Axis & Allies: Pacific is a strategy board game produced by Hasbro under the Avalon Hill name brand. Released in July 31, 2001 and designed by Larry Harris, the designer of the original Axis & Allies game, Axis & Allies: Pacific allows its players to recreate the Pacific Theater of World War II.
While it is a strategic board game with a historical setting, it is not designed to be a historical simulation. Instead, it is designed for a stream-lined ease of play and a balancing of the two powers rather than for historical accuracy.
In 2002 Axis & Allies: Pacific won the Origins Award for Best Historical Board Game of 2001.[1]
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(content from the outside bottom panel of the Axis & Allies: Pacific gamebox)
December 7, 1941
Japan is about to launch one of the most infamous preemptive strikes in military history. Their target, the American Pacific Fleet moored in Hawaii at Pearl Harbor. In the weeks to come, other battles will add to the sting of Allied defeats - Hong Kong, Malaya, the Philippines, Java.
Axis & Allies: Pacific invites you and your opponent to determine the future of the Pacific! How will the Americans counterattack after Japan's initial onslaught? Will Japan succeed in gaining the right resources of the East Indies? Can these be held long enough for the Allies to grow weary of the war? How will British forces fare in the embattled jungles of Burma? You will decide.
Naval strategy, as well as prudent economic moves, is critical in building and sustaining your naval forces. Warships, transports, ground forces and air power will all be needed if you are to control the Pacific. Good Luck. The fate of the world is in your hands!
For two or three players, aged 12 and up. Contains a Gameboard Map, 345 Plastic Playing Pieces, National Control Markers, National Production Charts, a Battle Board Chart, Industrial Production Certificates (IPCs), 12 Dice, Plastic Chips (Gray and Red), and a Gameplay Manual. Rated at a Challenging Complexity Level by Hasbro.
The game is designed to be played by 2-3 players, representing the nation-economies of Japan, the U.S, China, ANZAC, and India (Great Britain) respectively, with the latter two groups composing the Allied forces. Both sides compete with units for control of territories producing IPCs (Industrial Production Certificates) good toward the purchase of most units.
The overall goal for winning the game differs for each player. The Allies (the British and America players) must either conquer and occupy the territory of Japan for a turn, or they must reduce Japan's IPC income to 9 or less by conquering other territories to win the game. The Japan player's goals are more open-ended: Japan must conquer and occupy any of the Allied capitals on the gameboard (the territories of India, New South Wales, or USA), or Japan must accumulate 22 victory points (Japan scores one point for every 10 IPCs collected at the end of its turn).
Each player starts out with a slightly different arsenal of units to deploy.
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