allboardgames.com
Downfall: If The U.s. Invaded Japan, 1945 box art
2005 Ranked #19,967

Downfall: If The U.s. Invaded Japan, 1945

This operational wargame has Allied and Japanese commanders maneuver forces across Kyushu to control key terrain and destroy opposing units. Its alternative-history invasion balances an attacker’s burden against a defender’s effort to delay or break the assault.

Wargames Wargame World War II Hexagon Grid Dice Rolling

Players

1-2

Play time

Not listed

Age

14+

Complexity

2.57/5

Rating

5.95

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

(from the publisher:) Downfall is a wargame simulating the planned but never executed US invasion of the Japanese home island of Kyushu during the last quarter of that year.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

(from the publisher:) Downfall is a wargame simulating the planned but never executed US invasion of the Japanese home island of Kyushu during the last quarter of that year. The design combines factual historical detail with educated guesswork to produce an alternative history simulation covering the period from X-Day +1 through X-Day +30. One player acts as the overall commander of the Allied invasion effort; the other takes the role of the leader of the Japanese defense force. The burden of attack is generally on the American, but both players attempt to win by controlling key terrain on the island and destroying opposing forces. A complete game of DF takes from two to four hours to complete and it's suitable for solitaire play. The approach we've taken here is called, among those who deal regularly with alternative history – which is itself also known as "virtual history" and "alternative outcome analysis – the conservation of historical reality. That is, to make the assumptions and results of our simulation as valid as possible, we made the fewest possible changes needed to the historic timeline in order to put our alternative one in place. The basic assumption here, then, is that the Japanese simply refused to surrender after the atomic bombings of Hiroshima and Nagasaki. That would have likely meant one or another of the coups plotted during those desperate days actually went through, putting in place a new war cabinet of ultimate hard liners, men determined Japan should fight to the end no matter what. Each hex on the map equals 4.4 miles (about 7 kms) from side to opposite side. Each game turn represents one day. Every ground unit represents a division, division-equivalent, or brigade of about 5,000 to 20,000 men and/or 50 to 350 armored fighting vehicles. Designed by Ty Bomba. Published in Strategy & Tactics #230 (September-October 2005)

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Unverified shopping references

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1
Play time
360 min
Age
14+
Complexity
2.6/5
Credits and catalog connections

Credits

Designers

1
Ty Bomba

Publishers

1
Decision Games (I)

Linked items

No published linked games yet.