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Holdfast: Korea 1950-51 box art

Holdfast: Korea 1950-51

Players

1-2

Time

?-?

Age

13+

Weight

2.31

Rating

6.74

Fit

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Holdfast: Korea 1950-51 has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to each other's strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Holdfast: Korea 1950-51 has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements. The game provides deep strategic possibilities and room for improvement. Player interaction is moderate. It scales well with different numbers of players. The game is moderately easy to learn, offering a balance between depth and accessibility. Overall, Holdfast: Korea 1950-51 has a strong replayability score of 7.85.

Luck profile

Holdfast: Korea 1950-51 has a moderate level of luck influence. Random elements have a notable but not exclusive impact on the game outcome. 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

Holdfast Korea 1950-1951 is the follow up to our highly popular Holdfast Russia 1940-1941. The game uses simple mechanics with a highly interactive turn sequence that keeps gamers engaged for a fast, fun, and furious 2 to 2.5 hours of play. The game units are blocks with labels and a low unit density on board means the game does not bog down. The core rules are 4 pages expanded to 8 with detailed graphics and explanations meaning you can be up and playing with 15 minutes of rules reading and a short set up. Korea is called America’s “forgotten war”. There are very few games on the topic, and none quite like this. The US Army, US Marine Corp, ROK Army, NKPA, and CPA forces are all represented. Air power, armor, and the Naval might of the UN forces are represented simply and elegantly. Rail movement, amphibious landings, and surprise attacks are in here too. Can you as the NKPA take Seoul and Pusan before the might of the US led UN forces get too strong? Will you as the UN player be able to blitz into N. Korea securing the Yalu River before Chinese forces come pouring across like a blizzard from the north? And as a last resort can you secure more enemy territory to control across the 38th Parallel as the peace makers negotiate the end of the war? The decisions are yours!

Editions

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Credits

Designers

2
Grant Wylie Mike Wylie

Artists

1
Sean Cooke

Publishers

1
Worthington Publishing, LLC

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