Fulda Gap: The First Battle of the Next War
BGG rank
BGG #12,818
BGG rating
6.4

Fulda Gap: The First Battle of the Next War

1977

Rules assistance for Fulda Gap: The First Battle of the Next War

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

  • 2 players
  • 300 min
  • 12+
  • Complexity 3.2/5

Rules assistant for Fulda Gap: The First Battle of the Next War

For 2 players

What would you like to know?

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

Fulda Gap: The First Battle of the Next War is a board game released in 1977 for 2 players, 300 minutes per game, and ages 12 and up. It was designed by Jim Dunnigan and its main mechanics are Dice Rolling, Hexagon Grid, and Simulation.

Similar games

About the game

"Fulda Gap: The First Battle of the Next War", is a regimental/brigade level wargame simulation of a possible Warsaw Pact assault into West Germany through the area of relatively open terrain centered around the town of Fulda sometime in the near future. Success would allow the Pact armies to drive a wedge between the NATO forces deployed to the north and south, seize several important logistic centers, and perhaps establish a bridgehead across the Rhine River. Of all the scenarios for a coming world war, none has received more attention than the possibility of a future NATO-Warsaw Pact confrontation. For 25 years, the armies of East and West have faced one another across a divided Germany, each knowing that it is in this region that the course of any war will be decided. There are two types of games: the Standard Game and the Advanced Game. Preferably, the Players should become familiar with the Standard Garne first and then increase the level of complexity until they find a rules mix with which they are most comfortable. The key to the game lies in the combination of a unique combat system and a new untried unit procedure. Basically, each ground combat unit consists of three "steps" and an untried status. As a unit enters combat, its actual strength— which may be greater or less than its normal face-value — must be determined. Combat results are expressed in terms of "retreat points" which must be expended either by retreating and/or by taking step losses. Since the owning player controls the path and method of retreat, there is a wide range of possible outcomes from each combat situation. Fulda Gap Shows the likely impact of a great number of factors on modern warfare. Supply and movement systems stress the importance of roads and autobahns; rules are provided to reflect the importance of divisional integrity, artillery, helicopters, airmobile units, replacements, Soviet doctrine, field fortifications, and disengagement. And players wishing to increase the complexity of the game may use an innovative air system. Extensive rules also cover chemical and nuclear warfare. Game Scale: Game Turn: 1 day Hex: 3.88 miles / 6.25 kilometers Units: Regiment & Brigade Game Inventory: One 22 x 34" full color map One dual-side printed countersheet (400 1/2" counters) One 16-page Fulda Gap rulebook One dual-side printed Turn Record/Reinforcement Track Two dual-side printed Charts & Tables folder (4 pages, Combat, Terrain tables, etc) Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-15 hours

Designers

Publishers

  • SPI (Simulations Publications, Inc.)
  • Simpubs Ltd. (SPUK)

Questions and answers

Fulda Gap: The First Battle of the Next War 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.