
- BGG rank
- BGG #11,690
- BGG rating
- 6.7
Albion: Land of Faerie
- 2 players
- 120 min
- Complexity 2.8/5
- 1981

1987
Rules assistance for Korea: The Mobile War
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.
Korea: The Mobile War is a board game released in 1987 for 2 players, 240 minutes per game, and ages 12 and up. It was designed by David James Ritchie and its main mechanics are Hexagon Grid.
Korea is a regimental/divisional level game of the first year of the UN Operations in 1950-51. One player commands the units of the Korean People's Army and the allied Chinese People's Liberation Army; the other player controls the Republic of Korea armed forces and the allied U.N. coalition Army containing U.S., British, Philippine, Turkish, Canadian, and Thai forces. This game was first published in Strategy & Tactics magazine #111. Included are a 22"X34" map sheet, 200 counters (units and markers) and a 12 page rulebook. Multiple historical and 'what if?' scenarios are provided, each with its own victory conditions, usually based on points gained by the KPA/PLA player for controlling certain geographical areas.
Korea: The Mobile 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.
The listed playing time for Korea: The Mobile War is 240 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: The Mobile War 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: The Mobile War 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.
Korea: The Mobile War belongs to these categories: Wargame and Korean War. 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 Korea: The Mobile War are: David James Ritchie. 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: The Mobile War 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.