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Bloody Ridge: Guadalcanal, 12-14 September 1942 box art

Bloody Ridge: Guadalcanal, 12-14 September 1942

Players

1-2

Time

?-?

Age

?+

Weight

2.4

Rating

6.19

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of interaction with a good mix of direct and strategic confrontation. Players need to pay attention to each other's actions frequently, but there is limited emphasis on cooperation.

Replay value

The game has a high degree of variability, deep strategic possibilities, and good scalability. The presence of expansions adds to its replay value. While it may not be the easiest game to learn, it offers a rewarding experience for players.

Luck profile

The final luck score for Bloody Ridge: Guadalcanal, 12-14 September 1942 is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a moderate role.

Overview

Bloody Ridge: Decision on Guadalcanal, 13 September 1942 (BR for short) is a purpose-designed solitaire wargame of low complexity simulating the climactic Japanese night attack of that date. The attacked was aimed at nothing less than the capture of Henderson Field and the annihilation of the entire US ground force on the island. You are on the offensive, commanding the Japanese attack force that’s attempting to break through the US Marine defense. The rules system, with your help in handling the mechanics of the process, runs the Marine defense. You win by exiting one or more Japanese units off the north edge of the map, or by eliminating the 1st Marine Division headquarters. Each game turn of BR is equal to about two hours of “real time.” Each hexagon represents 125 yards from side to opposite side. Each unit-counter represents a fire-team, squad, platoon, company or some other similarly sized ad hoc grouping of infantry and/or support weapons. The effect of the historically important off-map USMC field artillery is covered by the bombardment rules (see section 8.0). Components: One 22" x 34" map & 228 counters Magazine: World at War #37

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Editions

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Credits

Designers

1
Ty Bomba

Artists

3
Eric R. Harvey Brandon Pennington Joe Youst

Publishers

1
Decision Games (I)

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