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1st scenario - North Koreans have failed
Counter sheet 2 front
Counter sheet 1 front
Korea at Compass Con 2018

Korea: Fire and Ice (2018)

Players
1–4
Best: 2, 4
Playing time
180–600 min
Age
12+
6.90
Average rating
55
Ratings
3.00/5
Weight
#17069
BGG rank
Outside top 5,000
Designer:Adam Starkweather
Artist:Ilya Kudriashov
Publisher:Compass Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 9, Interaction 5, Complexity 6, Theme 5
Strategy7.0
Luck9.0
Interaction5.0
Complexity6.0
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

WargameModern WarfareKorean WarHexagon GridChit-Pull SystemSimulationDice RollingGrid MovementScenario / Mission / Campaign GameRatio / Combat Results TableMovement PointsZone of Control

Overview

Korea: Fire and Ice is the first game in a new system called Operational Scale System. This system will cover large scale combat from World War Two into the modern era. The scale for the system will be 10 miles a hex and weekly turns, with Divisions as the primary maneuver unit.

Using at its heart a system that is from an older but wonderfully conceived game called “Road to the Rhine”, players will be able to move all their units once but can, if they can afford the supply cost, move the still unmoved units impulse after impulse. The opposing player will have to maintain adequate reserves to counter this. The grand campaign game covers the first year of the war.

Using a moderately complex rule set, players will be able to concentrate on the play and not the rules. Keeping your units well supplied will be the key to victory – but as you advance, you’ll see your supply situation deteriorate. Detection will also be a key to victory as finding your enemy is vital to defeating him. Also covered are the epic F-86 versus MiG-15 battles, political limitations of surrogate wars, possible Soviet intervention, possible nuclear weapons, and of course, the United States Navy – for both support and invasions.

There will be scenarios covering various sized battles and campaigns (with a play time of 2 to 20 hours), as well as a grand campaign game for players that want it all.

Complexity: 6 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 week per turn Map Scale: 7 miles a hex Players: 1-4 Playing Time: 2-60 hours Designer: Adam Starkweather Artist: Ilya Kudryashov

Components: One 48 page rulebook One 24 page scenario book Three 22” by 34” maps Five Displays and Charts Two 9/16ths Countersheets 4 Dice Game Box

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