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Tarawa 1943 box art
2021 Ranked #6,760

Tarawa 1943

This solitaire card-driven wargame has a Marine commander invade Tarawa, activate battalions, and seize the island quickly with minimal losses. Japanese event cards create changing defenses, forcing players to manage cohesion, support, and costly attacks.

Wargames Card Game Wargame Action Points Campaign / Battle Card Driven

Players

1-2

Play time

30-60 min

Age

14+

Complexity

2.07/5

Rating

7.62

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 4.0/5

High replayability

Interaction 3.8/5

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?

"TARAWA 1943" is a solitaire, card driven wargame on the invasion of Japanese controlled Tarawa by the 2nd Marine Division. Each turn the USMC player will activate one of his battalions (there are 8 in the game).

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

"TARAWA 1943" is a solitaire, card driven wargame on the invasion of Japanese controlled Tarawa by the 2nd Marine Division. Each turn the USMC player will activate one of his battalions (there are 8 in the game). During it's activation it can move, attack, and attempt to regroup. The USMC player further has a 3 card hand (out of a deck of 30 cards) that gives additional resources to the player (naval support, air support, engineers, tanks, etc). The USMC player can play 1 card during their turn and 1 card during the Japanese turn. As a battalion is activated it reduces its cohesion (reflecting wear and tear, exhaustion). Battalions are further reduced in cohesion due to Japanese attacks and the marines "pushing their attacks". After the USMC player finishes their activation, the Japanese turn begins with the flip of a card. From this the USMC player will face fire attacks, banzai attacks, bunkers, cross fires, infiltration, and more. The card engine will ensure an ever changing game and no two will play the same. The game will give the historical starting invasion site, however, we have included the alternate "south beach" landing possibility, that the Japanese had expected and prepared. Victory is achieved by taking the island as quickly as possible while minimizing casualties. This was the first invasion of the US island hopping strategy and high losses or a prolonged fight could have led to a cancellation of the island hopping campaign. -description from publisher

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

Rulebooks, player aids, FAQs, and solo resources.

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
2
Play time
30–60 min
Age
14+
Complexity
2.1/5
Credits and catalog connections

Credits

Designers

2
Grant Wylie Mike Wylie

Artists

1
Sean Cooke

Publishers

2
Worthington Games Worthington Publishing, LLC

Linked items

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