Chinese Farm, subtitled "Egyptian-Israeli Combat in the '73 War", is a board wargame published by Simulations Publications, Inc. (SPI) in 1975 that simulates operational level ground combat between Egypt and Israel at the Battle of The Chinese Farm during the just completed Yom Kippur War of October 1973. Chinese Farm was originally published as part of the "quadrigame" Modern Battles: Four Contemporary Conflicts.
During the Arab-Israeli War of October 1973, Israeli forces opened a bridgehead over the Suez Canal to exploit a perceived gap in the Egyptian line, and instead ran up against a strong force. The battle took place in the vicinity of an Egyptian experimental farm that used Japanese equipment. Israeli observers mistook the Japanese Kanji characters on the machinery for Chinese Hanzi, leading to the misnomer "The Chinese Farm".[1]: 311 Chinese Farm is one of four games in the series Modern Warfare published by SPI that serves as an introduction to wargaming.
The game includes:[2]
The game includes three scenarios:[3]
The Israeli player receives game points for geographical gains, while the Egyptian players earns them for eliminating Israeli units. Whoever earns the most points wins the game.[3]
SPI published the game Modern Battles: Four Contemporary Conflicts in 1975 using the "quadrigame" concept that SPI had pioneered earlier in 1975 with Blue & Gray: Four American Civil War Battles: a game that contained a single set of rules, but with counters and maps for four different battles. Similarly the box for Modern Battles contained one set of rules for four different battles, including Golan, Wurzburg, Mukden, and Chinese Farm, the latter designed by Howard Barasch, with cartography and graphic design by Redmond A. Simonsen. SPI also released the four games individually as the Modern Warfare series of "folio games", the components contained in a cardstock folder packaged in a plastic bag.[2] Each individual game was also released as a "Collector's Edition" with mounted maps in a 2" accordion box.
In 1979, Hobby Japan published a licensed Japanese-language version.[2]
In Issue 24 of Moves (December 1975), Ed Carran noted that "The game mechanics are moderately complex, but once assimilated, they become second nature." He concluded that "Observation of even one Game-Tum [...] shows that a fair amount of calculation goes into each combat."[4]
In Issue 55 of Moves, Ian Chadwick noted "It's not a question of whether or not the Israelis will cross the canal, but how well they do so." He concluded by calling it "a very playable game [...] fast and enjoyable", and gave it an A for playability, a C for component quality, and a C for historical accuracy.[3]
In his 1977 book The Comprehensive Guide to Board Wargaming, Nicholas Palmer noted that the Combat Results Table (CRT) "is unsuited to cross-canal actions."[5]