
- BGG rank
- BGG #16,740
- BGG rating
- 6.7
Home Before the Leaves Fall: The Marne Campaign 1914
- 2–4 players
- 360 min
- Complexity 4.2/5
- 1997

1985
Rules assistance for Duel for Kharkov
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.
Duel for Kharkov is a board game released in 1985 for 2 players, 240–1800 minutes per game, and ages 12 and up. It was designed by Jack Radey and David Bolt and its main mechanics are Hexagon Grid.
Duel for Kharkov is a divisional/regimental board-wargame of the 3rd and 4th battles of Kharkov, including Soviet operations “Star” and “Leap” and von Manstein’s “Backhand Blow.” Originally published in 1985 by People’s War Games, this edition has been thoroughly revised — with new counter art, streamlined rules, and an updated Soviet order of battle based upon the newly opened Russian archives. Game components include 2 full-size maps, 700 die-cut counters, rules, six scenarios, and charts and tables. Map scale is 3 miles to the hex, and each turn represents 2 days of real time. The situation simulated is a dramatic one. Stalingrad has been freed and 5 Axis Armies have been swept from away. Before the tired Red Army looms a hole in the German lines as big as the entire Western Front in 1918. Beyond lie the industrial Donets Basin and the farmlands of the Ukraine, and to the south the possibility of trapping 2 more German Armies against the Sea of Azov. The opportunities beckon! But on the flanks loom 10 German panzer and motorized divisions that are not in retreat, but rather are maneuvering to Duel for Kharkov! With sweeping movement, low-counter density, and dynamic action, Duel for Kharkov is your chance to command in the mightiest tank battle the world had ever seen. GAME COMPONENTS: Two 34" x 22" maps and 800 die-cut counters. Designed for 2 players, Duel for Kharkov can also be somewhat played solo. PLAYING TIME: 4-30 hours, depending upon scenario chosen. Complexity: High Solitaire Suitability: Low (from the back of the box)
Duel for Kharkov 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 Duel for Kharkov is 240–1800 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 Duel for Kharkov 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.
Duel for Kharkov has a complexity rating of 3.2 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.
Duel for Kharkov belongs to these categories: Wargame and World War II. 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 Duel for Kharkov are: Jack Radey and David Bolt. 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 Duel for Kharkov 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.