ABG All Board Games
Korea '95 box art

Korea '95

Players

2

Time

?-?

Age

12+

Weight

3

Rating

6.45

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 2.3

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Replay value

Korea '95 has a high replayability score due to its strong variability, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game allows players to improve their strategy over time, discovering new tactics and strategies. It adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged and interested.

Luck profile

Korea '95 has a moderate influence of luck. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions, luck still plays a significant role. The game is a balanced mix of luck and strategy.

Overview

Korea '95 depicts the first month of war between North and South Korea during the mid- to late-1990's. 200 counters, 22 x 34 map, 12 pages of rules. First published in CounterAttack magazine No. 4 (March 1993). Game Scale: Turn: 2 days Hex: 7.5 miles / Units: Regiment to Corps Game Inventory: One 22" X 34" mapsheet One countersheet (200 1/2" counters) One 16 page rules booklet

Media

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Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Charles T. Kamps

Artists

1
Sawshun Yamagushi

Publishers

2
Kokusai-Tsushin Co., Ltd. (?????) Pacific Rim Publishing

Linked items

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