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Tarawa: Bloody Betio box art

Tarawa: Bloody Betio

Players

1-2

Time

?-?

Age

12+

Weight

2.56

Rating

5.47

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.6

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with frequent interaction and limited emphasis on cooperation.

Replay value

Tarawa: Bloody Betio has a high replayability score due to its variability in gameboard, expansions available, strategic depth, scalability, and moderate easiness to learn. The game offers different experiences each time it is played, with the potential for new tactics and strategies to be discovered. The presence of expansions adds new content and gameplay elements, enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the investment. Overall, Tarawa: Bloody Betio provides a fresh and engaging experience that can be enjoyed multiple times.

Luck profile

Tarawa: Bloody Betio has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with both factors playing a significant role. Overall, Tarawa: Bloody Betio offers a good balance between luck and player agency.

Overview

"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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Credits

Designers

1
Mark Seaman

Artists

3
Joyce Gusner Rodger B. MacGowan Mark Simonitch

Publishers

1
3W (World Wide Wargames)

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