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Marine: 2002 – A Game of the First Lunar War

Marine: 2002 – A Game of the First Lunar War

2-6
Players
240
Minutes
12+
Age
1979
Published

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What to Expect

In Marine: 2002, players command units in combat on or near the moon’s surface. Using neutron warheads, lasers, and rockets, combat unfolds on a modular hex grid featuring line of sight and elevation rules. Scenarios vary from one to four hours, with movable terrain like craters adding replayability and tactical depth.

Who Is This Game For?

This game targets experienced players aged 12 and up who enjoy complex tactical wargames. With playtimes up to four hours, it suits longer gaming sessions. Prior experience with tactical simulations is recommended due to detailed rules.

How It Works

Marine: 2002 uses mechanics such as Dice Rolling for combat resolution, a Modular Board with movable terrain elements, and Hexagon Grid for movement. Line of Sight dictates which units may engage enemies. Tactical decisions revolve around elevation and weapon types. Multiple scenarios offer varied strategic challenges.

Dice Rolling Hexagon Grid Line of Sight Modular Board Paper-and-Pencil Scenario / Mission / Campaign Game

What Makes It Special

Designed by Kerry Anderson and Michael J. Matheny and published by Yaquinto in 1979, Marine: 2002 simulates lunar combat with realistic line of sight and elevation mechanics. It belongs to the 3D components wargame family and is comparable to Anderson’s Solar Marine.

Pro

  • Tactical depth through line of sight and elevation rules
  • Modular board with movable terrain increases replayability
  • Science fiction setting with futuristic weapons
  • Supports 2 to 6 players

Contra

  • High complexity demands prior experience
  • Long playtime up to four hours
  • Not suitable for players under 12

Setting & Atmosphäre

The game is set on the surface of Earth’s moon within a science fiction context, featuring advanced weaponry and space combat scenarios.

Tipp für Einsteiger

Take time to learn the line of sight and elevation rules, and start with simpler scenarios to get familiar with the mechanics.

Häufige Fragen

Can I play this solo?

No, Marine: 2002 is designed for 2 to 6 players and does not include a solo mode.

How long does a game really take?

Game length varies by scenario from about one to four hours, excluding setup time.

What prior experience do I need?

Experience with tactical wargames and complex rules is recommended to fully enjoy the game.

How does this compare to similar games?

Marine: 2002 stands out with its realistic line of sight and elevation mechanics on a modular hex board, similar to Solar Marine.

Is this suitable for families?

Due to complexity and length, Marine: 2002 is better suited for experienced players rather than families.

What mechanic makes it special?

The combination of line of sight, dice rolling, and modular board with movable terrain defines its tactical depth.

Fazit

Marine: 2002 is recommended for wargame enthusiasts who value tactical depth and sci-fi themes. However, its complexity and long playtime require patience and experience.