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Axis & Allies: Pacific
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from 15 customer reviews
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Axis & Allies Pacific is the second expansion to the Axis & Allies game system. In this game, three main powers (Britain, Japan, and the US) square off against each other against the backdrop of the Pacific ocean. Japan is trying to grow her empire, either through military might or by holding off the Allies long enough to consolidate her gains.
The game adds a few new rules and a few new twists to the established A&A game system. Naval bases and air bases turn small, meaningless islands into vital strategic holdings. Convoy zones allow a single submarine pack to cripple an economy. The Chinese forces, while limited, are hard to crush. Japan gets her kamikazes, but will it be enough to hold off the vast economic power of the USA?
- Gameboard Map
- 345 Plastic Playing Pieces
- National Control Markers
- National Production Charts
- Battle Board Chart
- Industrial Production Certificates (IPCs)
- 12 Dice
- Plastic Chips (Gray and Red)
- Game Play Manual
Average Rating: 4 in 15 reviews
Not your typical wargame. Japan starts a military powerhouse and must maintain its hold on southeast Asia for as long as possible to win. The allies must makes inroads to stop the Japanese from gaining too many points for victory.
A much shorter game in length of time than the rest of the A & A series. A great naval and Air war game. Real pieces instead of markers makes this a high quality game.
This game will amaze you. It's much more pleasing to the eye with detailed units, and a gameboard that has rounded territories along the edges to represent the vastness of the Pacific Theatre.
What is best is the game concept. Japan is horribly outmatched economically, but the Allies are not battle ready. Japan must strike hard and fast before the American juggernaut can get rolling. This isn't a game of attrition like the original Axis & Allies. It's a game of economic strategy and a fight against the clock. Can Japan take an Allied capital quickly? Or can America bring her forces to bear and pummel the Japanese before they island-hop to victory?
I originally thought the Japanese could never win. Then my friend took Australia and won. Next game I took India and won (in 3 turns). Finally Japan nearly captured Australia again before the Allies could finally manage a win. This game is truly a 'whole new puzzle to solve'!
The additional rules for airbases in naval ports are good. The rule-change for cruisers, CV of 2 for coast-bombardement is okay because they were a bit to powerful in the Europe-version; nobody bought battleships anymore.
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