Divine Wind (1981)

Playtime: 180
Min. Age: 12
Number of Players:
2
Publisher:
Simulations Canada
Designers:
Stephen Newberg
Artists:
Rodger B. MacGowan
Mechanics:
Dice Rolling,
Simulation,
Hexagon Grid,
Grid Movement,
Scenario / Mission / Campaign Game
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'Divine Wind: Japan in the Pacific, 41-45.
A strategic scale game with one-month turns, 250nm hexes, and units representing naval divisions, infantry divisions, corps, armies, and fleets.
"The simulation is on the grand strategic level and thus has the players, representing the heads of the combined Japanese and Allies commands, making decisions as to where and when to strike and with how much force, rather than detailing the individual combat actions of fields commanders or individual units ... Divine Wind may be played in one, two, or three years scenarios starting from the beginning of the war or as a campaign game covering the entire war."
A strategic scale game with one-month turns, 250nm hexes, and units representing naval divisions, infantry divisions, corps, armies, and fleets.
"The simulation is on the grand strategic level and thus has the players, representing the heads of the combined Japanese and Allies commands, making decisions as to where and when to strike and with how much force, rather than detailing the individual combat actions of fields commanders or individual units ... Divine Wind may be played in one, two, or three years scenarios starting from the beginning of the war or as a campaign game covering the entire war."
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ag.gameitem.lastUpdated: 2025-04-25 03:25:26.888