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134:, and assaulting units can overrun defending units to attempt a breakthrough. Terrain affects both movement and combat. There are also rules for varying troop quality, specialty desert units, chemical and electronic warfare, tactical air support, nuclear weapons and Chinese mass wave attacks.
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The game uses an alternating "I Go, You Go" system, although the non-phasing player does have an opportunity to act during the phasing player's turn. The phasing player's turn includes:
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is a two-player board wargame in which one player controls
Chinese forces and the other player controls the forces opposing China, which vary from scenario to scenario.
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The non-phasing player then becomes the phasing player. Completing the second set of phases completes one game turn.
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is a fine game-system that requires a little extra effort to master, but well worth the time taken to learn it."
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88:: The first and longest scenario posits a Soviet invasion of China, either through Mongolia or through
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as a free pull-out game. The game, designed by Brad Hessel, and featuring graphic design by
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51:(SPI) in 1979 that simulates three hypothetical conflicts in the 1980s that involve China.
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Non-phasing player: Reaction from mechanized and front-line units
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Bloodgood, Claude (October–November 1980). "China War".
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285:Board wargames set in Modern history
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166:In Issue 77 of the British magazine
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214:(Summer 1980). "Parade Ground".
250:"SPI Best Selling Games – 1979"
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218:. No. 77. p. 31.
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117:Phasing Player: Movement
98:: China invades Vietnam.
290:Cold War board wargames
104:: China invades Taiwan.
148:Strategy & Tactics
123:Phasing player: Combat
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28:Strategy & Tactics
31:#76, which contained
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169:Games & Puzzles
152:Redmond A. Simonsen
138:Publication history
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16:1979 board wargame
216:Games and Puzzles
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55:Description
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259:2023-04-08
189:References
183:China War
162:Reception
156:boxed set
142:In 1979,
80:Scenarios
25:Cover of
109:Gameplay
90:Xinjiang
96:Vietnam
102:Taiwan
235:Moves
178:Moves
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