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Main Catalogue |  Historical Wargames |  GMT |  Pacific Typhoon

Pacific Typhoon

Pacific Typhoon


Price: £15.99

 
World War 2 Card Gamel 3-7 Players; Ages 10+ by GMT Games Pacific Typhoon is a strategy card game for 3-7 players, ages 10 to adult. The game uses the same system that first appeared in the popular 1998 Avalon Hill card game Atlantic Storm. The game setting is the naval and air war in the Pacific theatre during World War II. Pacific Typhoon depicts the history of the air-naval battles of the Pacific War with 40 battle cards, each of which represents an historical naval or air battle such as Pearl Harbor, Midway, Surigao Strait, etc. Players compete by fighting a non-sequential series of twenty of these battles. A battle lasts for one round of play, so each player gets to play once per battle. The round-leader starts by picking one of two battle cards (he discards the unpicked one). The chosen battle card determines the year of battle. The battle card is also worth a certain number of victory points and resources to whoever wins it. The round-leader alternates after each battle, and the game ends after 20 battles (when the Battle Card deck is exhausted). Players are not assigned to sides. Instead, each player has a hand of force cards that typically includes both Allied and Japanese cards. The force cards represent warships, submarines, aircraft, special weapons, and events. Non-event cards have three separate combat values: Air, Surface, and Sub. For example, the battlecruiser Kirishima has combat values of 1 air, 4 surface and 0 sub; the submarine Flasher has combat values of 0 air, 1 surface and 3 sub; the Zero fighter (Sakai) has combat values of 3 air, 0 surface and 0 sub. Force cards are also worth victory points because they can be destroyed in battle. After the round-leader selects the battle card, he announces the \'suit\' of battle: Air, Surface, Sub or Combined. Only the combat values in the announced suit will affect the outcome of the battle. In a Combined battle, the combat values of all three suits are added together. The round-leader also announces the time of battle: Day or Night. Some force cards are only playable in a day battle (for example, the aircraft carrier Lexington), a few are only playable in a night battle, but most are playable in day or night battles. The round-leader then gets to play from his hand. He may play on one side or the other (but not both sides together). Each player after him in turn may then play on one side or the other. Pacific Typhoon is very much a social game. Table talk during the round can be very important toward your success. If you can\'t win the battle for yourself, you may at least gain some victory points from destroyed enemy forces by playing on the winning side. For this reason, you are always looking to the other players to provide assistance to the same side you play on, or to play on the opposite side of whoever appears to be winning the game. There is often an attitude of \'I\'ll back you up now if you\'ll back me up later.\' Since a player can play on either side during a battle, everyone is a potential ally and a potential enemy. This recreates the uncertainty that was so prevalent during the real battles: Where are the enemy forces? Will reinforcements come to your aid? \'Where Is Repeat Where Is Task Force 34 the World Wonders?\' Are enemy submarines lurking ahead? Will you be the ambusher or the one who is ambushed? If the players all play on the same side, then the one who contributed the highest combat value in the declared suit wins the battle card as his spoil. If cards from both sides are involved in the battle, then the side with the greatest total combat value in the declared suit wins the battle, and the winning player who contributed the highest combat value on that side gets to divide the spoil cards. Spoil cards include the battle card and the enemy force cards that were involved in the battle. The winner keeps a spoil card for himself but must give a spoil card to each player who contributed to his side\'s win before he can keep a second spoil card from the battle, and so forth until all of the spoil cards are distributed. The allocation of spoils (the piratical aspect of the game) ultimately determines the game winner, because the player with the most victory points at the end wins. Spoil cards have different victory point values, and it is common for players to negotiate about the distribution of spoil cards before the battle outcome has even been decided. Can you tip the battle in favor of one side or the other?

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Main Catalogue |  Historical Wargames |  GMT |  Pacific Typhoon


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