
- BGG rank
- BGG #18,100
- BGG rating
- 6.4
Long Range Desert Group: Special Operations Against Rommel 1941-1942
2015
Rules assistance for Long Range Desert Group: Special Operations Against Rommel 1941-1942
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
- 1 player
- 60–120 min
- Complexity 2.1/5
For 1 player

Rules assistant for Long Range Desert Group: Special Operations Against Rommel 1941-1942
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Answers come from the official rulebook, with the page to check.
Long Range Desert Group: Special Operations Against Rommel 1941-1942 is a board game released in 2015 for 1 player and 60–120 minutes per game. It was designed by Joseph Miranda and its main mechanics are Dice Rolling, Point to Point Movement, and Simulation.
About the game
Long Range Desert Group (LRDG) is a solitaire game covering small-scale British operations against the Axis forces in North Africa. The player has to carry out one of four missions, or string all four together in a campaign game. LRDG uses the Commando series rules. Each mission card grants the player a specified number of operations points to reach certain objectives. Operations points are expended to recruit the special ops team, then to move and attack on the map. A deck of event cards controls the opposition forces (OPFOR). Combat is resolved using a quasi-tactical system with opposing units taking turns firing at one another. Victory can increase the number of operations points available, but heavy losses can reduce them. The game ends when the player runs out of points. Skills: Level: Company-Battalion Hex: 75 miles per inch
Categories
Designers
Publishers
- Decision Games (I)
Questions and answers
Long Range Desert Group: Special Operations Against Rommel 1941-1942 supports 1 player 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 Long Range Desert Group: Special Operations Against Rommel 1941-1942 is 60–120 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.
Long Range Desert Group: Special Operations Against Rommel 1941-1942 has a complexity rating of 2.1 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.
Long Range Desert Group: Special Operations Against Rommel 1941-1942 belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Point to Point Movement, 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 Long Range Desert Group: Special Operations Against Rommel 1941-1942 are: Joseph Miranda. 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 Long Range Desert Group: Special Operations Against Rommel 1941-1942 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.