Table feel
War in the Desert has a high level of direct confrontation and strategic depth. Players must frequently interact and react to each other's strategies. However, there is less emphasis on cooperation in the game.
Players
1-2
Time
?-?
Age
12+
Weight
4
Rating
7.58
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
War in the Desert has a high level of direct confrontation and strategic depth. Players must frequently interact and react to each other's strategies. However, there is less emphasis on cooperation in the game.
War in the Desert has a high replayability score due to its high variability gameboard, expansions available, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between easiness and depth.
War in the Desert has a moderate influence of luck. Random elements like dice rolls and card draws play a notable but not exclusive role in determining the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
War in the Desert recreates the struggle for North Africa and the Near East. Using standard Europa scales and rules, the game covers the campaigns in the Western Desert, from O'Connor's offensive against the Italians in Dec 40, to the siege of Tobruk and battle of Gazala, through the defeat and pursuit of the Axis forces at El Alamein in Nov. 42; the battle for Northwest Africa from the Anglo-American invasion of Nov. 42 to the Axis counterattack at Kasserine Pass to Axis surrender in May 43; the struggle for control of the Near East, including the pro-Axis revolt in Iraq, the British conquest of Vichy France's possessions, Syria and Lebanon, and the Allied invasion of Iraq. Game Components: 1680 + 560 Die Cut Counters (Europa CS 85, 86, 87, 88, 89, 90 and 2 Europa Universal Marker Sheets) 9 Maps (Europa maps n° 3C part; 18A; 19A; 20A; 21A; 22A; 24A; 25A; 32 - 22A & 32 half standard Europa map size) Rules Book (64 pages) 2 OB Books (Allied - 24 pages / Axis -16 pages) 11 charts/tables/displays 3 Grand Europa charts/tables/displays Game Scales: Time: Two Week Turns Map: 16 Miles Per Hex Unit: Divisions, Regiments & Battalions (from the back of the box and user's description)
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