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Decision: Iraq box art

Decision: Iraq

Players

1-2

Time

?-?

Age

14+

Weight

2.33

Rating

6.54

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.3

Luck-sensitive

Table feel

The game Decision: Iraq has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies and turns. However, the level of cooperation required is relatively low.

Replay value

The game Decision: Iraq has a high degree of variability in its gameboard, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game offers deep strategic possibilities and room for players to improve their strategy over time. The player interaction score is moderate. The game scales well with different numbers of players without compromising its appeal or balance. It has a moderate level of easiness to learn, allowing players to grasp the rules and depth of the game within a reasonable time frame. Overall, Decision: Iraq has a strong replayability score, making it a game that can be enjoyed multiple times with fresh experiences each playthrough.

Luck profile

The final luck score for the board game Iraq is 4.67. This indicates a moderate influence of luck in the game. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. 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 minor role.

Overview

Decision: Iraq is a game that emphasizes the fight against the insurgency in Iraq, which began in 2003 following the US-led invasion of that country. Historically, the quick US-Coalition victory over Saddam Hussein’s military forces in March of that year quickly degenerated into an insurgency that swept the country. The situation was eventually turned around, but only after a steep learning curve for the United States and its partners. The game shows some of the major factors involved. There are two players in the game: The Insurgents (who want to seize control of Iraq. These represent various Iraqi Rebels and Foreign Fighters, the latter including Al Qaeda and Iranian support, among others), and the Counterinsurgents (who want to restore stability to a democratic Iraq, as well as defeat any Al Qaeda elements which may be operating in the country.) These represent Multinational (MNF) forces (US and allies) and Iraqi Government Forces (which also include friendly Iraqi tribal militias). Both players have a set of pieces that represent conventional and unconventional forces. During their respective turns, players move their pieces amongst the spaces on the map, and engage in various kinds of conflict in order to destroy enemy forces. The objective for each player is to establish control over Iraq. One unique feature of the game is that units’, as they engage in combat, effectiveness may increase or decrease as they gain experience in fighting, or become demoralized. The game includes one map (22x34”) and 228 counters.

Editions

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Credits

Designers

1
Joseph Miranda

Artists

2
Tom Willcockson Joe Youst

Publishers

1
Decision Games (I)

Linked items

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