
- BGG rank
- BGG #13,304
- BGG rating
- 7.2
Yalu: The Chinese Counteroffensive in Korea: November 1950-May 1951 (Second Edition)
- 1–2 players
- 300–600 min
- Complexity 2.8/5
- 2009

Rules assistance for KOREA 2005: The ROK Goes North
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
KOREA 2005: The ROK Goes North is an expansion for Korea '95 released in 2004 for 1–2 players, 300 minutes per game, and ages 12 and up. It was designed by Henry C. Meyer and its main mechanics are Dice Rolling, Hexagon Grid, and Simulation.
KOREA 2005 The ROK Goes North is an update and expansion for Korea '95 that appeared in CounterAttack magazine #4 in 1992. Lt. Colonel Henry C. Meyer (Ret) was involved in updates, revisions, and analysis of the Korea '95 game and found that his works were rich enough to render an expansion to the original game. Hence the full production from Just Plain Wargames for his efforts. Korea 2005 was available as a standalone game (containing Korea '95) or an Expansion set. This expansion includes: rules and scenarios booklet (12 pages - 6 scenarios) 20 counters folio cover (front) / 11 × 17" deployment chart (back) 3 8 1⁄2 × 14" deployment charts
KOREA 2005: The ROK Goes North 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 KOREA 2005: The ROK Goes North is 300 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 KOREA 2005: The ROK Goes North 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.
KOREA 2005: The ROK Goes North has a complexity rating of 4.0 out of 5 from BoardGameGeek players, which makes it a heavy 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.
KOREA 2005: The ROK Goes North belongs to these categories: Wargame, Modern Warfare, and Expansion for Base-game. Its main mechanics are Dice Rolling, Hexagon Grid, and Simulation. 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 KOREA 2005: The ROK Goes North are: Henry C. Meyer. 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 KOREA 2005: The ROK Goes North as an expansion for Korea '95. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Korea '95 to use it. Check that your edition of Korea '95 is compatible, as some expansions were revised between editions.