T.E.G. II

1982 · Wargame

T.E.G. II

Players represent major world powers competing for influence across global regions. At the start, each player secretly selects objectives for control, intervention, or non-intervention, with each objective worth a set number of points. Players then deploy and move armies, ships, and aircraft, bringing reinforcements from neighboring regions into battles. Combat is resolved without dice through a Command of Battle. Nuclear missiles and special units become available as military potential increases. The player who scores the most points from completed objectives wins.

Players
2–6 best 6
Playing time
120 min
Complexity
2.7 / 5
Modern WarfareArea-ImpulseSimulationArea Majority / Influence

About the game

Publisher

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Game facts (players, playing time, age, credits) from BoardGameGeek.