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T.E.G. II
T.E.G. II
by Yetem S.A. (1982)
Player Count
2 to 6

Playing Time
2 hours
Categories
  • Wargame
  • Modern Warfare
  • Designers
  • (Uncredited)
  • Mechanisms
  • Area-Impulse
  • Area Movement
  • Simulation
  • Area Control / Area Influence
  • Zone of Control
  • Hidden Victory Points
  • Family
  • Risk
  • T.E.G.
  • Rating: 5.45/10 from 39 users

    Description

    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.

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