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12 Hours At Maleme box art

12 Hours At Maleme

Players

1-2

Time

60-180

Age

14+

Weight

2

Rating

7.92

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth and room for players to improve their strategy over time. The game adapts well to different player counts without compromising its appeal or balance. It is moderately easy to learn with a moderate level of depth.

Luck profile

The final luck score for 12 Hours at Maleme is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a moderate role.

Overview

12 Hours at Maleme is a two-player wargame simulating the battle for the control of Maleme airfield (Crete), that took place on May 20, 1941 between the 1st Air Landing Assault Regiment from the German 7th Air Division and the 22nd New Zealand Infantry Battalion from the 2nd New Zealand Division. The game simulates the tense one-day fight over the control of Maleme airfield and the all-important Allied position on Hill 107. Players will activate units alternatively in order to achieve control of key positions or prevent the other player from doing so. Every time a unit is activated, the owner may move it, fire at other unit(s) or try to remove a pinned or regroup condition. Afterwards, the other player will do the same. Each side has some HQ actions they may use to increase their options to achieve victory. Everytime a 6 is rolled when a unit fires or tries a refit action the time advances 30 minutes, nearing the time when one side will withdraw from the battlefield.

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Credits

Designers

1
Ivan Prat

Artists

1
Nils Johansson

Publishers

1
SNAFU Design

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