Take that Bridge: Red vs Blue

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Players
2-2
Weight
N/A

⚙️ Game Mechanics

How this game works - core systems and player actions

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📖 About This Game

A Blue company with purpose sets its sight, To reach the bridge, a perilous command, Before explosives consign to the night Their path on, as woods conceal the Red plan. With fire and maneuver, Blue’s tactics laid Each volley sent to pin the revealed foe, While comrades swift through cover unafraid, Advance with stealth where life and death may flow. Each Blue section that falls turns are enhanced, Each Red section that falls retards the same, Additions to the games steady advance, Thirty turns is the limit of this game. A race with time, the success rests on thee, To save the span, and claim the victory. The game is an exploration of manoeuvre and fire tactics and comes with six boards. The game has a river at the top of the board marked in blue hexes, spanned by a bridge that a Blue Company must secure. The bridge has been wired with explosives, and if the bridge isn’t secured by turn 30 it will be destroyed by the Red player. A road marked in brown runs North/South over open terrain with green hexes. Dotted around the board are woodland areas marked with trees. The Blue Company has 13 counters, for 3 platoons numbered 1-3, comprising 3 rifle sections and an attached MG section, together with a Company HQ with engineers. The Red player has 15 initial ‘hidden’ counters which are revealed by 1D6 roll to be either an MG, rifle or dummy counters. The game has simple fire and maneuvre mechanisms, is quick to play and enough variation so you will never play the same game! Turn sequence Blue Move Blue Reveal and Fire Blue Rally Red Fire Red Rally —description from the publisher