Mukden is a simulation of hypotherical actions that could take place between the armed forces of the Soviet Union and of the People's Republic of China, in the area of the vital city of Shenyang (Mukden). Mukden is liekly to become an importent objective in any such conflict, due to its concentration of industry and its importance as a transportation center.


Publisher: SPI - 1975
Designer: David C. Isby
Developer: David C. Isby, Howard Barasch, Irad B. Hardy, Edward Curran, Jay Nelson
Graphics: Redmond A. Simonsen


Each turn is 12 hours of real time, each hex is 1 mile, Chinese units are Regiment and Brigade. Soviet units are Battalions and Regiments.


Mukden never did grab me as a interesting game due to the disparity between protaganists. The Chinese Army is basically slow infantry with a few fast units and nice artillery but the Soviets are mechanized except for the paratroops. The city of Mukden (Shenyang) is a large terrain piece in the middle of the map with some rough terrain in two corners. Three scenarios are included. The Battle for Asia where the Soviets enter the North edge, must cross the Hsin-Kai River then get channeled between some groves and rough trying to cross the map and exit or be in a strong position to exit after 13 turns. The Siege of Mukden has the Soviets setup on the first four northern hexrows and Chinese huddles up in Mukden. The Soviets win if there are ten or less Chinese units in Mukden at the end of ten turns. The Guerrilla scenario has the Soviets trying to hold ground already taken. Chinese Guerillas, thirteen infantry units and two mortar units try to interdict the road network and hopefully destroy the occasional Soviet unit. The Soviet must destroy units and roust out six Headquarters hexes. I enjoyed this game a little more the second time playing it twenty years after its release that when it first came out.


1. Special Weapons Interphase (Nuclear Weapons)
2. Soviet-Player Turn
	1. Movement Phase
	2. Combat Phase
3. Chinese Player-Turn
	1. Movement Phase
	2. Combat Phase
4. Game-Turn Indication Inter-Phase


In case you need to replace a counter.


3-2-9 Armor Brigade
2/1, 32/1, 4/7, 22/7
3-2-9 Mechanized Regiment
1/1, 133/1, 7/7, 29/7
2-3-9 Recon Regiment
7, 11, 14
3-2-4 Infantry Regiment
1/1, 2/1, 3/1, 7/3, 8/3, 9/3
2-2-3 Infantry Regiment
16, 18, 26, 87, 130, 134, 153, 154, 155, 267, 347, 355, 370, 371, 372
1-1-3 Infantry Brigade
1Sh, 2Sh, 3Sh, 4Sh, 5Sh, 6Sh, 7Sh, 8Sh, 9Sh, Pin, Sch, Set, Wen
5-3-5/2-45 Gunboat Regiment
1 unit
5-2-7/1-9 Artillery Brigade
4 units
4-3-7/1-9 SP Artillery Regiment
4 units
3-3-5/1-9 Artillery Regiment
5 units
3-3-2/1-9 Mortar Brigade
3 units
0-2-9 Anti-Tank Brigade
2 uints



4-2-12 Armor Regiment
26/11, 27/11, 28/11
3-2-12 Mechanized Battalion
1/10, 4/10, 7/10, 1/18, 4/18, 7/18
1-2-12 Mechanized Battalion
2/10, 3/10, 5/10, 6/10, 8/10, 9/10, 1/11, 2/11, 3/11, 2/18, 3/18, 5/18, 6/18, 8/18, 9/18
2-2-4 Paratroop Battalion
1/5, 2/5, 3/5
7-2-7/1-9 Artillery Brigade
1 unit
5-1-7/1-9 Artiller Regiment
1 unit
4-1-8/1-9 Artillery Brigade (Rocket)
1 unit
4-0-8/1-9 Artillery Battalion (Rocket)
4 units
3-1-7/1-9 Artillery Brigade
3 units

Game introductions in italics are directly from the game rules or game box.

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