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Drive On Kursk: July 1943 box art

Drive On Kursk: July 1943

Players

2

Time

?-?

Age

?+

Weight

2.62

Rating

6.87

Fit

Teach 2.8

Teaching signal

Replay 4.1

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.7

More strategic control

Table feel

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to each other's strategies. While there is some level of cooperation required, it is not a major focus of the game.

Replay value

Drive on Kursk: July 1943 has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. It offers different experiences each time it is played, with the potential for new tactics and strategies to be discovered. The game adapts well to different player counts without compromising its appeal or balance.

Luck profile

The final luck score for Drive on Kursk: July 1943 is 7.33, indicating a game that relies more on player decisions and strategy rather than luck. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning.

Overview

(from the rulebook :) This design is actually the third edition of the "Kursk" game originally published by old-SPI back in the early 1970s, which was later redesigned into a second edition, retitled as: Eric Goldberg's Kursk: History's Greatest Tank Battle, July 1943. The first edition of the game used the proto-system originally devised by James F. Dunnigan for the France 1940 title he published early on in S&T. This new edition is by Ty Bomba, and shares an evolution of the system used in our other Road to Ruin titles: Drive on Stalingrad, and Drive on Moscow. For each of their player turns, both players determine the phase sequence their own forces will use. That is, they may choose to have their movement phase first, followed by their combat phase; or they may chose to fight first, then move; or they may choose to have two movement phases; or they may choose to have two combat phases.

Editions

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Credits

Designers

1
Ty Bomba

Artists

1
Nicolás Eskubi

Publishers

2
Decision Games (I) Kokusai-Tsushin Co., Ltd. (?????)

Linked items

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