Guadalcanal Rules

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A&A Guadalcanal rule book
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  AGE 13+ TIME 2–3 HOURS2 PLAYERS Questions? U.S., Canada, Asia Paci fi c & Latin Americawww.wizards.com/customerservice Wizards of the Coast, Inc.P.O. Box 707Renton WA 98057-0707U.S.A.Tel: 1-800-324-6496 (within the U.S.) 1-206-624-0933 (outside the U.S.) U.K., Eire & South Africa Hasbro UK Ltd.P.O. Box 43 Newport, NP19 4YDUK Tel: + 800 22 427276 Email: wizards@hasbro.co.ukAll Other European Countries Wizards of the Coast p/a Hasbro Belgium NV/SA’t Hofveld 6D1702 Groot-BijgaardenBELGIUMTel: +32.70.233.277 Email: custserv@hasbro.be Keep these addresses for your records. www.avalonhill.com Color of parts may vary from those pictured. ©2007 Wizards of the Coast, Inc., P.O. Box 707, Renton, WA 98057-0707. Wizards of the Coastand its logo are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries.Avalon Hill, Axis & Allies, Hasbro, and their logos are trademarks of Hasbro, Inc. ® denotesReg. U.S. Pat. & ™ Of  fi ce. All rights reserved. MADEINCHINA. 30095774000001EN ® ® ®   It is August 1942  and Japan has occupied much of the Solomon Islands chain. The goals of the occupation are to protect the  fl  ank of the Japanese offensive in New Guinea, form a security barrier for the Japanese base at  Rabaul, and interfere with Allied supply lines. The United States has just begun its counterattack with a surprise landing on Guadalcanal, capturing the under-construction air   fi eld there, which will later be renamed  Henderson Field. Summary of Play An Axis & Allies: Guadalcanal  game generally lasts 4 to 6 turns. Each turn, the players alternate moving their units, one unit type at a time. Combat occurs in contested zones in three stages— air, sea, and then land—in an attempt to seize control of the island zones and the all-important air  fi elds. Finally, the players will call for reinforcements and build more air  fi elds. How to Win The fi rst player to reach 15 victory  points wins. You earn victory  points by controlling air  fi elds and destroying capital ships (battleships and aircraft carriers). 23 Object of the Game  ............................................................................3 Summary of Play .......................................................................3 How to Win ................................................................................3 Game Components  ............................................................................4 Game Setup  .........................................................................................8 Units .......................................................................................................9 Land Units ..................................................................................9 Sea Units ..................................................................................10 Air Units ..................................................................................13 Sequence of Play  .............................................................................14 Phase 1: Movement ..................................................................14 Phase 2: Combat ......................................................................16 Phase 3: Regroup .....................................................................21  Appendix 1: Optional Rules  ............................................................24 Advantage Tokens ....................................................................24 Hidden Movement ...................................................................25  Appendix 2: Battle Box Results Chart  .........................................25  Appendix 3: Designer’s Notes  .......................................................26 OBJECT OF THE GAMETABLE OF CONTENTS Game Design:  Larry Harris Game Development:  Nate Heiss and Bill McQuillan Additional Playtesting:  Steve Warner, Mons Johnson, Gregory Marques, Rich Baker, Scott Larabee, Erik Lauer, Mike Turian, Frank Gilson, Graeme Hopkins, Alan Comer, and Courtenay Moore Editing:  Bill McQuillan Art Direction:  Blake Beasley Cover Illustration:  Tommy Lee Edwards Graphic Designer:  Scott Okumura Brand Management:  Linda Cox, Laura Tommervik, and Brian Hart Production Management:  Bob CarrascaThanks to all of our project team members and the many others too numerous to mention who have contributed to this product. CREDITS  45 GAME COMPONENTSGAME COMPONENTS (continued) 1 Game Board 1 Rulebook 1 Storage Tray1 Battle Box12 Dice2 Base Cards (Rabaul and New Caledonia)2 Reference Charts1 First-Player Token2 Victory Point Markers6 Control Markers9 Air  fi eld Markers87 Total Axis Playing Pieces (brown): 6 Battleships 10 Transports 12 Infantry 5 Aircraft Carriers 8 Submarines 7 Artillery 10 Destroyers 8 Fighters 6 Antiaircraft Guns 8 Cruisers 7 Bombers20 Supply Tokens16 Advantage Tokens85 Plastic Chips (10 red, 75 grey)85 Total Allies Playing Pieces (green): 6 Battleships 10 Transports 10 Infantry 5 Aircraft Carriers 8 Submarines 7 Artillery 10 Destroyers 8 Fighters 6 Antiaircraft Guns 8 Cruisers 7 Bombers  67 Game Board The game board is a map of the Solomon Islands in the South Paci fi c. GAME COMPONENTS (continued) Base Cards (Rabaul and New Caledonia) These serve as each country’s launching point for the Solomon Islands campaign. Each card represents a base that is much further away than a normal sea zone, but moving from its sea zone to its connecting route-to- base sea zone on the board takes just 1 movement. Your base also houses damaged units for repair and is where you place your reinforcements when you purchase them.  Air fi eld Markers If you control the air  fi elds, you control the war. Each undamaged air  fi eld can hold up to 2 aircraft and is worth 1 victory  point per turn. Supply Tokens Use these for building and repairing air  fi elds, repairing damaged sea units, and for expediting the deployment of reinforcements. They can be carried on destroyers and transports. Spent supply tokens are returned to the game box. Control Markers Use these during the fi nal phase of each turn to indicate control of the island zones. First-Player Token The player who has this will move each type of unit fi rst and will choose the order of zones when resolving combat.  Advantage Tokens Use these for optional rules to add a twist to game play. (See page 24.) GAME COMPONENTS (continued) 7 Infantry2 Destroyers 1 infantry unitred chip (5 units)grey chip (1 unit)1 destroyer unitgrey chip (1 unit) Route to Base The United States and Japan have route-to-base zones on opposite ends of the game board. These sea zones connect with the waters on the appropriate base card. Sea Zone These are marked with the letters A through M for reference. Sea and air units can enter sea zones. Land units can enter sea zones only if they’re being carried by destroyers or transports. Island Zone Each of these has a name and an air  fi eld capacity. For example, up to 2 air  fi elds can be put on Guadalcanal. Controlling island zones will grant you more reinforcement points. Victory Track The fi rst player to reach 15 victory points wins. You earn victory points  by controlling air  fi elds and destroying capital ships.   1 s t  P l a y e r  Battle Box and Dice Use the battle box to determine the results of combat. Place the 12 dice in the neck of the battle box, and then slide it in. Plastic Chips Use these to save space in overcrowded zones. Putting a grey chip under a unit shows that there is an additional unit of that unit type in the zone. Putting a red chip under a unit shows that there are an additional fi ve units of that unit type in the hex. Example:  A destroyer with 1 grey chip under it counts as 2 destroyers. An infantry with 1 grey and 1 red chip under it counts as 7 infantry.
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