
- BGG rank
- BGG #8,319
- BGG rating
- 7.2
Napoleon's War: The 100 Days
- 2 players
- 60 min
- Complexity 2.3/5
- 2010

2015
Rules assistance for Holdfast: Korea 1950-51
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

What would you like to know?
Answers come from the official rulebook, with the page to check.
Holdfast: Korea 1950-51 is a board game released in 2015 for 1–2 players, 120 minutes per game, and ages 13 and up. It was designed by Grant Wylie and Mike Wylie and its main mechanics are Dice Rolling and Action Points.
Holdfast Korea 1950-1951 is the follow up to our highly popular Holdfast Russia 1940-1941. The game uses simple mechanics with a highly interactive turn sequence that keeps gamers engaged for a fast, fun, and furious 2 to 2.5 hours of play. The game units are blocks with labels and a low unit density on board means the game does not bog down. The core rules are 4 pages expanded to 8 with detailed graphics and explanations meaning you can be up and playing with 15 minutes of rules reading and a short set up. Korea is called America’s “forgotten war”. There are very few games on the topic, and none quite like this. The US Army, US Marine Corp, ROK Army, NKPA, and CPA forces are all represented. Air power, armor, and the Naval might of the UN forces are represented simply and elegantly. Rail movement, amphibious landings, and surprise attacks are in here too. Can you as the NKPA take Seoul and Pusan before the might of the US led UN forces get too strong? Will you as the UN player be able to blitz into N. Korea securing the Yalu River before Chinese forces come pouring across like a blizzard from the north? And as a last resort can you secure more enemy territory to control across the 38th Parallel as the peace makers negotiate the end of the war? The decisions are yours!
Holdfast: Korea 1950-51 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.
The listed playing time for Holdfast: Korea 1950-51 is 120 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 Holdfast: Korea 1950-51 for ages 13 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.
Holdfast: Korea 1950-51 has a complexity rating of 2.3 out of 5 from BoardGameGeek players, which makes it a medium-light 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.
Holdfast: Korea 1950-51 belongs to these categories: Wargame, Modern Warfare, and Korean War. Its main mechanics are Dice Rolling and Action Points. 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 Holdfast: Korea 1950-51 are: Grant Wylie and Mike Wylie. 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 Holdfast: Korea 1950-51 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.