Table feel
Moderate level of direct and strategic confrontation, high interaction frequency, and low emphasis on cooperation.
Players
2
Time
?-?
Age
12+
Weight
2.44
Rating
7.13
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation, high interaction frequency, and low emphasis on cooperation.
The game offers a high degree of variability with its gameboard, expansions, and strategic depth. It adapts well to different player counts and provides a challenging learning curve. Overall, it has a strong replayability score.
Fury in the East has a low influence of luck. Random elements like dice rolls or card draws have a predominant impact on the game outcome. However, players have substantial ability to mitigate randomness through strategic decisions and planning. The game is heavily dependent on luck, with little influence from player strategy. Overall, the final luck score for Fury in the East is 4.33, indicating a balanced mix of luck and strategy.
Fury in the East is a wargame on the first nine months of the great Russo-German War (per MMP). The game is designed by accomplished Japanese designer, Ginichiro Suzuki and originally appeared as G-Barbarossa. Fury in the East includes 262 counters and a 22"x34" map (56cm x 86cm) and is included in Operations Special Magazine #3. The game features an unusual mechanism for the Soviet combat units and generals. When generals are involved in combat for the first time their counters are flipped and their true capabilities revealed. When combat units suffer a step loss, their previously unknown weakened capability is revealed.
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