DMZ: The Next Korean War
BGG rank
BGG #25,054
BGG rating
5.8

DMZ: The Next Korean War

2010

Rules assistance for DMZ: The Next Korean War

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

  • 1–2 players
  • 60–120 min
  • Complexity 2.2/5

For 1 player

Rules assistant for DMZ: The Next Korean War

What would you like to know?

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

DMZ: The Next Korean War is a board game released in 2010 for 1–2 players and 60–120 minutes per game. It was designed by Eric R. Harvey and its main mechanics are Dice Rolling and Hexagon Grid.

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About the game

From the Decision Games' website: Technically speaking, the Korean War has remained active since the cease-fire agreement of 1953: the belligerents have never actually ratified a final peace accord. Since 1953, the Korean peninsula has remained devoid of open war, though only South Korea has prospered during that time. In contrast, North Korea has become isolated, bankrupt and confrontational. Indeed, as the North Korean economy continues to implode, and more starvation ensues, it's conceivable a desperate North Korea could resort to war to try to avoid its own final collapse. DMZ utilizes the new Fire & Movement combat system that's designed so players can augment their units with "support fire" during the course of the turns. From artillery to helicopter gunships, units can receive support to engage enemy positions and formations, allowing combat to develop at all levels. A single armor brigade, for example — perhaps with close air support — could be tasked to assault a lone enemy infantry corps defending an airbase. As that attack gets underway, that armor brigade may find itself under fire from rocket batteries; more support fire will be necessary to take the airbase, but assets are limited. In DMZ, the attritional design of the new Combat Results Table simulates the true nature of modern warfare. Units are typically two-sided formations that can incur casualties, accurately replicating the realities of combat and the high losses likely to be sustained by both sides during another Korean War. Winning a battle is thus a matter of maneuver, firepower and asset management. Re-implements: DMZ: The Battle for South Korea, late 1970s

Publishers

  • Decision Games (I)

Questions and answers

DMZ: The Next Korean War 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.