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Tarawa 1943 box art

Tarawa 1943

Players

1-2

Time

30-60

Age

14+

Weight

2.07

Rating

7.62

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.5

More strategic control

Table feel

Tarawa 1943 has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to each other's strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Tarawa 1943 has a high replayability score due to its variability in gameboard, expansions, strategic depth, scalability, and moderate easiness to learn.

Luck profile

Tarawa 1943 has a moderate influence of luck. Random elements like dice rolls and card draws 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

"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

Editions

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Credits

Designers

2
Grant Wylie Mike Wylie

Artists

1
Sean Cooke

Publishers

2
Worthington Games Worthington Publishing, LLC

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