Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
"Japan's Opening Moves in the Pacific - The simultaneous operations against Malaya, Java, and the Philippines." Map hexes are 85 nautical miles across, each turn equals one half a month, and units are brigade through regiment scale.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Zone of Control
Restrict or influence movement through areas controlled by nearby pieces.
Read the full game description
"Japan's Opening Moves in the Pacific - The simultaneous operations against Malaya, Java, and the Philippines." Map hexes are 85 nautical miles across, each turn equals one half a month, and units are brigade through regiment scale. One of GDW's Series 120 games, a line of introductory wargames spanning various historical eras. The games in the series had 120 counters and were supposed to be playable in 120 minutes or less, hence the name. Republished in Command Magazine Japan #57 in 2004, along with Minsk '41.