Singapore

GameSingaporeComplexityLow-Medium
CompanyS&T #96Time3-4
SettingWWII MalayaPlayers2
TypeOperationalRating6

Overview

Singapore is an operational level game of the Japanese invasion of the Malayan Penisula in the Second World War. I got this game because the subject matter was something new and refreshing (not to mention closer to home.) As it turned out, its a nice little game.

The game system is the standard you-go-I-go kind. Combat is voluntary and is resolved on a differential CRT. Supply is very dependent on roads and (in the case of the Japanese) ports.

The aim of the Japanese player is to capture Singapore by the end of 26 game turns. Additional victory points are awarded for early capture, and destruction of enemy units. Similarly, points are lost for destroyed friendly units.

The map is divided into a larger map of the Malayan Peninsula from the Thai border to island of Singapore, and a smaller map of Singapore proper. When attacking the island, each turn is sub-divided into three mini-turns.

Optional rules allow for additional units to be added to both sides, and even better prepared Commonwealth defences in the form of airpower, an aircraft carrier, and fortifications. The down side is that all this come at the some cost in victory points.

Comments

The game is simple to learn and play, and setup is a breeze considering the entire counter sheet, with markers and all consist of only 100 counters! The map is beautifully done, and puts even some recent publications to shame. Considering that the game came out in 1984, it is nothing short of exemplary.

In the standard historical game, the Japanese have little trouble rolling the Commonwealth units. As the Commonwealth player, it is a constant timed withdrawl from one defence line to another, to burn up precious time for the Japs. More often than not, units will be swiftly cut off and massacred by superior Japanese forces.

The Japanese have far superior troops than anything the Commonwealth player can muster, but is under pressure from the turn track, with precious victory points slipping from his finger each turn. The intelligent use of amphibious troops will generally enable the Japanese to bypass stranded Commonwealth defences.

Using optional rules, the Commonwealth player may even have some troops capable of standing up to the Japanese. However, it should be remembered that these troops come at some cost in victory points, so their worth is debatable. I have not played enough games with this to form any coherent opinion. My preliminary view is that the variable Commonwealth reinforcements forces is more valuable as a threat in-being than actually committed.

On the whole, a neat game, that should fill some rainsoaked weekends.


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