Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Player-count sensitive
Deep strategy
More strategic control
How it plays
How does it play?
Command Union corps or Confederate divisions through uncertain arrivals, card-driven activations, and a fragile battle for Gettysburg’s decisive ground.
Core mechanisms
Key systems that shape the decisions players make.
Command Cards
Use cards to issue orders and determine which units or actions can activate.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Action / Event
Use Action / Event as a recurring structure for player decisions and resolution.
Re-rolling and Locking
Keep selected dice and reroll the remainder to pursue a desired result.
See all 9 mechanisms
Read the full game description
Gettysburg: A Time for Heroes is a card-driven two-player wargame covering the pivotal 1863 battle. Wooden formations move point to point while cohesion records strength, fatigue, and morale. Lee and Meade cannot be certain when every formation will arrive, so each activation card forces commanders to balance immediate opportunities against the shape of the coming half-day. The Confederates pursue shifting territorial objectives; the Union must deny them without allowing three corps to collapse.