Teutonic Order—expanding a Baltic dominion. The sides every 40 days will levy various lords and vassals and their forces, transport, and capabilities, backed by higher political authorities—a papal legate for the Teutons and Novgorod’s city council (veche) for the Russians. Each lord is rated for fealty, lordship, service, and command and lays out his forces and assets on a mat. Wooden pieces represent units of knights, mounted sergeants, light and Asiatic cavalry, men-at-arms, and unarmored serfs and militia. Assets include counters for transport such as carts, boats, and sleds; provender to feed the army; and coin to pay for longer service or booty captured by ravaging or conquering enemy regions. The players then plan and command a campaign for that 40 days with the lords who have mustered. To represent the limits of communications on medieval operations, stacks of command cards commit players to activating lords in a sequence that may or may not meet the needs of the developing situation. Cylinder pieces on the map show the lords’ maneuvers, while markers on a feudal calendar show how much longer the lords will serve, influenced by success or failure in their campaigns. When lords clash in field battle or storming a castle, players array their lords’ mats left, right, center, and reserve and attempt to rout the enemy. Various event and capability cards reveal cultural and technological particulars that influence levy, campaign, and combat.

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.