An image of a board game cover titled "War in the Ice", depicting a drawing of a ship with red laser beams striking it, with text indicating it's a future history/science fiction simulation game about the battle for the seventh continent, dated 1991-92. The game was designed by Phil Kosnett with graphic design by Redmond A. Simonsen, and it's produced by SPI.
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War in the Ice: The Battle for the Seventh Continent, 1991-92 (1978)

War in the Ice

“War in the Ice” is a near-future science fiction board wargame published by Simulations Publications, Inc. (SPI) in 1978. The game simulates a war over resources in Antarctica between the United States and the Soviet Union. The game is popular and significant due to its unique theme and the involvement of SPI, a well-known publisher of board games and wargames in the 1970s.

Game Components of War in the Ice: The Battle for the Seventh Continent, 1991-92

  • Game Board: Depicts Antarctica with a hexagon grid.
  • 400 Counters: Represent land and air forces, as well as other game elements.
  • Rulebook: Includes eleven pages of designer’s notes.
  • Charts and Tables: Integrated into the rulebook.
  • Optional Components: Rules for magnetic disruption, naval blockade, sensor-activated mines, aerial sensor emplacement, and political influence.

    How To Setup War in the Ice: The Battle for the Seventh Continent, 1991-92

    To set up the game, players first need to choose a scenario, which outlines the victory conditions and initial deployments. The game board is placed in the middle of the playing area, and the counters are sorted and placed according to the scenario instructions. Players must also familiarize themselves with the charts and tables, as these are frequently referenced during gameplay. Given the complexity of the rules, it is advisable to read through the rulebook thoroughly before starting the game.

    Gameplay Mechanics and Game Objective

  • Game Category: Science Fiction, Wargame
  • Mechanics: Dice Rolling, Hexagon Grid
  • Objective: Players aim to control key bases and resources in Antarctica, managing land and air forces, electronic warfare, and other tactical elements to achieve the scenario’s victory conditions.
  • Scenarios: Multiple scenarios are provided, including a science fiction option where the war awakens a subterranean alien civilization.

    Player Experience

    Playing **War in the Ice** can be a complex and immersive experience. The game demands strategic thinking and careful resource management, particularly due to the harsh Antarctic environment. Players must balance base development, force deployment, and electronic warfare to succeed. However, the game has been criticized for its complex rules, especially regarding air units and satellites, which can make gameplay cumbersome for some players.

    Pros

  • High-Quality Components: The game materials, including the map and counters, are of superior quality.
  • Deep Strategy: Offers a rich and complex strategic experience for fans of wargames.
  • Multiple Scenarios: Provides variety with different victory conditions and game settings.

    Cons

  • Complex Rules: The rules, especially those for air units and satellites, can be overly complicated.
  • Chart and Table Management: Constantly referencing charts and tables printed in the rulebook can be frustrating.
  • Limited Play Value: Some reviewers have noted that the game can become monotonous and lack play value despite its intriguing premise.

    Personal Thoughts on War in the Ice: The Battle for the Seventh Continent, 1991-92

    **War in the Ice** is tailored for experienced wargame enthusiasts who appreciate intricate strategies and complex rules. Despite its flaws, the game offers a unique setting and deep gameplay that can be rewarding for those willing to invest the time to master it. It is not recommended for casual gamers or those looking for a quick, light-hearted experience. Instead, it is best suited for players who enjoy delving into detailed scenarios and managing complex game mechanics.

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