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Duel In The Desert: Rommel's Campaign In North Africa box art
1986 Ranked #17,329

Duel In The Desert: Rommel's Campaign In North Africa

A double-blind North Africa wargame where commanders maneuver forces, manage supply, and fight for decisive cities. Enemy strength stays hidden until close contact, making limited intelligence and false assumptions central to every campaign decision.

Wargames Wargame World War II Grid Movement Hexagon Grid

Players

2

Play time

Not listed

Age

12+

Complexity

2.55/5

Rating

6.23

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.1/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

"Duel in the Desert: Rommel's Campaign in North Africa" is a strategic/operational level wargame, first published in The Wargamer Magazine (#51), a double-blind simulation of Rommel's campaigns in North Africa during 1941 and 1942.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

"Duel in the Desert: Rommel's Campaign in North Africa" is a strategic/operational level wargame, first published in The Wargamer Magazine (#51), a double-blind simulation of Rommel's campaigns in North Africa during 1941 and 1942. Neither player can see the map or units of his opponent. The game begins with Rommel's breakout into Cyrenaica in 1941 and continues until either the Allied Torch landings in Nov. 1942 or one side gains a decisive victory. Movement is handled as in some naval games... by calling out hex numbers of the paths each unit travels. When an enemy is spotted, a marker is placed to indicate location, but not strength. A unit is revealed only when it ends its turn adjacent to an enemy unit. Control of El Aghiela, Tobruk, and Alexandria determine the level of victory. From the rules, 1.0 Introduction (p. 20): "... Any simulation game must be a compromise between accuracy of simulation and simplicity of play. This game emphasizes limited intelligence, supply, and maneuver. It is also designed to be fairly simple to play. As a result, historical accuracy in other areas may not seem as great. A complete accurate simulation would be a much larger game." Scale: 30 km per hex Time: 1 month per turn Counters: Some counters represent more than one (similar) historical unit over time Zone of Control: Yes Stacking: Yes (generally 5 brigades) Supply: Yes (line, source, net; supply units) Combat: CRT (Combat Results Table) Intelligence: Yes (ULTRA rules for allies, "Intelligence Reports" scheduled for both sides) Initiative: die roll (1-4 Axis, 5-6 Allied) Special Rules: Tripoli off-map box, Rommel leader benefits Optional Rules: British Armor Coordination, Tobruck Minefields, Alexandria Garrison, Disbanded Formations Tables & Charts: CRT, Column Shift SUmmary, Die Roll Modifiers; Reinforcement/Supply/Intelligence schedule Tracking Sheet form: Armor/Infantry replacement points, Intelligence notes or guesses. Counter Manifest: Yes except enemy unit indicators

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
2
Best with
1–2
Play time
90 min
Age
12+
Complexity
2.6/5
Credits and catalog connections

Credits

Designers

1
Eric Faust

Artists

2
Vince DeNardo Rodger B. MacGowan

Publishers

1
3W (World Wide Wargames)

Linked items

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