
- BGG rank
- BGG #10,014
- BGG rating
- 6.9
BAOR
- 2 players
- 240–900 min
- Complexity 2.9/5
- 1981

1984
Rules assistance for Central Command: Superpower Confrontation in the Straits of Hormuz
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

For 2 players
What would you like to know?
Answers come from the official rulebook, with the page to check.
Central Command: Superpower Confrontation in the Straits of Hormuz is a board game released in 1984 for 2 players, 240 minutes per game, and ages 12 and up. It was designed by Charles T. Kamps and its main mechanics are Hexagon Grid.
The Central Command Game simulates potential warfare between the US and the Soviet Union over the critical area of the Strait of Hormuz sometime during the late 1980s. The game concentrates on an hypothetical land and air campaign for possession of airfield and port facilities in Iran that could dominate the critical outlet for Western oil supplies from the Persian Gulf. It is assumed that other forces may be involved in combat elsewhere in Iran at the same time, limiting ground and air unit participation around the Strait to the forces included in this game. These off-board forces are assumed to be engaged in naval, naval/air, offensive counterair, or deep interdictional operations beyond the limited time frame of the game.
Central Command: Superpower Confrontation in the Straits of Hormuz supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Central Command: Superpower Confrontation in the Straits of Hormuz is 240 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Central Command: Superpower Confrontation in the Straits of Hormuz for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Central Command: Superpower Confrontation in the Straits of Hormuz has a complexity rating of 3.1 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Central Command: Superpower Confrontation in the Straits of Hormuz belongs to these categories: Wargame and Modern Warfare. Its main mechanics are Hexagon Grid. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Central Command: Superpower Confrontation in the Straits of Hormuz are: Charles T. Kamps. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Central Command: Superpower Confrontation in the Straits of Hormuz as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.