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Block Games → PQ-17

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PQ-17

COMPONENTS:

  • 140 1" square counters
  • 140 1/2" square markers
  • 136 circular counters in 3 sizes
  • One 8-1/2 x 11" Battle Display
  • Two 8-1/2 x 11" Force Displays
  • Two 11 x 17" Player Aid Cards
  • Two 8-1/2 x 11" Player Aid Cards
  • One 22 x 34" full-color map
  • Rules booklet
  • Play booklet
  • 58 15mm blocks
  • 80 Resolution cards
  • Two Reference cards
  • Five 10-sided dice

PUBLISHED 2009
DESIGNER Chris Janiec
ART DIRECTOR Rodger B. MacGowan
MAP ART Nicolas Eskubi
COUNTER ART Mark Simonitch & Charles Kibler
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch


Regular Price: $69.00
 On Sale For: $40.00 
Quantity:  

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Product Rating: (4.29)   # of Ratings: 7   (Only registered customers can rate)

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Showing comments 1-2 of 2
1. Gerhard on 3/16/2010, said:

Great game, fun to play, great topic. The best thing I liked about PQ-17 was the detailed Sequence of Play. Rules were well written and organized. Easy to learn, just follow the SoP. We had a lot of fun with it in our game group and we hosted it at NAVCON 2009. Good comments by all who experienced it. Everybody loved the fog of war that comes with the use of blocks. Using cards for search results was another great theme. Aptly simulates the struggle with Artic convoys. Well done Chris.
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2. David on 12/9/2009, said:

Not an easy game to play - but the reward is that it is the first (at least the first I know) to simulate ship v air v planes all at the same time and without endlessly pencilling in and amending various sheets! Rewards careful judgement.
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Showing comments 1-2 of 2
PQ-17 is the first game in the Decision at Sea Series of WWII air-naval games highlighting the impact of reconnaissance, fuel, and weather without the drawbacks of a double-blind system or tedious bookkeeping. Players maneuver blocks on the mapboard, each a force of submarines or surface ships whose identity is hidden from the enemy player until it is located by a successful search and the block is turned up. It may represent one ship or one hundred - or none at all, as it may be a dummy. Cards are used to resolve searches quickly and efficiently; a successful search yields intelligence of varying accuracy, while failure to relocate the enemy in a timely manner results in lost contact and generation of another dummy. Players must also cope with fuel restrictions, using simple rules and the use of markers on Force Displays (where all ship counters are kept until needed for combat), precluding the need for record keeping while preventing unrealistic freedom of action.
 
In this tense game of bluff, the Allied player strives to pass convoys to and from north Russia in the face of appalling weather and determined opposition from his Axis opponent. PQ-17 features nine historical scenarios, including all the major actions of the campaign: the Fleet Air Arm torpedo attack on Tirpitz, the decimation of convoy PQ-17, the climactic battle of PQ-18, the Battle of the Barents Sea., and the 1943 Battle of the North Cape. To add uncertainty, each side is subject to a special condition in every operation, which may impose additional requirements or restrictions - or afford additional opportunities - while remaining secret from the opponent. Just like their historical counterparts, Allied players can seldom be certain that the Germans will not attempt to break out into the Atlantic with one or more heavy ships, and Axis players must beware of a possible attack on Norway; both players may face conflicting priorities and demands that must be met with limited resources. In addition, a 1942 "random" scenario enhances replay value by further disguising starting forces and objectives. Each operational scenario can be played to conclusion in 3-4 hours, and, for players seeking a richer experience, a 1942 campaign scenario reflects the challenges of continuing operations over the course of this key year.