FICHA DEL JUEGO
Pacific Tide: The United States versus Japan, 1941-45 (2nd Ed)
Precio:
70,75 € - 15% = 60,15
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Edicin: 
WarGames
a partir de 14 aos unos 120 minutos 1 jugadores mnimos 2 jugadores mximos
a partir de 14 aos unos 120 minutos 1 jugadores mnimos 2 jugadores mximos

En la Tienda MasQueOca existen varios estados en el que puede estar un juego:
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Descatalogado: el juego ha sido descatalogado por el fabricante por lo que en principio no se espera ninguna reimpresin. No obstante, en contadas ocasiones, un fabricante decide volver a imprimir un juego. No es posible adquirir el juego pero s reservarlo. Si tenemos constancia de una reimpresin y una fecha aproximada de recepcin, pasar a Precompra.
(*) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible y se lo comunicaramos por correo electrnico. (**) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible bajo demanda a precio normal o a descatalogado y se lo comunicaramos por correo electrnico. (***) Salvo que al solicitar la reposicin al editor nos comunique que el juego est descatalogado o pendiente de reimpresin. Lo que se comunicar por correo electrnico en cuanto tengamos conocimiento.

Pacific Tide: The United States versus Japan, 1941-45 (2nd Ed)

Pacific Tide: The United States versus Japan, 1941-45 is a compact, strategic-level game covering the struggle between the United States (including some Commonwealth forces) and Japan in World War II by game designer, Gregory M. Smith. This game utilizes a unique and fast-paced, card-driven combat/build system revolving around carrier operations which will provide players with a multitude of decisions. While extremely competitive as a two-player game, Pacific Tide can be enjoyed again and again in solitaire play format with its unique, personality driven bot system.



Despite the strategic level of the game, there are operational and even tactical nuances, as players must decide when and how to commit their carrier forces, land-based air, and even their intelligence assets. To a degree, the Japanese player is racing against the clock. The quality of his pilots degrades over time, and starting in 1943, he also loses the strategic initiative as he becomes the second player. The US Player is also fighting the clock, as he cannot sit back and take a relaxed approach to defeating Japan. If he doesnt win by 1945, he doesnt win at all. Tension build as both sides race toward decisive carrier battles and seizure of key geographical objectives.



The card-based combat/build system is a different take on the "normal" event/operations points driven systems. Separate card decks are provided for the U.S. and Japanese player. Each year, the players receive that years cards for freebut must use build points to repurchase older cards. This will cause the player a few agonizing moments, as he typically cannot afford to re-buy every card he needs (or thinks he needs). Players must also decide which aspect of cards to use many have multiple but exclusive uses (such as, "Do A or do B") and these uses sometimes give very different results based on operational or strategic needs at the time. To help ensure a tense and dynamic game, the system forces players to make many choices and decisions throughout play.

Units comprise five different types:
CV units represent individual carriers or small groups of escort carriers
INF units represent all types of ground combat troops, including Marine and Army units
Naval Air units represent carrier borne aircraft
Land Air units represent bombers and fighters based on land
Partisan units represent the Filipino resistance, which grew to considerable size by the end of the war
Campaign set up and reinforcement codes are printed on the counter
Enhanced ergonomics are built into the set up and reinforcement charts



Control and Entrench markers are also provided for play.

Special rules are provided for amphibious attacks, repair of fleets, supply effects, and guerillas. Bidding rules determine which side one will play in a tournament-style play format.

As a bonus for solo players, Pacific Tide features a solitaire assistant commonly known as a "bot" which gives guidance to the player for either side during solitaire play. The assistant acts differently based on the "personality" its been given...aggressive, defensive, or balanced. All game cards have a rating which the assistants will prioritize differently for play. While extremely competitive as a two-player game, Pacific Tide can be enjoyed again and again in solitaire play format with its unique, personality driven bot system.

Game Information:

Complexity: 3 out of 10
Solitaire Suitability: 8 out of 10 (solitaire bot system)
Time Scale: Single Year Turns with alternating, multiple cards plays per player
Map Scale: Area map
Unit Scale: from individual carriers or carrier groups, fleets, army-level infantry, air groups
Players: one to two, best with two
Playing Time: two to four hours

Components:

One map (17" x 22" map size)
One Countersheet of 9/16 unit-counters
51 Game Cards
Rules booklet
2 Player Aid cards
16 Six-sided Dice
Box and Lid

Game Credits:

Designer: Gregory M. Smith
Artist: Ilya Kudriashov
Package Design: Ilya Kudriashov and Brien Miller
Project Director: John Kranz