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Six Day War: 1967 box art

Six Day War: 1967

Players

1-2

Time

?-?

Age

?+

Weight

3.5

Rating

6.83

Fit

Teach 2.3

Teaching signal

Replay 3.9

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 moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to others' actions. There is a limited emphasis on cooperation.

Replay value

The game Six Day War: 1967 has a high replayability score due to its high variability in gameplay, strategic depth, and adaptability to different player counts. The presence of expansions adds further content and gameplay elements, enhancing the replay value. While it may not be the easiest game to learn, it offers a rewarding experience for players willing to invest time in mastering its tactics and strategies.

Luck profile

The final luck score for Six Day War: 1967 is 7, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. 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

Six Day War: 1967 is a wargame of Arab-Israeli War of June 1967. There are two players in the game, each commanding a Front of the Israeli Army against various Arab opponents. One commands the Sinai Front; the second commands the Eastern Front. Each player also commands the Arab forces facing the other player (his opponent.) The game is designed in this manner owing to the massive qualitative superiority of Israeli forces in this war. The assumption of the game is that an Israeli victory was generally inevitable, so the intent is to place the players in a situation in which they have to compete with each other on both sides to win the greatest possible victory on their own Front. The map is divided into two sectors, one for each Front. Only units of that Front may operate in that sector. There are additional units, called Reserves, which can possibly be assigned to either Front. The objective of each player is to score the most Victory Points in terms of seizing objectives and destroying enemy units at the lowest possible cost. Meanwhile, the player will be using the Arab forces facing the other player to delay or even stop that Front. The game includes one map (22x34”) of Israel and the surrounding regions from the Golan Heights to the Suez canal (and all of the Sinai), and one counter-sheet (228 counters) representing all of the Israeli and Arab forces, color-coded to apportion them by their respect Front. Published with Modern War #4

Editions

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Credits

Designers

1
Joseph Miranda

Artists

1
Larry Hoffman

Publishers

1
Decision Games (I)

Linked items

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