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Operation Olympic: The Invasion Of Japan 1 November 1945 box art
Rich game profile

Operation Olympic: The Invasion Of Japan 1 November 1945

Operation Olympic is a hypothetical simulation of the planned invasion of Kyushu, the southernmost of the Japanese Home Islands in November 1945. It was designed to secure a base of operations for the follow-up Operation Coronet, which was scheduled to be launched against the pri...

Players

1-2

Time

?-?

Age

12+

Weight

2.44

Rating

6.26

Should this hit the table?

Quick read before the metadata.

Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions frequently but cooperation is not a major focus.

Teach 2.3

Teaching signal

Replay 3.8

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct and strategic confrontation. Players need to pay attention to others' actions frequently but cooperation is not a major focus.

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth, allowing players to improve their strategies over time. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, it offers a rewarding and engaging experience.

Luck profile

The final luck score for Operation Olympic: The Invasion of Japan 1 November 1945 is 6.33, indicating a balanced mix of luck and strategy. While random elements have a notable impact on the game outcome, players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

What ABG knows about this game

Operation Olympic is a hypothetical simulation of the planned invasion of Kyushu, the southernmost of the Japanese Home Islands in November 1945. It was designed to secure a base of operations for the follow-up Operation Coronet, which was scheduled to be launched against the principal Home Island of Honshu in March 1946. Units are regiments and brigades, hexes are 6.5 kilometers side to side, a game turn represents one week of real time. There are scenarios for solitaire and two-player games. Published in Strategy & Tactics #45 (July-August 1974).

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Credits

People and publishers

Designers

1
Jim Dunnigan

Artists

1
Redmond A. Simonsen

Publishers

2
Decision Games (I) SPI (Simulations Publications, Inc.)

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