allboardgames.com
Greater East Asia War box art
2009 Ranked #16,216

Greater East Asia War

A strategic World War II wargame has commanders pursue objectives across China and Southeast Asia while managing victory points. Points pay for actions and reinforcements but are also lost in combat, creating a constant resource tradeoff.

Wargames Wargame World War II Hexagon Grid Magazine: World at War

Players

1-2

Play time

Not listed

Age

12+

Complexity

2.78/5

Rating

6.63

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?

Greater East Asia War uses the much-liked system pioneered in the earlier Twilight of the Ottomans: World War I in the Middle East design in Strategy & Tactics magazine.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Greater East Asia War uses the much-liked system pioneered in the earlier Twilight of the Ottomans: World War I in the Middle East design in Strategy & Tactics magazine. Greater East Asia War (GEAW) is a two-player, intermediate-complexity, strategic-level simulation of the World War II campaigns waged across China and Southeast Asia. Each hex on the 34x22” map represents 74.5 miles (120 kilometers) from side to opposite side. The map extends from Korea and Manchuria in the north to Indonesia in the south, to the Ganges River delta and Mongolia on the west. Each game turn represents three months. Units of maneuver are corps, armies, divisions and brigades, and they’re presented in the form of 176 large-size, NATO-style counters, with the following types represented: infantry, light infantry, garrison, armor, mechanized, marines, airborne, special operations, cavalry, fortress, headquarters, tactical airbases, strategic airbases, supply, naval bombardment task forces, carrier task forces, and amphibious task forces. The concept of “victory points” (VP) is central to play of the game. Players begin each scenario with a designated number of them. They expend them to gain reinforcements and carry out actions. They gain new VP as a result of achieving objectives; they lose VP when they lose units in combat. To win the game you must have more VP than your opponent; so play becomes a balancing act between expending VP and attaining objectives. There are 12,446 words in the game’s basic rules, and another 10,886 in the optionals (which will only be presented in the on-line eRules). That means two experienced players can complete the shortest of the game’s three scenarios in about six hours. The game has been designed with two-player play primarily in mind, but solitaire play is doable.

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
2
Play time
360 min
Age
12+
Complexity
2.8/5
Credits and catalog connections

Credits

Designers

2
Ty Bomba Joseph Miranda

Artists

1
Joe Youst

Publishers

1
Decision Games (I)

Linked items

No published linked games yet.