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Bar-lev: The 1973 Arab-israeli War box art

Bar-lev: The 1973 Arab-israeli War

Players

2

Time

?-?

Age

16+

Weight

3.5

Rating

7.28

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Moderate level of interaction with a focus on direct confrontation and strategic depth.

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, enhancing replay value. The game provides deep strategic possibilities and room for improvement in tactics and strategies. Player interaction is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate learning curve, offering a balance between easiness and depth. Overall, Bar-Lev: The 1973 Arab-Israeli War has a strong replayability score of 7.8.

Luck profile

The final luck score for Bar-Lev: The 1973 Arab-Israeli War is 7, indicating a moderate influence of luck. The game has a balanced mix of luck and strategy, with random elements having a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. While luck plays a role in the game, it is primarily determined by player strategy and decisions.

Overview

"Bar-Lev: The 1973 Arab-Israeli War" is an Operational level board wargame of the 1973 Arab-Israeli War, referred to by the Israelis as the War of Atonement or the Yom Kippur War, and by the Arabs as the War of Ramadan. Players will represent the Israeli and Arab high commands and maneuver their units and conduct combat in an attempt to attain the objectives of their respective nations. Because of the two front nature of the war, Bar Lev is uniquely suited to a multi-player game, with one player commanding the Israelis, one the Egyptians, and one the Syrians. Additional players can also be added to allow one commander for each front for the Israelis, air force commanders, or commanders for the various Arab allies. The ground game can be played without the air game, but it is recommended that the air game be incorporated into play as soon as the players are familiar with the ground rules, after two or three games, for instance. (from rulebook introduction) Scale: Operational, Battalion-Regiment, 1 Day per turn, 3-6 Km/hex Turn Sequence: 1. Recon units move, 2. Artillery phase, 3. Movement phase, 4. Enemy recon units move, 5. Direct Fire phase, 6. Enemy units regroup Components: Rulebook (10 pages of densely written rules with 3 pages of optional Air rules) Two 18 x 24 inch maps 528 Counters (with a 3rd combat factor for defense not in the first edition) 9 Charts: Israeli Armed Forces, Israeli Mobilization/Refit, Egyptian Armed Forces, Syrian Armed Forces, Ground CRT/Unit Identification, Air CRT/Unit Identification, Terrain Effects, Egyptian Operational Points, Syrian Operational Points This game, though based on the 1974 design by John Hill, is a completely new one, with a different designer (Frank Chadwick).

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