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Sixteen Thirty Something (1995) Board Game

Sixteen Thirty Something is a board game released in 1995, designed by Sue Mason and published by Warfrog Games. It falls under the categories of Negotiation, Pike and Shot, Political, Print & Play, and Wargame. The game is designed for 3-6 players, with a runtime of approximately 180 minutes. Players take on the roles of powerful figures in the tumultuous period of the Thirty Years’ War in Europe.

Game Components of Sixteen Thirty Something

  • Game board depicting Europe during the early 17th century
  • Player tokens and units representing various military and political entities
  • Event cards influencing the game’s progression
  • Resource management elements such as money, manpower, and influence tokens
  • Rulebook and setup guide

    How To Setup Sixteen Thirty Something

    Setting up the game involves placing the game board, distributing player tokens and units, shuffling and dealing event cards, and allocating initial resources. Players must also set up their respective areas on the board according to the game’s rules. The setup phase is crucial as it lays the foundation for the complex interplay of military strategy and political maneuvering that follows.

    Gameplay Mechanics and Game Objective

    Mechanics

  • Area Control: Players vie for control over various regions on the board.
  • Resource Management: Managing money, manpower, and influence to execute strategies.
  • Event Cards: These cards introduce historical events and challenges, adding a layer of unpredictability.
  • Set Collection: Players collect sets of cards or resources to achieve specific objectives.

    Game Objective

    The objective is to navigate the changing political and military environment to emerge as the dominant power. This involves managing resources effectively, making strategic military moves, and leveraging event cards to gain advantages.

    Player Experience

    Playing **Sixteen Thirty Something** is an immersive experience that requires a blend of strategic thinking, resource management, and adaptability. The game is highly interactive, with each player’s actions influencing the broader game state. The historical context adds a layer of depth, making it appealing to both history enthusiasts and strategy gamers.

    Pros

  • Historical Depth: The game is set in a rich historical period, offering a unique blend of history and strategy.
  • Complex Gameplay: It provides a challenging and engaging experience with multiple layers of strategy.
  • Replayability: The use of event cards and variable setup ensures high replayability.

    Cons

  • Complexity: The game can be overwhelming for new players due to its intricate mechanics and historical context.
  • Length: Games can be quite long, requiring several hours to complete.
  • Out of Print: The game is no longer in print, making it difficult to find and purchase.

    Personal Thoughts on Sixteen Thirty Something

    **Sixteen Thirty Something** is ideal for experienced board game enthusiasts who enjoy complex strategy and historical themes. It is particularly suited for those who appreciate games with deep mechanics and a high level of replayability. However, due to its complexity and the fact that it is out of print, it may not be the best choice for casual gamers or those new to the hobby.

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