ABG All Board Games
Winter War: The Russo-finnish Conflict box art

Winter War: The Russo-finnish Conflict

Players

2

Time

?-?

Age

12+

Weight

2.39

Rating

7.12

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.7

Luck-sensitive

Table feel

The game Winter War: The Russo-Finnish Conflict has a high level of direct confrontation and strategic depth in confrontation. Players must frequently pay attention to and react to each other's strategies. However, there is less emphasis on cooperation as players primarily compete against each other. Overall, the game has a strong interaction score.

Replay value

Winter War: The Russo-Finnish Conflict has a high replayability score due to its high variability gameboard, the presence of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played, allowing players to discover new tactics and strategies. The player interaction score is average, but the game adapts well to different player counts without compromising its appeal or balance. While the game may take some time to learn, it offers a depth of gameplay that keeps players engaged and coming back for more.

Luck profile

Winter War: The Russo-Finnish Conflict has a moderate level of luck involved in the game. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate the effects of randomness through strategic decisions and planning, luck still plays a significant role. The game's outcome is balanced between luck and strategy, making it an engaging and challenging experience for players.

Overview

Covers the 1939-1940 war between Finland and the Soviet Union. Four-page rules folder, map, and 120 die-cut counters. The Soviets have a massive strength advantage but their heaviest units can't be used north of the arctic circle and all Soviet units must be able to trace a supply line back to Leningrad at all times. Finnish units don't need supply in Finland, they have the advantage of prepared defenses south of the arctic circle, and Finnish units have higher mobility than Soviet units. The Russians have to successfully invade Finland and take objective cities to win. The Finns simply have to hold out for ten turns. Playable as a game rather than just as a simulation, unlike many later SPI offerings. Two games in one. The base game favors an experienced Soviet player, who will often break through the Mannerheim line in a fairly historical manner around turns 7-9. The optional special events, depending on which are rolled, tend to favor the Finns, sometimes reducing the number of turns to just 5, placing tremendous time pressure on the Soviets. Play the base game several times before adding the optional "What-if" events.

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Credits

Designers

1
James F. Goff

Artists

1
Redmond A. Simonsen

Publishers

1
SPI (Simulations Publications, Inc.)