Afrikakorps: Decision in the Desert, 1941-42
BGG rank
BGG #14,254
BGG rating
7.3

Afrikakorps: Decision in the Desert, 1941-42

2010

Rules assistance for Afrikakorps: Decision in the Desert, 1941-42

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

  • 1–2 players
  • 240 min
  • 12+
  • Complexity 2.4/5

For 1 player

Rules assistant for Afrikakorps: Decision in the Desert, 1941-42

What would you like to know?

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

Afrikakorps: Decision in the Desert, 1941-42 is a board game released in 2010 for 1–2 players, 240 minutes per game, and ages 12 and up. It was designed by Joseph Miranda and Ty Bomba and its main mechanics are Hexagon Grid.

Similar games

About the game

Afrikakorps: Decision in the Desert, 1941-41, simulates the campaigns in the Western Desert in which Italo-German forces under the command of Erwin Rommel took on the forces of the British Empire. The game map shows the Egyptian/Libyan coastal area as it was in 1941-42. Each game turn represents one month. Each hexagon on the map represents 12.5 miles (20 km). There are two scenarios, short (May-November 1941) and long (May 1941 to November 1942). Afrikakorps is a two-player game of intermediate complexity. The rules contain about 15,000 words, meaning experienced players can finish the short scenario in about four hours. Solitaire play is doable. Rules cover such things as: high command bulletins, unit refits, supply, fog of war, pursuit and pursuit combat, fortified boxes, airpower, naval bombardment and transport, unit upgrades, off-map bases, major operations, special forces and tactics, coastal shipping, battlefield salvage, appeals to Berlin, capture of the Western Desert Force headquarters, amphibious landings, the Qattara Depression, port interdiction, anti-aircraft fire, air transport, aerial supply, airborne assault, oases, reconnaissance, heavy armor, 88s, and Malta. The turn sequence is as follows. I. Planning Phase II. Reinforcement & Refit Phase III. Operations Phases A. First Operations Phase 1 Movement Sub-Phase 2. Combat Sub-Phase B. Second Operations Phase C., D., Etc. Subsequent Operations Phases IV. Air Return Phase. V. Game Turn Inter-Phase A. Sudden Death Victory Sub-Phase B. Game Turn Advance Sub-Phase

Mechanics

Publishers

  • Kokusai-Tsushin Co., Ltd. (国際通信社)
  • Decision Games (I)

Questions and answers

Afrikakorps: Decision in the Desert, 1941-42 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.