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The combat system is driven by a two-D10 dice mechanic. Two differently-colored dice are rolled simultaneously. The assault combat system uses a differential mechanism and results in a more dynamic combat outcome. A player must first choose one of four possible Orders that an activated Brigade will operate under — Attack, Defend, March or Regroup.

At Any Cost: Metz | Board Game | BoardGameGeek

Each Order has specific parameters that provide benefits and restrictions. The Blind Swords chit-pull system generates challenging actions and difficult decisions for both players. It features three different types of chits, all of which reside in the same cup, each with special effects: In order to add player input into the strategic off-map movement of the approaching Prussian forces, some scenarios offer the opportunity to use the unique hidden Prussian Strategic Movement system. This involves the Prussian player openly moving units on a special point-to-point map whose results, nevertheless, are hidden from the French player.

This will vary where and when the Prussian forces arrive on the map. However, the system is set up so that even the Prussian player cannot be assured of the arrival time or the content of his forces.

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There will be a solitaire friendly version of this feature, as well. Each hex equal approximately yards and contains all the significant terrain details — elevations, slopes, woods, towns, quarries etc. The game will include at least five scenarios: Quantity Add to Cart. In some scenarios, Activation chits for the French player are fed into the game piece-meal to represent the slow reaction time of the French command structure.

At Any Cost: Metz 1870

But the French player does have some options to speed up this process see below. These chits allow players to select any one Division for the Prussian player or any one Brigade for the French player for activation - even if it has already activated or will be activated later in the turn. Thus, this is the opportunity to activate units twice in the turn. At the start of a turn, players select any one of these chits to place in the cup obviously an Event they really want. Three Event chits are randomly thrown out of the turn and will not be used — the remaining five Event chits are then placed into the cup with the pre-selected chit.

In this manner, players are never assured of drawing any particular Event chit, except for the one they initially chose. The Unique Event is tactical in nature and has specific effects and options for the player to consider.

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The Command Common Event side is used for more strategic options. Tutorial — a small, limited battle depicting the fighting around St.

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Privat on August 16th, which at one point resulted in 6, Prussian Guardsmen casualties being inflicted in 15 minutes! This scenario serves as a teaching experience for new players. The Battle of Mars-La-Tour — the whole battle beginning at 8: There are two variations offered — historical and free-setup deployments. There are also options for a historical reinforcements schedule or a variable schedule utilizing the Prussian Strategic Movement system. Privat — — the entire day-long battle.

At Any Cost

Campaign Scenario 1 — the game begins with the Mars-La-Tour scenario but continues past the first day until the campaign victory conditions are achieved. Campaign Scenario 2 — the game begins on August 15th and the French player must march the entire Army of the Rhine across the map to escape to Verdun or, as a secondary option, protect the army from destruction.


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This scenario gives players the option to shape an entirely new campaign. Suitability and Scale Number of Players: Only registered customers can rate. This is great news! The Franco-Prussian War deserves far more attention than it normally gets, and I'm excited about a game that focuses on one of the largest battles fought in Europe prior to World War I.

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