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Jutland (board game)

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358:"a novelty" but admitted "it has taken its share of flak since." He thought the game had flaws, especially that "the strategic half of the game is anticlimactic at best; the game doesn't get going until the ships are placed on the maneuvering surface." He did warn that the game "requires a great deal of time and room; formations are subject to disruptions by pets, children, or a misplaced foot." However, Freeman concluded by giving an Overall Evaluation of "Good", saying, "It's fun, and the 'feel' of naval warfare is unmatched by any other game of the modern period." 1301: 323:, John Jackson noted that a large surface was needed ("a basketball court is perfect") and warned "You may object to crawling around on the floor, and the carefully plotted formations are particularly vulnerable to dogs, cats, children and other natural hazards." Nevertheless he concluded, "for all that, even the advanced rules are logical and easy to understand, and it's 129:
took the fleet to sea, hoping to lure a portion of the British fleet within range of the entire German fleet and destroy it. Instead, although the Germans sank a number of British battlecruisers, the entire German fleet itself was lured within range of the British fleet, resulting in the only major
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Once the fleets have found each other, the game switches to the tactical level, which has no map board. Instead, fleets of die-cut counters are placed at scale distances from each other, much like a miniatures wargame. Ships move at scale speeds using special rulers provided in the game box, and
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thought the rules revisions of the second edition improved a number of small points. He thought the hidden movement of the search procedure was "well done", but noted the "many complex rules govern the tactical combat and engagement procedure." He concluded by warning that the games were long,
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players tend to wear out the knees of their trousers crawling round the dining room floor." For those who shared a home with parents or a spouse, he warned "The game is interesting and exciting, but can be lengthy and yet another source of annoyance in the happy home." He concluded, "It is, of
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were deluged with questions about the new game system. Enthusiasm for the complex game quickly died down, and Avalon Hill discontinued it. Dean E. Miller attributed this to the game's complexity, which, in the early days of board wargaming, was "just too tough for the mass market."
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was responsible for "turning the wargaming hobby on its ear. Here was a game with no game board, unheard of at the time." However, Arvold thought the 1974 second edition was a weaker game, suggesting that the rules revisions "really took more out of it than it left in."
377:"a scholarly treatise in the form of a game." He ascribed the game's complexity to game designer Jim Dunnigan's penchant for historical accuracy at the cost of playability, saying, "Dunnigan's commitment to historical simulation trumped easy game play." 130:
fleet-to-fleet action of the war. Although British forces lost more ships that the Germans during the battle, the German fleet withdrew back to their bases and never seriously threatened the British blockade again.
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The British win as soon as German losses in capital ships are more than three times those of the British; or if all German capital ships retreat back to port and the British do not lose more capital ships that the
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The Germans win as soon as they sink just as many British capital ships as they themselves lose; or if the British fail to drive all German capital ships back to port within 30 hours of being spotted by the
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by revising the rules to address some of the complexities, and released the second edition in 1974. Once again, the game initially sold well, but dropped into obscurity by the end of the 1970s.
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map, but rather uses measurements made by rulers or tape measures, similar to miniatures wargames. This requires a flat surface of at least 4 ft x 5 ft (1.3 m x 1.5 m).
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is a 2-player game, one player controlling the British Grand Fleet, and the other player controlling the German High Seas Fleet. The game does not use a
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A draw occurs if neither side meets their victory conditions, or neither side returns to port before they reach their refuelling time limit.
1673: 332: 2143: 242:. In one of his contributions, Dunnigan levelled major criticisms of lack of historical accuracy at Avalon Hill's 1965 release, 1657: 1593: 1955: 1341: 1244: 711: 341:
saying, "Six hours plus: plenty of time for naval buffs to get their teeth into, but a bit different from normal wargames."
2168: 913: 246:. Thomas Shaw, at the time in charge of Avalon Hill, asked Dunnigan to design and submit his own wargame. The result was 184:
The game operates at both a strategic level during the search phase, and a tactical level once the fleets have engaged.
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firing ranges are determined by rulers or tape measures. The game provides custom rulers for determining movement.
1787: 1617: 1577: 1129: 316:β€” it is most interesting as a team game, with four or five commanders per side, each commanding a task force." 1803: 1276: 865: 2153: 1971: 1268: 1260: 346: 269: 1417: 1081: 599: 581: 312:
course, a must for naval enthusiasts." Several issues later, Turnbull added, "There's a lot to be said for
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was commended for its gameplay and mechanics, but criticism surrounded the complex rules and playing time.
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Jutland and after, May 1916 – December 1916: From the Dreadnought to Scapa Flow. Vol. III
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Lowood, Henry (2016). "War Engines". In Harrigan, Pat; Kirschenbaum, Matthew G. (eds.).
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In 1969, after designing other games for Avalon Hill including
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During World War I, Britain's naval forces had successfully
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At the strategic level, the players use pencil marks on a
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blockaded German access to the North Sea and the Atlantic
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Miller, Dean E (March–April 1973). "Jutland Campaign".
228:'s first wargame. In 1966, he was editor of a wargame 191:
map of the North Sea to search for the other fleet.
1204: 431:. New York: Simon & Schuster. pp. 157–158. 2130: 169:pad of British Hit Records and Fleet Search maps 621:. Harrisburg PA: Stackpole Books. p. 263. 172:pad of German Hit Records and Fleet Search maps 1253:Axis & Allies Naval Miniatures: War at Sea 472:Arvold, Alan (July 2000). "Updating Jutland". 1868:1830: The Game of Railroads and Robber Barons 705: 250:, published by Avalon Hill in 1967. Although 1317: 125:, but in late May 1916, German Vice-Admiral 121:was not powerful enough to face the British 498:Zones of Control: Perspectives on Wargaming 712: 698: 476:. Vol. 5, no. 3. pp. 21–27. 452:The Comprehensive Guide to Board Wargaming 333:The Comprehensive Guide to Board Wargaming 2022: 598: 580: 545:. Vol. 9, no. 6. pp. 4–6. 467: 465: 463: 461: 442: 440: 438: 291:(1969), the first sci-fi theme wargame. 616: 423: 2131: 1245:Axis & Allies: Battle of the Bulge 538: 520: 495: 471: 446: 216: 693: 532: 491: 489: 487: 485: 483: 458: 435: 419: 417: 198: 454:. London: Sphere Books. p. 155. 380: 254:initially sold well, the editors of 1658:Avalon Hill's Advanced Civilization 1634:1830: Railroads & Robber Barons 1285:Axis & Allies: World War I 1914 914:Rise and Decline of the Third Reich 13: 647:Naval History and Heritage Command 592: 480: 414: 14: 2180: 677: 574: 1366:Tales from the Floating Vagabond 1299: 365:, Alan Arvold said that in 1967 268:, Jim Dunnigan went on to found 27: 1578:Darkhorn: Realm of the Warlords 1277:Axis & Allies: Pacific 1940 719: 661: 635: 619:A Player's Guide to Table Games 610: 321:A Player's Guide to Table Games 303:, (August 1972), game designer 285:'s rules were reimplemented in 2144:Board games introduced in 1967 1956:Star Wars – The Queen's Gambit 1269:Axis & Allies: Europe 1940 1261:Axis & Allies: Guadalcanal 649:. U.S. Navy. November 20, 2019 602:(December 1972). "Wargaming". 549: 514: 299:In Issue 4 of the UK magazine 133: 1: 1972:Betrayal at House on the Hill 606:. No. 8. pp. 12–13. 429:The Complete Book of Wargames 407: 347:The Complete Book of Wargames 270:Simulations Publications Inc. 166:various cards and player aids 160:"Easy-to-Follow" instructions 148: 108: 1418:North Atlantic Convoy Raider 1237:Axis & Allies Miniatures 584:(August 1972). "Wargaming". 361:In the July 2000 edition of 294: 275:Avalon Hill tried to revive 153:The 1967 game box contains: 7: 179: 89:in 1967 that simulates the 10: 2185: 2169:World War I board wargames 1506:Computer Football Strategy 1221:Axis & Allies: Pacific 670:Strategy and Tactics Press 528:. Oxford University Press. 392: 2118:List of Avalon Hill games 2100: 2079: 2061: 1691: 1674:Wooden Ships and Iron Men 1594:Wooden Ships and Iron Men 1546:Quest of the Space Beagle 1376: 1308: 1297: 1213:Axis & Allies: Europe 1122:Turning Point: Stalingrad 938:Wooden Ships and Iron Men 727: 588:. No. 4. p. 10. 500:. 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628:0-8117-1902-2 624: 620: 613: 605: 601: 600:Turnbull, Don 595: 587: 583: 582:Turnbull, Don 577: 562: 558: 552: 544: 543: 535: 527: 523: 517: 509: 507:9780262033992 503: 499: 492: 490: 488: 486: 484: 475: 468: 466: 464: 462: 453: 449: 443: 441: 439: 430: 426: 420: 418: 413: 402: 401: 397: 396: 390: 388: 378: 376: 371: 368: 364: 359: 357: 353: 349: 348: 342: 339: 335: 334: 328: 326: 322: 317: 315: 310: 306: 302: 292: 290: 289: 284: 280: 278: 273: 271: 267: 266: 260: 257: 253: 249: 245: 241: 240: 235: 231: 227: 223: 211: 207: 203: 202: 196: 192: 190: 185: 175:six-sided die 174: 171: 168: 165: 162: 159: 156: 155: 154: 146: 144: 140: 131: 128: 124: 120: 117:. 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Index


Avalon Hill
Board game
tactical wargame
board wargame
Avalon Hill
Battle of Jutland
North Sea
World War I
blockaded German access to the North Sea and the Atlantic
High Seas Fleet
Grand Fleet
Reinhard Scheer
hex grid
hex grid
Jim Dunnigan
zine
The General
1914
Simulations Publications Inc.
Lensman
Don Turnbull
The Comprehensive Guide to Board Wargaming
Nicholas Palmer
The Complete Book of Wargames
Jon Freeman
Moves


Freeman, Jon

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