Divine Wind (wargame)
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Divine Wind, subtitled "Japan in the Pacific, 41–45", is a strategic board wargame published by Simulations Canada in 1981 that simulates the Pacific Campaign during World War II.
Gameplay
Divine Wind is a two-player board wargame where one player controls the Japanese, and the other player controls the Allies. The game starts immediately following the attack on Pearl Harbor.
The board is divided into 12 regions. Any actions, including movement and combat, use operations points, a certain number of which are allocated each turn depending on how many bases in a region the player has. Extensive paperwork for each of the twelve regions must be kept for initiative, operations point allocations, submarines, and construction.[1]
The game uses an alternating "I Go, You Go" system where one player moves and attacks in one region, then the other player moves and attacks. Completing this process in all twelve regions completes one game turn, which represents one month.
Due to the size of the Pacific, fleet movement is hidden. Each player conducts a search to see if they can "see" the opponent's fleet. If one player finds their opponent, but the other player does not, the "blind" player's air points are reduced to one-third.[1]
Scenarios
The campaign game covers the entire war from 1941 to 1945, and takes 48 turns. Shorter scenarios cover one year of the war each and run for 13 turns.[1]