
- BGG rank
- BGG #3,965
- BGG rating
- 6.9
A Brief History of the World
- 3–6 players
- 90–180 min
- Complexity 2.9/5
- 2009

1982
Rules assistance for T.E.G. II
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.
T.E.G. II is a board game released in 1982 for 2–6 players and 120 minutes per game. Its main mechanics are Area Movement, Area Majority / Influence, and Simulation.
T.E.G. II is a new game from Plan Táctico y Estratégico de la Guerra (T.E.G.), involving armies, ships, aircraft, and nuclear rockets. For those who never played the T.E.G. I, as for experts strategists, the new T.E.G. proposes a different way of playing, lots of action and rapid development. Each player represents one of the great powers of the world: U.S.A., U.S.S.R., China, Japan, Eastern Europe and Western Europe. At the beginning each player chooses, according to their strategic thinking, several military targets: Control, Intervention and Non-Intervention in the various regions of the world. Each target has a value in points. All targets are placed in the Objectives Table. After the incorporations are done comes the fighting. The fighting is between ships that occupie the same region, to which reinforcements can be added, brought in from neighboring regions. The battles are resolved without dice, using a Command of Battle. Apart from the armies, ships and planes, there are other elements of exceptional strength: the nuclear missile and the special unit. They are obtained when the player gets certain levels of war potential. At the end of the game, each player sums the points of the objectives achieved. The winner is the one who got the highest score.
T.E.G. II supports 2–6 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 T.E.G. II is 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.
T.E.G. II has a complexity rating of 2.7 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.
T.E.G. II belongs to these categories: Wargame and Modern Warfare. Its main mechanics are Area Movement, Area Majority / Influence, 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 catalogue lists T.E.G. II 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.