Limits of Glory: Santa Maura & Capri
2025
BGG Average Rating
8.7
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Players
1-2
Weight
N/A
Playtime
60 min
Age
14+
⚙️ Game Mechanics
How this game works - core systems and player actions
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📖 About This Game
The third and forth campaigns in our Limits of Glory series are two games in one box. Each game is designed to be a stand-alone shorter game, playable in approximately one hour. The games use the same unique Limits of Glory system, with the same Event clock and Combat system but on a smaller scale. O
Campaign III in the Limits of Glory series looks at the attempt by the French and Neapolitans under their new King, Joachim Murat, to re-capture the island of Capri just off the Bay of Naples in 1808.
This game represents the two week period that covers Murat's invasion of Capri. The game introduces weather effects for the first time in Limits of Glory, as weather was crucial to the outcome of the campaign. The French player must get their troops across the bay, land on Capri and take back the island by capturing Capri Town and Ana Capri. The British must hold on, making the French task as difficult as possible while trying to negotiate favourable surrender terms, hoping for windy weather to bring help from the Royal Navy and perhaps reinforcements.
Campaign IV in the Limits of Glory series looks at the British attempt to capture the Ionian island of Santa Maura, modern day Lefkada.
The game represents the four week campaign, starting on 21st March, by the British to capture the significant fortification of Santa Maura fortress and consequently, the entire island. Greek patriotism and the desire for independence played a major role in persuading the Albanians to desert the French and the game reflects this with the ability of the Greek commander Kolokotronis to entice Albanian units from neighbouring spaces to desert. Also, for the first time in Limits of Glory, the morale of Camus, the most senior French commander, plays a key role in the game. Once the British are adjacent to the fortress of Santa Maura, Camus must take a morale test following each assault or round of siege. This reflects his nerve breaking and him surrendering the fortress, even though the French forces were still able to resist. The French player must therefore do everything they can to keep the Allies away from the fortress by clever use of secret causeways for manoeuver and the considered positioning of shore batteries.
The games use the same single mechanic used in Bonaparte's Eastern Empire and Maida 1806, with the only difference being that each player has three dice rather than four. There are less events, the games are shorter, the maps are smaller but players face all the same difficulties in strategic decisions and balancing when to push and when to wait.
—description from the designer