Hi from Germany,
is there anybody still out there interested in this - sadly much underrated - game?
I'd like to share some experiences and new ideas about this special forces operation.
I have played this once and enjoyed it so I have interest in it. Still a little confused on some of the rules, though.
- Last edited Mon Apr 30, 2012 12:23 pm (Total Number of Edits: 1)
- Posted Mon Apr 30, 2012 12:23 pm
The Marines are not alone in this universe!
Yeah. The rules and the game material design is in the best of Avalon Hill's tradition, i.e. do not print one word too much as it could end up in printing four more pages of a rules book.
My current game version includes some modifications (e.g. more Marines, a slightly different use of "weapons", etc.)
My next phase will see the fixed board, i.e. the given sequence of sites, gone to add even more variety to the terrain that has to be crossed by the Marines to get to the prisoner.
My idea is to present my version a little bit more in detail by providing a session report here at BGG.
This game is really a "diamond in the rough" as it provides a really thrilling simulation of a kind of special forces operation. Once a few small flaws (in my opinion) are removed, a challenging game waits to be mastered. The game system even offers solitaire and team/opponents versions.
Sure, Uwe, give it some love and attention! There's a good game in this box and you're right, it's largely forgotten.
I look forward to reading your contributions.
I once posted to rec.board.games back in 1998 a solitaire player aid to make the game more uncertain. I never posted them here.
Here is my simple solitaire variant.
Here are instructions on how to make a viewing sleeve for the Guards in order
to determine if they are hidden or not (? in lower right corner). In games
without a Guard player, this will eliminate the rule that halves the value of
a randomly selected weapon in a skirmish with visible ? Guards.
1. Take a standard letter envelope (3 5/8" x 6 1/2"), seal it, and cut off
the right edge (from the front) to make a 3 5/8" x 2 1/2" sleeve.
2. Cut a 1/2" x 1/2" notch from the sleeve's lower right corner (from the
3. Use a dark-colored marker to darken the front of the sleeve so it is no
The "front" of the envelope is the side without the sealed flap.
During play, take the Guard card and slide it into the face-down sleeve
(notch should be on the lower left). Now flip the sleeve over. The corner
of the card where the ? would be is visible. If there is a ?, then play the
card face-down, otherwise play it face up. If a face-up Guard has
reinforcements, then repeat the process for the reinforcement Guard. After
the hidden Guard is revealed, it would not be necessary to use the sleeve for
I haven't played the game much since 1998, but I remember enjoying it. It had a similar feel to SPI's John Carter in that you had to go through several encounters before finding the princess.