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Mare Nostrum: War In The Mediterranean box art

Mare Nostrum: War In The Mediterranean

Players

2-3

Time

360-600

Age

?+

Weight

3.5

Rating

6.64

Fit

Teach 2.3

Teaching signal

Replay 4.0

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

The game has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, the emphasis on cooperation is relatively low.

Replay value

Mare Nostrum: War in the Mediterranean has a high replayability score due to its high variability gameboard, availability of expansions, deep strategic depth, and good scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, and the game adapts well to different player counts. While the game may take some time to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for Mare Nostrum: War in the Mediterranean is 7, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game outcome, and 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

The entire campaign in the Mediterranean theater of operations, 1940-43, using the Red Dragon Rising-South Seas Campaign system. The game map would stretch from Algeria to Iraq, and include strategic islands such as Malta and Crete. Ground units would be divisions, air units groups, and naval units at the squadron level. German divisions can break down into kampfgruppen. Armored units can employ special post combat movement rules, depending on their level of mobility. Special operations units will include the Long Range Desert Group, the Brandenburgers, and Italian naval commandos. Players can consult an Appeal to the High Command Table which may bring in additional reinforcements, or trigger loyalty changes in Vichy forces, or trigger the Iraqi coup. There will also be variable scenarios depending on the level of force commitment by both sides. Special rules will let the Axis build their Operation Herkules force to invade Malta, while the British can reorganize their forces for more efficient operations. Event chits will include the impact of ULTRA, American intervention (everything from carriers in the Med to Operation Torch), and leaders such as Rommel, O’Conner, Montgomery and Patton. Components: Two 22" x 34" maps & 560 counters

Media

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Editions

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Credits

Designers

1
Joseph Miranda

Artists

2
Eric R. Harvey Joe Youst

Publishers

1
Decision Games (I)

Linked items

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