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Somali Pirates box art
2012 Ranked #16,071

Somali Pirates

An asymmetrical modern conflict wargame has a coalition try to destroy pirates while their rivals seek survival, power, and wealth. Both sides seize regions, fight, and manage public support through a Netwar Index that shapes reinforcements and victory.

Wargames Modern Warfare Pirates Hexagon Grid Magazine: Modern War

Players

1-2

Play time

Not listed

Age

?+

Complexity

3/5

Rating

6.79

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 3.8/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 3 specifications

How it plays

How does it play?

Somali Pirates, designed by Joseph Miranda, is a wargame set in a hypothetical Coalition campaign to destroy the power of pirates based in Somalia, as well as to otherwise gain control of that country.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Somali Pirates, designed by Joseph Miranda, is a wargame set in a hypothetical Coalition campaign to destroy the power of pirates based in Somalia, as well as to otherwise gain control of that country. The assumption of the game is that the pirates, in league with local warlords and Al Qaeda, have become strong enough to be an even bigger threat to the region than they are now. In response, various powers launch military action against them. There are two players in Somali Pirates: The Coalition, who wants to destroy the pirates, and the Pirates, who want to survive, as well as to maximize their own power and wealth. Central to play of the game is the Netwar Index. Each player has a Netwar Index that indicates how successful he is in achieving his goals...effectively, representing the amount of public support that each side is getting. The Netwar Index affects various aspects of the game, such as mobilization of reinforcements, and is also part of gaining victory. Both players have a set of counters that represent their naval, land, air and special operations forces (SOF). Players move their pieces across the spaces on the map and engage in various kinds of conflict in order to destroy enemy forces, seize critical geographical regions, and change the Netwar Index (hopefully in their favor). Both sides can mobilize new units by paying for them with Netwar Points. Given the asymmetry of the situation, each side in the game will have several unique rules.. The game includes one map of East Africa and environs, from the Red Sea to the Indian Ocean, and one counter-sheet (228 counters) representing various pirate and Al Qaeda forces, local militias and warlords, plus the principle Coalition forces (primarily NATO and the United States, and even a potential inclusion of a Chinese expeditionary force). The game includes one map (22x34”) and 176 counters.

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Type

1

Category

3

Mechanism

1

Family

1

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (3)

Play and group

Players
1–2
Best with
1–2
Complexity
3.0/5
Credits and catalog connections

Credits

Designers

1
Joseph Miranda

Artists

2
Larry Hoffman Joe Youst

Publishers

1
Decision Games (I)

Linked items

No published linked games yet.