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Merrill's Marauders: Commandos In Burma 1943-1944 box art

Merrill's Marauders: Commandos In Burma 1943-1944

Players

1-2

Time

60-120

Age

?+

Weight

2.2

Rating

6.38

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 3.5

More strategic control

Table feel

The game has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to and react to each other's strategies. While there is some level of cooperation required, it is not the main focus of the game. Overall, the game offers a good level of player interaction.

Replay value

Merrill's Marauders: Commandos in Burma 1943-1944 has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. While it may take some time to learn, the game offers fresh experiences each time it is played.

Luck profile

The final luck score for Merrill's Marauders: Commandos in Burma 1943-1944 is 7, indicating a moderate influence of luck in the game. 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

Merrill’s Marauders is a solitaire game covering missions behind Japanese lines in the Burmese jungle. The player has to carry out one of four missions, or string all four together in a campaign game. The game uses the Commando series rules. Each mission card grants the player a specified number of operations points to reach certain objectives. Operations points are expended to recruit the special ops team, then to move and attack on the map. A deck of event cards controls the opposition forces (OPFOR). Combat is resolved using a quasi-tactical system with opposing units taking turns firing at one another. Victory can increase the number of operations points available, but heavy losses can reduce them. The game ends when the player runs out of points. 40 die cut counters 14 event cards 11 x 17 inch map

Media

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Editions

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Files

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Credits

Designers

1
Joseph Miranda

Artists

2
Brandon Pennington Joe Youst

Publishers

1
Decision Games (I)

Linked items

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