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Korea: The Mobile War box art
Rich game profile

Korea: The Mobile War

Korea is a regimental/divisional level game of the first year of the UN Operations in 1950-51. One player commands the units of the Korean People's Army and the allied Chinese People's Liberation Army; the other player controls the Republic of Korea armed forces and the allied U....

Players

2

Time

?-?

Age

12+

Weight

3.17

Rating

5.81

Should this hit the table?

Quick read before the metadata.

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Replay value

Korea: The Mobile War has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. While it may take some time to learn, the game offers a fresh and engaging experience each time it is played.

Luck profile

The final luck score for Korea: The Mobile War is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact 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

What ABG knows about this game

Korea is a regimental/divisional level game of the first year of the UN Operations in 1950-51. One player commands the units of the Korean People's Army and the allied Chinese People's Liberation Army; the other player controls the Republic of Korea armed forces and the allied U.N. coalition Army containing U.S., British, Philippine, Turkish, Canadian, and Thai forces. This game was first published in Strategy & Tactics magazine #111. Included are a 22"X34" map sheet, 200 counters (units and markers) and a 12 page rulebook. Multiple historical and 'what if?' scenarios are provided, each with its own victory conditions, usually based on points gained by the KPA/PLA player for controlling certain geographical areas.

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