allboardgames.com
Korea: Fire And Ice box art
2018 Ranked #14,086

Korea: Fire And Ice

An operational Korean War wargame has players maneuver divisions, maintain supply, and detect enemy forces across campaigns and battles. Units may continue moving through paid impulses, but advancing steadily worsens the supply problem.

Wargames Korean War Modern Warfare Chit-Pull System Grid Movement

Players

1-4

Play time

180-600 min

Age

12+

Complexity

2.75/5

Rating

7.09

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 5 specifications

How it plays

How does it play?

Korea: Fire and Ice is the first game in a new system called Operational Scale System. This system will cover large scale combat from World War Two into the modern era.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Korea: Fire and Ice is the first game in a new system called Operational Scale System. This system will cover large scale combat from World War Two into the modern era. The scale for the system will be 10 miles a hex and weekly turns, with Divisions as the primary maneuver unit. Using at its heart a system that is from an older but wonderfully conceived game called “Road to the Rhine”, players will be able to move all their units once but can, if they can afford the supply cost, move the still unmoved units impulse after impulse. The opposing player will have to maintain adequate reserves to counter this. The grand campaign game covers the first year of the war. Using a moderately complex rule set, players will be able to concentrate on the play and not the rules. Keeping your units well supplied will be the key to victory – but as you advance, you’ll see your supply situation deteriorate. Detection will also be a key to victory as finding your enemy is vital to defeating him. Also covered are the epic F-86 versus MiG-15 battles, political limitations of surrogate wars, possible Soviet intervention, possible nuclear weapons, and of course, the United States Navy – for both support and invasions. There will be scenarios covering various sized battles and campaigns (with a play time of 2 to 20 hours), as well as a grand campaign game for players that want it all. Complexity: 6 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 week per turn Map Scale: 7 miles a hex Players: 1-4 Playing Time: 2-60 hours Designer: Adam Starkweather Artist: Ilya Kudryashov Components: One 48 page rulebook One 24 page scenario book Three 22” by 34” maps Five Displays and Charts Two 9/16ths Countersheets 4 Dice Game Box

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Unverified shopping references

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1
Play time
180–600 min
Age
12+
Complexity
2.8/5
Credits and catalog connections

Credits

Designers

1
Adam Starkweather

Artists

1
Ilya Kudriashov

Publishers

1
Compass Games

Linked items

No published linked games yet.