
- BGG rank
- BGG #18,217
- BGG rating
- 6.5
Into a Bear Trap: The Battle for Grozny, January 1995
- 1–2 players
- 360 min
- Complexity 2.9/5
- 2004

2016
Rules assistance for No Middle Ground: The Golan Heights 1973
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
No Middle Ground: The Golan Heights 1973 is a board game released in 2016 for 1–2 players and 60–240 minutes per game. It was designed by Paul Rohrbaugh and its main mechanics are Hexagon Grid and Chit-Pull System.
Description from the publisher: No Middle Ground, by Paul Rohrbaugh, covers the most decisive actions on the northern front of the 1973 Arab-Israeli Conflict. There are three scenarios, from the opening Syrian attack to retake Golan, to the daring Israeli counter-offensive that drove into the heart of Syria and took the war to the doorsteps of Damascus. Plus a Grand Campaign game that covers the entire campaign for the Golan. Each copy of No Middle Ground includes a 22” by 34” map and two sheets of full color, die cut counters that represent brigades from the Syrian and Arab Allies’ armed forces and the battalions of the Israeli Defense Force. Air units on both sides are potent weapons but must dodge the enemy’s AAA and SAMs. Map hexes are 4 kilometers across and each turn represents 8 hours. Plus a well illustrated rulebook and charts, complete with designer’s notes and historical commentary. Rules for No Middle Ground include, among others, Time-on-Target artillery barrages, Combined-Arms tactics, Improved Positions, Minefields, Airborne and Commando assaults, as well as optional units that could have been deployed by both sides. The interactive, chit-pull formation activation recreates the chaos of battle while still allowing players to deploy and fight their armies.
No Middle Ground: The Golan Heights 1973 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 No Middle Ground: The Golan Heights 1973 is 60–240 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.
No Middle Ground: The Golan Heights 1973 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.
No Middle Ground: The Golan Heights 1973 belongs to these categories: Wargame and Modern Warfare. Its main mechanics are Hexagon Grid and Chit-Pull System. 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 No Middle Ground: The Golan Heights 1973 are: Paul Rohrbaugh. 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 No Middle Ground: The Golan Heights 1973 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.