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Enemy Action: Kharkov box art
2022 Ranked #5,405

Enemy Action: Kharkov

This card-driven wargame has players command forces through the Third Battle of Kharkov in competitive or solitaire modes. Multi-purpose cards, hidden enemies, and impulse combat create uncertainty on every front.

Wargames Wargame World War II Campaign / Battle Card Driven Chit-Pull System

Players

1-2

Play time

15-300 min

Age

?+

Complexity

3.87/5

Rating

8.86

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 4 specifications

How it plays

How does it play?

Enemy Action: Kharkov is the second game in John Butterfield’s acclaimed Enemy Action series of card-driven games simulating pivotal battles in World War II, playable by two players or one player controlling either side in the conflict.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Enemy Action: Kharkov is the second game in John Butterfield’s acclaimed Enemy Action series of card-driven games simulating pivotal battles in World War II, playable by two players or one player controlling either side in the conflict. Enemy Action: Kharkov portrays the Third Battle of Kharkov, the key Eastern Front battle in which the German Army ended a string of Soviet victories begun at Stalingrad. In the late winter of 1943, Soviet Operations code-named Star and Gallop drove the Germans from the city of Kharkov and threatened a complete breakthrough, only to be driven back by the German counteroffensive known as Von Manstein’s Back Hand Blow. Each volume in the Enemy Action series features: Two-player competition with low complexity and constant decision points for both sides; Solitaire play of either side with systems governing all aspects of enemy command and tactics; Card-driven impulse system, with multi-purpose cards played to activate formations, implement command events, or gain tactical advantages in combat. Diceless and chartless combat system – players draw combat chits that build a narrative of each combat. The solo games add fog of war to the experience. Many enemy unit locations in the solo games are unknown until your forces move to contact. Enemy units behind the front line often disappear to reappear elsewhere, within realistic movement limitations. Features specific to Enemy Action: Kharkov include: Soviet partisans Offensive command quality Withdrawal under fire Armor depletion Von Manstein’s Rochade (rapid redeployment) Soviet forward support Spring thaw and mud conditions Complexity: Moderate Solitaire Suitability: Designed for solitaire play Map scale: 7.5 miles per hex. Hexes are oversized for easy counter handling. Time scale: Three days per turn, with several impulses in each turn. Unit Scale: Regiments, brigades and divisions Players: One or Two (features Solitaire mode) Playing Time: 15 minutes to 5 hours for the full campaign —description from the publisher

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Editions

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Game and edition data

All specifications (4)

Play and group

Players
1–2
Best with
1–2
Play time
15–300 min
Complexity
3.9/5
Credits and catalog connections

Credits

Designers

1
John H. Butterfield

Artists

1
Knut Grünitz

Publishers

1
Compass Games

Linked items

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