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Duel For Kharkov box art

Duel For Kharkov

Players

2

Time

?-?

Age

12+

Weight

3.29

Rating

7.11

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 3.8

More strategic control

Table feel

The Duel for Kharkov board game has a high level of direct confrontation, with battles and competitive actions having immediate impact on opponents. There is also a good amount of strategic confrontation, as players' decisions and strategies indirectly affect others through resource denial and strategic positioning. The game requires frequent attention to other players' actions, increasing the interaction frequency. However, there is minimal emphasis on cooperation, with players primarily focused on individual objectives. Overall, the game has a strong interaction score, indicating a high level of player interaction.

Replay value

The game Duel for Kharkov has a high replayability score, with a good level of variability in the gameboard, expansions available, and strategic depth. The game also scales well with different player counts and offers a moderate level of ease in learning. Overall, it provides a fresh and engaging experience with room for improvement and different approaches each time it is played.

Luck profile

Duel for Kharkov has a moderate influence of luck. Random elements have minimal 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 minor role.

Overview

Duel is a divisional/regimental game of the 3rd and 4th battles of Kharkov, including Soviet operations “Star” and “Leap” and von Manstein’s “Backhand Blow.” Originally published in 1985 by People’s Wargames, this edition has been thoroughly revised — with new counter art, streamlined rules, and an updated Soviet order of battle based upon the newly opened Russian archives. Game components include 2 full-size maps, 700 die-cut counters, rules, six scenarios, and charts and tables. Map scale is 3 miles to the hex, and each turn represents 2 days of real time. The situation simulated is a dramatic one. Stalingrad has been freed and 5 Axis Armies have been swept from away. Before the tired Red Army looms a hole in the German lines as big as the entire Western Front in 1918. Beyond lie the industrial Donets Basin and the farmlands of the Ukraine, and to the south the possibility of trapping 2 more German Armies against the Sea of Azov. The opportunities beckon! But on the flanks loom 10 German panzer and motorized divisions that are not in retreat, but rather are maneuvering to Duel for Kharkov! With sweeping movement, low-counter density, and dynamic action, Duel for Kharkov is your chance to command in the mightiest tank battle the world had ever seen. GAME COMPONENTS: Two 34" x 22" maps and 800 die-cut counters. Designed for 2-5 players, Duel can also be played solo. PLAYING TIME: 4-30 hours, depending upon scenario chosen. Complexity: High Solitaire Suitability: High (from the back of the box)

Editions

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Credits

Designers

2
David Bolt Jack Radey

Artists

1
Ina Clausen

Publishers

3
3W (World Wide Wargames) CoSi People's War Games

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