Ice War is a two-player tactical wargame published by Metagaming Concepts in 1978 (Microgame #9). It simulates a hypothetical Eurasian Socialist Alliance (ESA) raid on American oil fields at Prudhoe Bay, Alaska. One player controls the ESA attackers while the other defends with American forces. The game features force purchasing, varied terrain, and multiple transportation modes in an arctic warfare setting.
Components
1 Hex map of the Alaskan North Slope
Unit counters (various military unit types)
Rules booklet
Die
Setup
Place the hex map centrally.
Each player purchases 30 points’ worth of military units from the available unit types.
The ESA player deploys their forces at designated entry points.
The American player sets up defensive positions including the town and oil field installations.
Turn Structure
Each game turn consists of:
ESA Movement Phase — The ESA player moves their units.
ESA Combat Phase — The ESA player resolves attacks.
American Movement Phase — The American player moves their units.
American Combat Phase — The American player resolves attacks.
Actions
Force Purchase (Setup)
Each player spends 30 points selecting from available unit types:
Unit Type
Role
Outposts
Static defense positions
Recon Sleds
Fast reconnaissance
Hovercraft
Amphibious transport
Tanks
Heavy armored combat
Infantry
Standard ground forces
Orbital Platforms
Strategic fire support
Recon Satellites
Intelligence gathering
Missiles
Long-range strikes
Movement
Five modes of transportation exist, each with different capabilities across four terrain types.
Terrain types: tundra, mud, ice, and water.
Different unit types have varying movement allowances and terrain restrictions.
Combat
Combat is resolved using standard wargame Combat Results Table (CRT).
Attacker and defender compare strength points and roll dice.
Terrain effects modify combat results.
Combat can convert terrain from one type to another (e.g., ice melting from explosions).
Scoring / Victory Conditions
The ESA player wins by capturing or destroying the American oil field installations at Prudhoe Bay.
The American player wins by preventing the ESA from achieving their objective within the game’s time limit.
At a certain point in the game, American reinforcements arrive — but only in the town hex, and not at all if the town has been destroyed by the ESA.
Special Rules & Edge Cases
Terrain conversion: Combat can change terrain types. Explosions can melt ice into water, mud can freeze, etc.
Reinforcements: American reinforcements enter only through the town hex. If the town is destroyed, no reinforcements arrive.
Five transport modes: Each has unique interactions with the four terrain types, creating varied tactical situations.
Arctic conditions: The harsh environment affects all operations and adds strategic considerations beyond standard combat.
Force building: The 30-point purchase system allows asymmetric force compositions, adding replayability.