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War In The Ice: The Battle For The Seventh Continent, 1991-92 box art

War In The Ice: The Battle For The Seventh Continent, 1991-92

Players

2-3

Time

?-?

Age

14+

Weight

2.76

Rating

6.38

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth. Players frequently need to be aware of and react to each other's strategies. While there is some level of cooperation required, it is not the main focus of the game. Overall, the game provides a good level of player interaction.

Replay value

The game offers a high degree of variability with its gameboard and expansions, allowing for different experiences each time it is played. It also provides deep strategic possibilities and adapts well to different player counts. While it may not be the easiest game to learn, it offers a rewarding and replayable experience for those willing to invest the time.

Luck profile

The final luck score for War in the Ice: The Battle for the Seventh Continent, 1991-92 is 6, indicating a balanced mix of luck and strategy. Random elements have a notable but not exclusive 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 moderate role.

Overview

War in the Ice is a future history simulation of a limited scale war for the energy resources of Antarctica between the world’s superpowers. A special scenario pits the Subterrans, a cryogenically frozen race from prehistory, against the modern forces. The desperate isolation of small units battling in desolation across a massive, cold wasteland is captured on a comprehensive map of Antarctica. Colorful cardboard playing pieces represent the strength and unique capabilities of military units and equipment. Their movement, positioning, and engagement for battle are regulated by a superimposed hexagonal grid, which functions like a chessboard’s squares. Probability charts determine each combat’s outcome. Contains: rules booklet and fictional historical simulation briefing; 400 die-cut cardboard playing pieces; one 22” x 34” soft map; and various play aids. Level of Complexity: High Average Playing Time: 1 to 10 hours Suitability for Solitaire Play: Low

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