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Tarawa 1943

Reference: WPUB069

Tarawa 1943 is a single player card game about the invasion of Japanese controlled Tarawa by the 2nd Marine Division.
  • English
  • From 14 years old
  • 30mn to 1h
  • 1 player

81,50€

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  • Description
  • Technical sheet

Tarawa 1943

Description

Each turn, the USMC player activates one of his battalions (there are 8 in the game). During its activation, it can move, attack and attempt to regroup. The USMC player also has a hand of 3 cards (out of a deck of 30 cards) that gives him additional resources (naval support, air support, engineers, tanks, etc.). The USMC player may play 1 card during his turn and 1 card during the Japanese turn.

When a battalion is activated, it reduces its cohesion (reflecting wear and tear). Battalion cohesion is further reduced due to Japanese attacks and marines "pushing their attacks".

Once the USMC player has completed his activation, the Japanese turn begins with the flip of a card. From there, the USMC player will face fire attacks, banzai attacks, bunkers, crossfire, infiltration, and more. The map engine guarantees a constantly evolving game and no two games will ever be the same.

The game gives the historical invasion site as the starting point, however, we have included the alternative landing possibility "South Beach", which the Japanese had planned and prepared.
Victory is achieved by taking the island as quickly as possible while minimizing losses. This was the first invasion of the U.S. island hopping strategy and high casualties or a prolonged fight could have led to the cancellation of the campaign.

Technical sheet

Description

Each turn, the USMC player activates one of his battalions (there are 8 in the game). During its activation, it can move, attack and attempt to regroup. The USMC player also has a hand of 3 cards (out of a deck of 30 cards) that gives him additional resources (naval support, air support, engineers, tanks, etc.). The USMC player may play 1 card during his turn and 1 card during the Japanese turn.

When a battalion is activated, it reduces its cohesion (reflecting wear and tear). Battalion cohesion is further reduced due to Japanese attacks and marines "pushing their attacks".

Once the USMC player has completed his activation, the Japanese turn begins with the flip of a card. From there, the USMC player will face fire attacks, banzai attacks, bunkers, crossfire, infiltration, and more. The map engine guarantees a constantly evolving game and no two games will ever be the same.

The game gives the historical invasion site as the starting point, however, we have included the alternative landing possibility "South Beach", which the Japanese had planned and prepared.
Victory is achieved by taking the island as quickly as possible while minimizing losses. This was the first invasion of the U.S. island hopping strategy and high casualties or a prolonged fight could have led to the cancellation of the campaign.

Technical sheet

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