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Tarawa: Bloody Betio box art
1992 Ranked #21,831

Tarawa: Bloody Betio

A solitaire wargame has a player command Marines landing on Tarawa, deploy forces, clear hexes, and manage supply, morale, and casualties. Victory requires clearing the whole island within three turns while keeping losses below five thousand.

Wargames Wargame World War II Hexagon Grid Movement Points

Players

1-2

Play time

Not listed

Age

12+

Complexity

2.56/5

Rating

5.47

Harder to teach Highly interactive Deep strategy

Overview

At a glance

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ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

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: Bloody Betio" is a solitaire wargame that attempts to simulate the World War 2 battle over Tarawa Island between Japanese and US forces. In the historical battle, the US Second Marine Division had 3 days to clear the island of Japanese soldiers.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

"Tarawa: Bloody Betio" is a solitaire wargame that attempts to simulate the World War 2 battle over Tarawa Island between Japanese and US forces. In the historical battle, the US Second Marine Division had 3 days to clear the island of Japanese soldiers. The bloody battle inflicted nearly 3,000 casualties on the Marines; only 17 of 4,700 Japanese soldiers survived. The solitaire game places the player in command of the US forces to determine how he performs compared to the historical outcome. A map overlaid with a hexagonal grid forms the game's playing field. In the middle lies the isle of Tarawa, surrounded by water. The terrain and Japanese defenses are also printed out, as well as the US-designated landing beaches. Each turn, the player receives an amount of forces to deploy onto the beaches. He handles attacks between the two armies, rolling dice and checking tables to resolve their effects. When the Marines has defeated the Japanese in a hex, a cleared marker is placed on it (and removed if the US forces retreat from the hex due to a counterattack). If the Japanese attack is particularly effective, the Marines suffers casualties, which is reflected by moving a marker on the Casualty Track. The player also has to concern him with Booby-Traps, Snipers, Air Raids, Morale, and Supply. The game ends at the end of the third turn. The player wins if all hexes of the island are cleared and the Casualty Track reflects less than 5,000 casualties.

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Editions

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
2
Play time
360 min
Age
12+
Complexity
2.6/5
Credits and catalog connections

Credits

Designers

1
Mark Seaman

Artists

3
Joyce Gusner Rodger B. MacGowan Mark Simonitch

Publishers

1
3W (World Wide Wargames)

Linked items

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