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Port Arthur: The Russo-japanese War box art

Port Arthur: The Russo-japanese War

Players

2

Time

?-?

Age

12+

Weight

2.36

Rating

5.64

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.7

More strategic control

Table feel

Port Arthur: The Russo-Japanese War has a high level of direct confrontation and strategic depth in confrontation. Players must frequently be aware of and react to others' strategies and turns. However, the game does not emphasize cooperation as much.

Replay value

Port Arthur: The Russo-Japanese War has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn.

Luck profile

The final luck score for Port Arthur: The Russo-Japanese War is 7.33, indicating a moderate level of luck influence in the game. Random elements have minimal 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

Port Arthur is a simulation of the ground campaign of the Russo-Japanese War of 1904-05, contained in issue #19 of Command Magazine. Included in the game are 10 pages of rules, a 22" x 34" mapsheet, and 101 counters. Victory points are awarded for causing enemy casualties, and for control of Liaoyang, Mukden, and Port Arthur (which is worth 2 points). At the beginning of the game the Russian player will be receiving 4 points per turn, so it is imperative for the Japanese player to be aggressive. At the end of 10 complete turns, the player with the higher total, wins.

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