
- BGG rank
- BGG #3,706
- BGG rating
- 7.5
Vietnam 1965-1975
- 2 players
- 360–6000 min
- Complexity 4.3/5
- 1984

Rules assistance for Operation Desert Weirdness
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.
Operation Desert Weirdness is an expansion for Desert Storm: The Mother of All Battles released in 1992 for 2 players and ages 15 and up. Its main mechanics are Hexagon Grid.
Published in Command # 16, Operation Desert Weirdness expands the "Desert Storm: The Mother of All Battles" base game. This expansion adds new counters for Japanese, Soviet and Iranian. And new rules and scenarios for Iranian intervention in the Iraqi side, and Soviet intervention in the Iraqi or Coalition side. The Desert Storm: The Mother of All Battles base game is a one- or two-player operational simulation of the Gulf War. It focused almost exclusively on the Coalition ground war that liberated Kuwait and shattered the occupying Iraqi army. The game included a 22" x 34" hex map of the significant terrain in the Kuwaiti Theatre of Operations, 192 counters, and 20 pages of rules, charts, and tables. Rules are split into both a basic and an advanced game. There are separate rules for solitaire play. The U.S./Coalition player had to completely liberate Kuwait to have a chance to win. If Kuwait was liberated within 12 game turns, the player who has gained the most 'points' in inflicting losses on their opponent, was the winner. The Coalition player had to be aggressive in order to completely clear Iraqi units from all Kuwaiti cities, towns, oilfields, and airfields, otherwise the Iraqi player would win.
Operation Desert Weirdness 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 catalogue lists Operation Desert Weirdness for ages 15 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.
Operation Desert Weirdness has a complexity rating of 3.0 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.
Operation Desert Weirdness belongs to these categories: Wargame, Modern Warfare, and Expansion for Base-game. 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 catalogue lists Operation Desert Weirdness as an expansion for Desert Storm: The Mother of All Battles. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Desert Storm: The Mother of All Battles to use it. Check that your edition of Desert Storm: The Mother of All Battles is compatible, as some expansions were revised between editions.