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Operation Cartwheel box art
Rich game profile

Operation Cartwheel

(from ATO website) Operation Cartwheel was a miniaturized version of Allied Grand Strategy in the Pacific—a multi-pronged advance aimed to make it difficult for the Japanese to focus their responses... a jumping from air base to potential-next-airbase. (MacArthur called it, “Adva...

Players

2

Time

120-900

Age

?+

Weight

2.88

Rating

6.78

Should this hit the table?

Quick read before the metadata.

Operation Cartwheel has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game. Overall, it offers a good balance of player interaction.

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Operation Cartwheel has a moderate level of direct confrontation and strategic confrontation. Players need to be aware of and react to each other's strategies frequently. However, there is less emphasis on cooperation in the game. Overall, it offers a good balance of player interaction.

Replay value

Operation Cartwheel has a high variability gameboard, allowing for different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game offers deep strategic possibilities and room for improvement over time. Player interaction is moderate, and the game scales well with different numbers of players. While it may take some time to learn, it offers a good balance between easiness and depth. Overall, Operation Cartwheel has a strong replayability score of 7.93.

Luck profile

Operation Cartwheel has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, luck still plays a significant role in the overall game. The final luck score is 5.67.

Overview

What ABG knows about this game

(from ATO website) Operation Cartwheel was a miniaturized version of Allied Grand Strategy in the Pacific—a multi-pronged advance aimed to make it difficult for the Japanese to focus their responses... a jumping from air base to potential-next-airbase. (MacArthur called it, “Advancing the bomber line.”) And, most of all, the novel concept that not every Japanese stronghold needed to be attacked at all. Some 13 different invasions or operations were included, with flexibility for adjusting both timing and target as the situation demanded. In fact, the original goal of Cartwheel (called “Elkton” when first proposed) was the capture of Rabaul. After much discussion in the highest levels (including the Combined Chiefs of Staff, Roosevelt, and Churchill), and overruling MacCarther’s own objections, Cartwheel’s final objectives shifted to the Admiralty Islands, bypassing Rabaul and setting the stage for the invasion of the Philippines. Operation Cartwheel eventually included the Battle of the Bismarck Sea, the death of Yamamoto, Bougainville, multiple parachute drops, a Japanese counter-invasion, and the leap-frogging strategy up New Guinea. It involved the top commanders on both sides, sometimes working in close harmony and sometimes at ends. (The Japanese army and navy had conflicting concepts of how to defend the area and each pursued their own ideas!) With 284 5/8" counters and a 22 x 34 inch map (each hex representing about 100 miles) Operation Cartwheel integrates separate ground, naval, and air games. Logistics is key, as it was at the time, but not a burden in game mechanics. Operation Cartwheel will be published in ATO's 2008 Annual, featuring a “double-length” magazine, with an in-depth look at the history behind the game, plus other articles, and an assortment of replacement/improvement counters from that year’s games.[...] NOW AVAILABLE AGAIN! Game has been OOP for years. ATO has a “game only” (no magazine) version for sale. Maps - One full color 22"x34" mapsheet Counters - 284 full color die-cut 5/8" pieces Rulebook length - 16 pages Charts & tables - 4 pages Complexity - Medium Solitaire Suitability - Average Playing Time - 2 to 3 hours for the smaller scenarios, up to 12 to 15 hours for the full campaign game

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