12 Hours at Maleme
BGG rank
BGG #13,021
BGG rating
7.7

12 Hours at Maleme

2022

Rules assistance for 12 Hours at Maleme

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–2 players
  • 60–180 min
  • 14+
  • Complexity 2.0/5

Rules assistant for 12 Hours at Maleme

What would you like to know?

Answers come from the official rulebook, with the page to check.

12 Hours at Maleme is a board game released in 2022 for 1–2 players, 60–180 minutes per game, and ages 14 and up. It was designed by Ivan Prat and its main mechanics are Dice Rolling, Grid Movement, and Secret Unit Deployment.

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About the game

12 Hours at Maleme is a two-player wargame simulating the battle for the control of Maleme airfield (Crete), that took place on May 20, 1941 between the 1st Air Landing Assault Regiment from the German 7th Air Division and the 22nd New Zealand Infantry Battalion from the 2nd New Zealand Division. The game simulates the tense one-day fight over the control of Maleme airfield and the all-important Allied position on Hill 107. Players will activate units alternatively in order to achieve control of key positions or prevent the other player from doing so. Every time a unit is activated, the owner may move it, fire at other unit(s) or try to remove a pinned or regroup condition. Afterwards, the other player will do the same. Each side has some HQ actions they may use to increase their options to achieve victory. Everytime a 6 is rolled when a unit fires or tries a refit action the time advances 30 minutes, nearing the time when one side will withdraw from the battlefield.

Questions and answers

12 Hours at Maleme supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.