
- BGG rank
- BGG #1,583
- BGG rating
- 7.7
No Retreat! The Russian Front
- 2 players
- 360 min
- Complexity 3.2/5
- 2011

Rules assistance for No Retreat 2: The Africa Front 1940-1942
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.
No Retreat 2: The Africa Front 1940-1942 is a board game released in 2011 for 2 players, 50 minutes per game, and ages 14 and up. It was designed by Carl Paradis and its main mechanics are Dice Rolling, Hexagon Grid, and Campaign / Battle Card Driven.
The African Front: 1940 - 1942 Deluxe Series #5 Following on the success of No Retreat!: The Russian Front 1941-1944 where the Russian Front of World War II beckons, game designer Carl Paradis and his trusty developer Alan Emrich have teamed up again to present the second chapter in this game series, No Retreat 2: North Africa, this time taking the action to the African Front from the start of Operation Compass on 8 December 1940, through 1942 to the eviction of the Axis from Libya. Building on the notion of a card assisted game and death-or-glory victory conditions, No Retreat 2 offers a narrative game rich in the feel for the ebb-and-flow of the campaign, wrapped around an exciting maneuver and combat system that harks back to the glory days of classic wargaming but includes all the modern features and plenty of innovations. Unlike other North Africa wargames, there are 5 mini-maps located at the various termini of maneuver in the campaign, and where battles are waged as fascinating mini-games in their own right. Players try to sweep each map and force the action onto the next one in an effort to push their opponent out of the game. The looming Malta factor is accounted for most assiduously. While abstracted into many aspects of the game, players must always be mindful of Malta being made active (helping the Allies) or inactive (assisting the Axis). The Italian forces have their rightful place in the story unfolding on the game board, and the remarkable paucity of units turns every counter and hex into the kind of wargaming puzzle reminiscent of the glory days of those great contests from the Avalon Hill General magazine. The use of Supply Point markers, received in a fast, hassle-free way, to seize the initiative, replace losses and recover shattered formations, to light up a map and begin operations there (i.e., conduct player turns on it of maneuver and combat), and then to continue those player turns for another round. Each additional round of player turns must be paid for by another Supply Point, usually spent by the side that feels it is advantageous to press on and keep the opponent hard pressed, recreating simply and effectively the lulls and starts in battlefield operations that were a signature of this campaign. The desert lies before you and World War II is at stake. You must endure and prevail under the most surprising and grueling of circumstances, for there is No Retreat! Game Data: Number of Players: 2 Ages: 14 and up Playing Time: approximately 50 minutes for each scenario; 3 to 4 hours for a campaign game Complexity: 5 on a 9 scale Solitaire Suitability: 3 on a 9 scale Scale: German & Allied units are Divisions (8-10,000 men), Italian units are Corps of binary (2 Regiment) Divisions; each hex is 10 miles across, and each turn is 1-2 months of real time. Game Components: 12 page color Rules booklet 4 page Scenarios booklet One 11" x 25.5" 2-sided color map sheet containing five mini maps One 8.5" x 11" Player Aid mat Two 8.5" x 5.5" Player Aid sheets 48 color, 5/8" two-sided square game unit counters 56 color, 5/8" two-sided round game markers 36 Event cards Polybag packaging and component storage
No Retreat 2: The Africa Front 1940-1942 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 No Retreat 2: The Africa Front 1940-1942 is 50 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 No Retreat 2: The Africa Front 1940-1942 for ages 14 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.
No Retreat 2: The Africa Front 1940-1942 has a complexity rating of 2.9 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 Retreat 2: The Africa Front 1940-1942 belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Hexagon Grid, and Campaign / Battle Card Driven. 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 Retreat 2: The Africa Front 1940-1942 are: Carl Paradis. 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 Retreat 2: The Africa Front 1940-1942 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.