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Tonkin: The First Indochina War (second Edition) box art

Tonkin: The First Indochina War (second Edition)

Players

2

Time

?-?

Age

?+

Weight

3.32

Rating

7.89

Fit

Teach 2.4

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

Tonkin: The First Indochina War (Second Edition) has a high level of direct confrontation and strategic depth. Players frequently need to pay attention to each other's actions and react accordingly. While there is some level of cooperation required, it is not a major focus of the game. Overall, the game offers a good balance of player interaction.

Replay value

Tonkin: The First Indochina War (Second Edition) has a high replayability score due to its high variability gameboard, decent 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. It has a moderate learning curve, making it accessible to a wide range of players.

Luck profile

The final luck score for Tonkin: The First Indochina War (Second Edition) is 7. The game has a notable but not exclusive impact of random elements 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

(from Legion wargames website:) Tonkin is a two player wargame that covers the crucial period of the French-Indochina War fought between the Viet Minh and France from 1946 to 1954. The game focuses on the intensive years from 1950 to 1954 in the northern part of Vietnam, called Tonkin, and Laos. It is a game of high interactive play where both players have a set of ten operation points and a number of supply dumps. By spending operations points you will be able to perform different, mostly non-combat, actions. By expending a supply dump you will also be allowed to perform combat missions. But there will be a limited number of supply dumps to expend and they will also be needed to keep units in supply. When you spend operation points you will only be allowed to spend one, two or three points in a row before it is your opponents turn to spend his. This creates a game where you, in the long term, will have to plan and save supply and at the same time be prepared to react to your opponent's actions. In the short term you will be forced to make decisions based upon the number of operation points you have been given to spend in a row and the missions you need to accomplish. Contents: 22" x 34" map 352 each .6" Game Counters 24 pages rulebook 4 ea. 8 1/2" x 11" Charts 3 ea. 8 1/2" x 11" Information 5 Scenarios + Campaign Game Map Scale: 12.5 miles per hex Unit Size: Regiments / Battalions Time Scale: 1 month per turn

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