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Guadalcanal

#5755BGG ↗

1966 · 2-2 players · 360min · weight 2.45 · 169 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
5755
Name
Guadalcanal
Year
1966
Rank
18445
Min players
2
Max players
2
Playing time
360
Min playtime
360
Max playtime
360
Avg weight
2.4545
Num weights
22
Bayes avg
5.52281
Average
6.0297
Users rated
169
Num owned
557
Wanting
9
Wishing
30
Num comments
115
Fetched at
Wed Apr 29 2026 05:36:38 GMT+0000 (Coordinated Universal Time)
Mechanisms (10)
Dice RollingGrid MovementHexagon GridHidden MovementMemoryPaper-and-PencilRatio / Combat Results TableSecret Unit DeploymentSimulationZone of Control
Categories (2)
WargameWorld War II
Description (2289 chars)

Guadalcanal is a hex based simulation of the land battle of Guadalcanal from August, 7 1942 through January 29, 1943, with battalion-sized units and a map scale of approximately one mile per hex. The naval and aerial combat that surrounded Guadalcanal are assumed to have their historical results so only historical reinforcements are available. The "Basic Game" introduced the components: the map board, unit counters, victory conditions, movement, zones of control, and combat. The "Tournament Game" the effects of different terrain types, reduction of units due to combat rather than wholesale elimination, ranged artillery fire, and point-based victory conditions. The "Optional Rules" introduced hidden movement, supply rules, different ranges for different artillery units based on their historical composition, withdrawing units from the island, and specialized capabilities for amphibious tractor and engineer units. Records for step reduction were kept on paper side records, rather than using reduced units (as in Anzio: The Struggle for Italy – 1943-1945); records for hidden movement were also kept on paper, rather than using screens to hide each player's view of the opponent's forces as in Midway. The game victory conditions in the basic game were that the United States won if the Japanese were unable to hold Henderson Field for two consecutive turns between the September 25 and November 20 turns, inclusive, with the game ending on November 20 turn. The Tournament Game extended until the January 29, 1943 turn, with the point-based victory determined based on points awarded for eliminating enemy combat factors, occupying Henderson Field, or (for the Japanese) having Henderson Field in range of their artillery units. Avalon Hill discontinued the game before assigning it a complexity rating; however, in the Avalon Hill ''General'', Volume 3, Number 6, Avalon Hill assigned to the game the following characteristics: Playing Time: 2-4 hours Play Balance: Even Complexity: Very Complex For Beginner: Very Poor Play-By-Mail: Poor Suggestion: Use of Optional Rules The rules were revised to a small extent in their second printing in June, 1966. These changes were described in the Avalon Hill ''General'', Volume 3. Number 2.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.