geek
The Hotness
Games|People|Company
Information
Designed By
Art By
Published By
Year Published
1988
# of Players:
2 − 2
User Suggested # of Players
Best with 2 players
Recommended with 2 players
(3 voters) [poll]
Playing Time
60 minutes
Mfg Suggested Ages
12 and up
User Suggested Ages
(no votes yet)
[poll]
Language Dependence
(no votes yet)
(0 voters) [poll]
Category
Mechanic
Primary Name
The Hunt for Red October
Alternate Names
Expanded By
Families
Description Edit | History

The Hunt for Red October depicts "modern" naval combat in the North Atlantic, Soviets vs. Nato. The game contains 8 scenarios that place various combinations of aircraft, surface ships, and submarines at the players' disposal. The map is broken up into irregular "spaces" containing land, shallow or deep sea. Land spaces may contain airbases and/or ports; sea spaces may contain standing detection patrols (SOSUS, etc). Pieces are double sided cardboard of 3 different shapes (capital ships/task forces, small ships/submarines, and aircraft) with the back only giving the basic information (a formation of aircraft, a submarine silhouette or a Task Force symbol) to keep the specific information of the unit secret from the opponent. Each unit has a detection rating and an attack rating. Each side starts each turn with a random number of detection attempts (2+d10 for NATO, 2+d6 for Soviet). Pieces are moved on the board (ships/subs up to 3 spaces, aircraft up to 1, 4, or 8 depending on type). As opposing pieces are moved into the same spaces, detection attempts are spent trying to locate the enemy units in the space (usually d10 <= detection rating). Detected units are turned sideways so both sides can see it. Once units are found combat may be initiated. Combat is done in two attack phases. Dice are rolled vs. the attack rating of the attacking unit(s) (usually 1 d10 but there are exceptions) and hits are determined and resolved simultaneously. Ships that did not fire in the first phase conduct a second attack phase. Units can be in combat if not detected but upon firing become detected (which means undetected units almost invariably shoot in the second phase). Hits are again determined. 1, 2 or 3 hits (subs, small surface ships, large surface ships) are required to destroy a unit. Aircraft are destroyed only if the hit on them was a rolled 1 or 2. Victory is determined by scenario conditions. There are several optional rules, none of which appear to significantly increase the complexity of the game.

More Information Edit | History

This page does not exist; you can edit this page to create it.

BGG Marketplace
Pg. 1
Like New $25.00 19-Oct-2008 flag
Very Good $20.00 16-Jul-2008 flag
Good $15.00 6-Jun-2007 flag
Pg. 1
11d 15h 49m
1d 18h 47m
18h 48m
14d 2h 19m
27d 1h 20m
4d 16h 19m
8d 22h 40m
Images
Gallery: All | Game | People | Creative Hot | Recent
[Browse »] [Upload »] [Link Image]
Pg. 1 of 3 »
Files
Title | Hot | Recent
[Browse »] [Upload File »]
Pg. 1 of 1
6 Hunt For Red October Counter Manifest
This is just an inventory of the names and numbers of the types of counters used in The Hunt For Red October.
2008-06-15
Statistics
Board Game Rank: 3633
Wargame Rank: 1153
Num Ratings: 231
Average Rating: 5.73
Standard Deviation: 1.43
Num Views: 22087
GeekBuddy Analysis: Analyze
Similarly Rated: View
Avg. Game Weight: 2.5 moreinfo
Fans: 3
Personal Comments: 113
Users Owning: 560
Users Wanting: 4
Users Trading: 104
Has Parts For Trade: 0
Want Parts In Trade: 2
Price History: View
Total Plays: 44
Plays This Month: 0
Linked Items Relationship: Expansions for this Game
[Submit Corrections »]
Sort:
Pg. 1 of 1
No Items Found
User Information
Use this tool to rate games, save comments, and manage your collection.
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.