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Harpoon: Captain's Edition box art

Harpoon: Captain's Edition

Players

2-4

Time

?-?

Age

10+

Weight

2.43

Rating

6.18

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.1

Scales well

Strategy 4.7

Deep strategy

Control 3.5

More strategic control

Table feel

Harpoon: Captain's Edition has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies and turns. However, there is limited emphasis on cooperation in the game.

Replay value

Harpoon: Captain's Edition has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The player interaction score is average, and the game is moderately easy to learn. Overall, Harpoon: Captain's Edition provides a highly replayable experience.

Luck profile

Harpoon: Captain's Edition has a moderate level of luck influence. Random elements like dice rolls and card draws have a notable but not exclusive impact on the game outcome. However, 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

A simpler version of the original Harpoon, the famous naval battle simulation game, designed for beginner players. The box says: "Start Playing in 30 Minutes"! You navigate your task forces on a 18x21 hexagonal grid, set between Greenland, Iceland and UK, the GIUK gap, either as a NATO or Soviet Admiral. Your Task Forces consits of surface ships, submarines, patrol aircraft and tactical fast jet aircraft, represented by data cards, and task force counters on the map. You utilize radar, sonar and visual search to detect your enemy task forces. You utilize naval gunfire, surface-to-surface missiles, and air-to-surface missiles to defeat them, using die-rolls and data cards. The game is easy to learn. It is a wargame, but the heavily themed weapon aspects are abstracted to a very basic level, without loosing it's high technology appeal. After 30 minutes study of the rules you should be able to set up the first scenario, where you have one task force each, an Arleigh Burke class destroyer against a Sovremennyy class destroyer. Part of The Harpoon Series

Editions

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Credits

Designers

1
Larry Bond

Publishers

1
Game Designers' Workshop (GDW Games)

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