
- BGG rank
- BGG #14,326
- BGG rating
- 6.6
Objective Moscow: The Death of Soviet Communism
- 1–3 players
- 360 min
- Complexity 3.7/5
- 1978

1978
Rules assistance for War in the Ice: The Battle for the Seventh Continent, 1991-92
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.
War in the Ice: The Battle for the Seventh Continent, 1991-92 is a board game released in 1978 for 2–3 players, 360 minutes per game, and ages 14 and up. It was designed by Philip S. Kosnett and its main mechanics are Dice Rolling and Hexagon Grid.
War in the Ice is a future history simulation of a limited scale war for the energy resources of Antarctica between the world’s superpowers. A special scenario pits the Subterrans, a cryogenically frozen race from prehistory, against the modern forces. The desperate isolation of small units battling in desolation across a massive, cold wasteland is captured on a comprehensive map of Antarctica. Colorful cardboard playing pieces represent the strength and unique capabilities of military units and equipment. Their movement, positioning, and engagement for battle are regulated by a superimposed hexagonal grid, which functions like a chessboard’s squares. Probability charts determine each combat’s outcome. Contains: rules booklet and fictional historical simulation briefing; 400 die-cut cardboard playing pieces; one 22” x 34” soft map; and various play aids. Level of Complexity: High Average Playing Time: 1 to 10 hours Suitability for Solitaire Play: Low
War in the Ice: The Battle for the Seventh Continent, 1991-92 supports 2–3 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 War in the Ice: The Battle for the Seventh Continent, 1991-92 is 360 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 War in the Ice: The Battle for the Seventh Continent, 1991-92 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.
War in the Ice: The Battle for the Seventh Continent, 1991-92 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.
War in the Ice: The Battle for the Seventh Continent, 1991-92 belongs to these categories: Wargame and Science Fiction. Its main mechanics are Dice Rolling and 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 credited designers of War in the Ice: The Battle for the Seventh Continent, 1991-92 are: Philip S. Kosnett. 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 War in the Ice: The Battle for the Seventh Continent, 1991-92 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.