Guadalcanal Rules
Guadalcanal Rules
Questions?
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TABLE OF CONTENTS
Object of the Game ............................................................................3
Summary of Play .......................................................................3 How to Win ................................................................................3
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 landin an attempt to seize control of the island zones and the all-important airelds. Finally, the players will call for reinforcements and build more airelds.
How to Win
The rst player to reach 15 victory points wins. You earn victory points by controlling airelds and destroying capital ships (battleships and aircraft carriers).
Appendix 2: Battle Box Results Chart .........................................25 Appendix 3: Designers Notes .......................................................26
CREDITS
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 Carrasca Thanks to all of our project team members and the many others too numerous to mention who have contributed to this product.
GAME COMPONENTS
1 Game Board 1 Rulebook 1 Storage Tray 1 Battle Box 12 Dice 2 Base Cards (Rabaul and New Caledonia) 2 Reference Charts 1 First-Player Token 2 Victory Point Markers 6 Control Markers 9 Aireld Markers 20 Supply Tokens 16 Advantage Tokens 85 Plastic Chips (10 red, 75 grey) 85 Total Allies Playing Pieces (green): 6 Battleships 10 Destroyers 8 Cruisers 10 Transports 8 Fighters 7 Bombers 10 Infantry 7 Artillery 6 Antiaircraft Guns 5 Aircraft Carriers 8 Submarines
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.
Aireld Markers
If you control the airelds, you control the war. Each undamaged aireld can hold up to 2 aircraft and is worth 1 victory point per turn.
Supply Tokens
Use these for building and repairing airelds, 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 nal phase of each turn to indicate control of the island zones.
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 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.
First-Player Token
The player who has this will move each type of unit rst and will choose the order of zones when resolving combat.
1st Player
Advantage Tokens
Use these for optional rules to add a twist to game play. (See page 24.)
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 theyre being carried by destroyers or transports.
Island Zone
Each of these has a name and an aireld capacity. For example, up to 2 airelds can be put on Guadalcanal. Controlling island zones will grant you more reinforcement points.
1 infantry unit 1 destroyer unit grey chip (1 unit) red chip (5 units) grey chip (1 unit)
Victory Track 6
The rst player to reach 15 victory points wins. You earn victory points by controlling airelds and destroying capital ships.
2 Destroyers
7 Infantry
GAME SETUP
Decide who will play the Axis and who will play the Allies. Sit on the appropriate side of the board. Give the Axis player the rstplayer token. Put your base card adjacent to your route-to-base zone(s). Put the victory-track markers on the victory tracks. Put 1 aireld marker on Guadalcanal and 1 on Bougainville. The Allies player controls the aireld on Guadalcanal and the Axis player controls the aireld on Bougainville. Put an Allies control marker on Guadalcanal and Axis control markers on the other islands. Put units on the board as indicated by the printed silhouettes, using plastic chips as needed. Put the 12 dice into the battle box.
UNITS
This section includes detailed information for each unit in the game. Keep any units you arent using in your game box. Whenever a unit gets destroyed, put it back into the game box. There are three categories of units in the game: land, sea, and air. Each unit type is dened by the following characteristics: Cost: This number is the units cost in reinforcement points. Attack: This is how many dice a unit contributes to an attack against the indicated unit category (land, sea, and air). Also, land attack power is used to determine control of island zones. Special Abilities: Some units have special abilities.
Land Units
Land units can attack only when in an island zone. They can be carried by transport or destroyer across sea zones.
Infantry
Axis: Japan
2 Destroyers
Infantry is the basic land unit of war. They are not effective against air and naval units but are key in capturing and controlling the disputed islands. It is easy to deploy a large number of infantry onto the battleeld. Cost: 1
1 Cruiser
2 Transports
Artillery
Artillery is the most powerful land unit in the Solomon Islands campaign. It can inuence the tide of battle both on land and at sea. Cost: 2 Air Attack: 0 Sea Attack: 1 Land Attack: 1
Special Abilities
Ranged Fire: May attack into 1 adjacent sea zone each turn during the Attack Sea Units step of combat.
UNITS (continued)
Antiaircraft Guns
UNITS (continued)
Special Abilities
Torpedo Attack: After moving (or deciding not to move), a submarine makes a 1-die attack on the target of your choice in the same sea zone. This special attack happens during the movement phase, so a unit damaged or destroyed by this attack will be removed from the zone before it can attack.
Antiaircraft guns provide a powerful umbrella that helps protect your airelds and land units from aircraft assaults. Cost: 2 Air Attack: 3 Sea Attack: 0 Land Attack: 0
Destroyer
Sea Units
Each sea unit can move 1 sea zone per movement phase. They can never move into island zones.
A naval task force with a good ratio of destroyers will always prove to be a deadly force. Intentionally limited in both land and air attack abilitiesjobs best left to the cruisers and battleshipsdestroyers are the infantry in a world where the oceans are the battleelds. Cost: 5 Air Attack: 1 Sea Attack: 1 Land Attack: 0
Transport
Special Abilities
Island warfare is all about the transports. Land troops cant maneuver between islands without them. All the other ships and planes are there to make sure these key units can carry the war to the enemy. Cost: 2 Air Attack: 0 Sea Attack: 0 Land Attack: 0 Makeshift Transport: A destroyer has 1 space for transporting a land unit or supply token. Resilience: Damaged instead of destroyed on a hit roll of 2.
Cruiser
Special Abilities
Transportation: A transport has 2 spaces for transporting land units and supplies. Each unit or supply token takes up 1 space.
With the ability to participate in land, sea, and air battles, these warships will have a lasting impact on all three dimensions of this struggle. Cost: 7 Air Attack: 1 Sea Attack: 2
Submarine
Axis: I class
Land Attack: 1
This unit has its own particular way of conducting war. These lone wolves can target specic ships and cause great problems for an unsuspecting target. Cost: 4 Air Attack: 0 Sea Attack: 0 Land Attack: 0
Special Abilities
Ranged Fire: May attack into 1 adjacent island zone each turn during the Attack Land Units step of combat. Resilience: Damaged instead of destroyed on a hit roll of 2.
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UNITS (continued)
Aircraft Carrier (Capital Ship)
UNITS (continued)
Air Units
Fighters and bombers can move into and attack island zones or sea zones. They can land on airelds you control and on the land zone of your base card. Fighters can also land on your aircraft carriers.
Bomber
Capable of transporting ghter aircraft to any island or sea zone on the battleeld, these capital ships are indeed the heart and soul of the eet. Protect them well! Cost: 7 Air Attack: 0 Sea Attack: 0 Land Attack: 0 Axis: G4M2E Model 24J Betty Allies: B-17
Special Abilities
Flight Deck: Up to 2 ghters can land on a friendly aircraft carrier.
Transporting powerful payloads over great distances, bombers can turn the tide of any battlebe it on land, sea, or air. They will be your powerful st ready to strike where and when they are needed. Cost: 5
Capital Ship: Your opponent earns 1 victory point for destroying a capital ship. Resilience: Damaged instead of destroyed on a hit roll of 2.
Special Abilities
Range 3: Can move up to 3 zones during movement and 3 zones during regroup.
Fighter
Axis: Yamato class Allies: Iowa class
These capital war ships are the cornerstones of power. The presence of a battleship in a given sea zone will always signal the ultimate effort and center of activity. Axis: A6M2 Zero-Sen Zero Cost: 12 Air Attack: 1 Sea Attack: 3 Land Attack: 2 Land-based or ying off the decks of carriers, these weapons will dictate the terms of any engagement. In the end, these machines replaced ships as the dominant weapons of the time. Cost: 3 Air Attack: 2 Sea Attack: 1 Land Attack: 1 Heavy Armor: Ignore the rst hit on a battleship each turn (a roll of 1 or 2). Allies: Carrier Based Fighter
Special Abilities
Ranged Fire: May attack into 1 adjacent island zone each turn during the Attack Land Units step of combat.
Special Abilities
Capital Ship: Your opponent earns 1 victory point for destroying a capital ship. Resilience: Damaged instead of destroyed on a hit roll of 2. Range 2: Can move up to 2 zones during movement and 2 zones during regroup.
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SEQUENCE OF PLAY
Axis & Allies: Guadalcanal is played in turns. A turn consists of 3 phases, followed in order. Turn Order Phase 1: Movement Phase 2: Combat Phase 3: Regroup
This cruiser moves 1 zone from the U.S. base card to sea zone J.
Phase 1: Movement
In this phase, the players alternate moving their units by unit type. How an individual unit moves depends on whether its a sea, air, or land unit. Sea unit: May move 1 sea zone. Air unit: May move multiple zones and can move into sea and island zones. Land unit: May only be moved by transport or destroyer. The sea zone on your base card is one move away from the routeto-base sea zone(s) indicated on the board.
6. Move and Attack with Submarines A submarine attack is a special 1-die attack on a sea unit of your choice in the zone the submarine is in. The submarine may make this attack even if it does not move, but it happens after you move, or declare that youre not moving, the submarine. Choose a sea unit in the zone and roll the dice in the battle box. Apply the result of the rst die in the box to the target you chose. Read more about attacks and how they work on page 16. 7. Move Bombers A bomber moves up to 3 zones. 8. Move Fighters A ghter moves up to 2 zones.
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Combat Sequence
1. Attack air units 2. Attack sea units 3. Unload transports and destroyers 4. Attack land units and/or airelds For each step of the combat sequence, the rst player chooses the order in which zones are resolved. For details on how attacks are resolved, see How to Attack on the next page. 1. Attack Air Units The rst player attacks the opposing air units in the zone of his or her choice. Then the other player attacks the opposing air units in that zone. After both players have rolled their attacks, then remove the destroyed air units from the board. Repeat this process for each zone in which air units can be red upon.
2. Roll Dice in the Battle Box Make sure all 12 dice are in the battle box and the neck is fully inserted. Shake the box to randomize the dice, tilt the box slightly downward, and then pull the neck out. The dice will come out in a straight line in the neck. If you have an attack of greater than 12 dice, youll need to use the box again until you have rolled enough dice.
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Since it is an attack with 8 dice, you only need to pay attention to the rst 8 dice in the neck of the box. The rst hit was with the rst die rolled! Look at the neck of the box in the slot where that hit is located. There are three units listed there: ghter, destroyer, and infantry. Since you are ring at air units, this hit is going to be on a ghter. Let your opponent know about it so he will remove it from the board after ring at air is nished. This hit is also on a ghter.
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Regroup Sequence
1. Determine control of island zones 2. Land air units 3. Build airelds 4. Reinforce, repair, and deploy 5. Score victory points and check for victory 6. Pass the rst-player marker
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Example: The Allies player unloads 5 infantry into Axis-controlled New Georgia, where the Axis player controls an aireld and 4 infantry.
Okay, nice rolling! Lets assign these hits. Start from the rst slot and make your way up, only counting the rst 10 dice. Slot 1: 2 Damage a destroyer. Your opponent chooses which one because you rolled a 2. He chooses the one without the infantry, since the infantry would be destroyed otherwise. Slot 2: 1 Destroy the cruiser! Slot 3: 1 Hit the battleship, but due to its special ability of ignoring the rst hit per turn, this hit is ignored. Slot 4: 1 This hit would destroy an aircraft carrier, but there isnt one, so the hit is assigned to the rst unit available listed from left to right on the battle box neck, starting with the unit listed for slot 1. It hits the undamaged destroyer and destroys it because it was a roll of a 1. This also destroys the infantry on it. Slot 5: 2 Hit and destroy a transport of the defenders choice. He chooses the one with nothing in it.
Slot 6: 3 Miss. Slot 7: 2 This hits the damaged destroyer, because it is the only destroyer left, destroying it! Slot 8: 6 Miss. Slot 9: 3 Miss. Slot 10: 2 This would hit and damage an aircraft carrier, but there isnt one, so the hit is assigned to the rst unit available listed from left to right on the battle box neck, starting with slot 1. The rst listed unit available is found in slot 3 the battleship. The battleship is damaged. The end result is that you damaged a battleship, sending it home for repairs, and destroyed everything else except a lone transport delivering an artillery and supply.
After combat, the Allies player has 4 infantry remaining, and the Axis player has 2. The Axis player loses control of the island zone, but retains control of the aireld because there are still Axis units on the island.
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Infantry ..............................1 Artillery .............................2 Antiaircraft Gun ................2 Transport ...........................2 Submarine .........................4 Destroyer ...........................5 Cruiser ...............................7 Aircraft Carrier..................7 Battleship .........................12 Bomber ..............................5 Fighter ...............................3 Supply Token ....................2
Any reinforcement points you do not spend are lost. Spend them wisely!
3. Build Airelds
Starting with the rst player, players may build airelds. To build an aireld, spend 3 supply tokens you control on an island zone that has an empty aireld slot. Place an aireld marker on that island zone. You control the aireld you build, even if you dont control that island. Guadalcanal, Bougainville, and New Georgia can each have up to 2 airelds. Santa Isabel, Malaita, and Choseul can each have no more than 1 aireld. On each island that can hold 2 aireld markers, its possible for each player to control an aireld marker on the same island.
Land Zone
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Sea Zone
Sea Units
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Hidden Movement
A factor to consider in World War II naval warfare was that often unit movements went undetected. Smart commanders could keep the enemy second guessing about their true objectives. If youd like to simulate this effect, replace the steps of the movement phase with the following steps: 1. Load Transports and Destroyers Starting with the rst player, each player loads his or her transports and destroyers.
Once both players are done, reveal your plans and move your units as you pre-determined. 3. Move Bombers Starting with the rst player, each player moves his or her bombers. 4. Move Fighters Starting with the rst player, each player moves his or her ghters.
Advantages
Axis & Allies: Guadalcanal comes with 16 advantage tokens8 per playerthat you may use to add a twist to your games. You can spend an advantage token at the appropriate time to generate the effect of the advantage. Once expended, the token cant be used again for the rest of the game. You may choose to include all the advantages in a single game, or use only some of them. Each player should get the same number of tokens, though.
Axis Advantages
Command Decision
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Larry Harris
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