Overview
Across Suez: The Battle of the Chinese Farm is an introductory-level hex-and-counter wargame originally published by SPI in 1980 and later republished by Decision Games in 1995. It simulates the operational-level ground combat between Egyptian and Israeli forces at the Battle of the Chinese Farm during the 1973 Arab-Israeli (Yom Kippur) War on October 15, 1973. The Israeli player seeks to establish a bridgehead across the Suez Canal while the Egyptian player tries to block it.
Components
- 1 hexagon-patterned map (11” x 17”, abstract scale)
- 100 die-cut counters (representing Egyptian and Israeli units; 54 are blank)
- 1 six-sided die
- 1 rulebook (3 1/3 pages of rules)
Setup
- Unfold the map and place it between the two players.
- Sort counters by nationality (Egyptian and Israeli).
- Place units on their designated starting hexes as specified in the setup instructions.
- The Israeli player sets up first, then the Egyptian player.
- Determine first player (typically Israeli, as the attacker).
Turn Structure
The game lasts 7 turns. Each turn follows the standard move-shoot sequence:
- First player movement phase: The first player moves their units according to movement allowances and terrain costs.
- First player combat phase: The first player resolves attacks using the differential Combat Results Table (CRT).
- Second player movement phase: The second player moves their units.
- Second player combat phase: The second player resolves attacks.
Actions
Movement
- Each unit has a movement allowance printed on its counter.
- Movement costs vary by terrain (referenced on the Terrain Effects Chart).
- Units expend movement points to enter hexes.
- Night turns (turns 1, 4, and 7) reduce movement rates.
Zones of Control (ZOC)
- Units project zones of control into the six adjacent hexes.
- Entering an enemy ZOC costs additional movement points or requires stopping.
- Units in enemy ZOCs must attack or remain engaged.
Combat
- Combat is resolved using a differential Combat Results Table (CRT).
- The attacker totals the attack strength of all participating units, the defender totals defense strength, and the difference is calculated.
- Roll one die and cross-reference the differential with the CRT to determine the result.
- Results include: no effect, attacker retreat, defender retreat, exchange, and elimination.
Artillery
- Artillery fire is handled abstractly.
- Artillery cannot be used during night turns (turns 1, 4, and 7).
Scoring / Victory Conditions
The Israeli player wins by establishing a bridgehead across the Suez Canal within the 7 turns. Specific victory conditions involve controlling key hexes on the Egyptian side of the canal. The Egyptian player wins by preventing this. Stringent Israeli victory conditions maintain game balance despite the generally stronger Israeli units.
Special Rules & Edge Cases
- Night turns: Turns 1, 4, and 7 are night turns. During night turns, movement is slowed and artillery cannot fire.
- No air or naval power: Air and naval forces are not simulated in the base game.
- Decision Games variants (1995 edition): The republished version adds two variants — airborne landings and amphibious landings — along with two new scenarios requiring additional counters (16 Arab/Israeli and 18 Soviet/American).
- Gateway game: The game was designed as an introductory wargame with simplified rules, emphasizing playability over simulation value.
- Quick play: With only 7 turns and 3 1/3 pages of rules, games can be completed in 1-2 hours.
Player Reference
| Turn |
Time |
Special Rules |
| 1 |
Night |
Reduced movement, no artillery |
| 2-3 |
Day |
Normal rules |
| 4 |
Night |
Reduced movement, no artillery |
| 5-6 |
Day |
Normal rules |
| 7 |
Night |
Reduced movement, no artillery |
Turn sequence: Move → Combat → Opponent Moves → Opponent Combat
CRT type: Differential (attacker strength minus defender strength)