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The Solomons Campaign (second Edition) box art

The Solomons Campaign (second Edition)

Players

2

Time

?-?

Age

?+

Weight

3

Rating

6.11

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

The Solomons Campaign (Second Edition) has a high level of direct confrontation and strategic depth in confrontation. Players need to pay frequent attention to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

The Solomons Campaign (Second Edition) has a high replayability score due to its high variability, strategic depth, and adaptability to different player counts. The game offers fresh experiences each time it is played, with the availability of expansions adding new content and gameplay elements. The game allows players to improve their strategy over time and offers a consistent and engaging experience regardless of group size. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

The Solomons Campaign (Second Edition) has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. However, 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 minor role.

Overview

Game description from the publisher: The Solomons Campaign is an extensive redesign of the old-SPI game of the same name originally designed and published by James F. Dunnigan in 1973. It presents a two-player, complex historical simulation of the air, sea and land campaigns waged on and around the island of Guadalcanal in the summer and fall of 1942. The game begins with the American invasion of that island and includes the subsequent Japanese attempts to retake it. The game is intended to be a simulation of combined air-naval-ground operations, or what are today called "joint operations". Consequently it centers on modeling command and staff systems, focusing on the difficulties and advantages inherent in sequenced interactions between and among air, naval and ground forces.

Media

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Editions

Edition Year Language Publisher / Region
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Files

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Credits

Designers

1
Joseph Miranda

Artists

1
Joe Youst

Publishers

2
Decision Games (I) Kokusai-Tsushin Co., Ltd. (?????)

Linked items

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