
- BGG rank
- BGG #14,917
- BGG rating
- 7.1
Taĉmento
- 1–2 players
- 5–10 min
- Complexity 1.5/5
- 2023

2025
Rules assistance for Iwo Jima: Hell On Earth
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 1 player

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Answers come from the official rulebook, with the page to check.
Iwo Jima: Hell On Earth is a board game released in 2025 for 1 player, 90–120 minutes per game, and ages 14 and up. It was designed by José Manuel Neva and its main mechanics are Dice Rolling, Variable Set-up, and Hexagon Grid.
THE HISTORICAL CONTEXT The Battle of Iwo Jima, a pivotal momentin the Pacific Theater of World War II, stands as a testament to the indomitable spirit of the human will and the immense cost of victory. This brutal conflict, fought between the United States Marine Corps and the Imperial Japanese Army, unfolded on the small volcanic island of Iwo Jima, a mere 660 miles south of Tokyo. From February 19 to March 26, 1945, American forces waged a relentless assault against a well-fortified enemy, determined to seize control of the island’s strategic airfields. Iwo Jima was crucial to the Allied war effort, serving as a vital base for fighter planes escorting long-range bombers on missions to the Japanese mainland. The battle was marked by fierce resistance from the Japanese defenders, who had meticulously constructed a network of underground tunnels and fortifications.The Marines faced relentless attacks, as they fought their way across the island’s rugged terrain. The iconic image of Marines raising the American flag atop Mount Suribachi became a symbol of American determination and sacrifice. The Battle of Iwo Jima was one of the bloodiest battles in Marine Corps history, with thousands of American and Japanese soldiers losing their lives. The island’s volcanic ash and the intense fighting conditions made it a grueling ordeal for both sides. Despite the heavy casualties, the Marines ultimately achieved their objective, securing Iwo Jima and bringing the United States one step closer to victory in the Pacific War. GAMEPLAY AT A GLANCE In “Iwo Jima: Hell on Earth,” your mission as the commander of US forces is to conquer the island of Iwo Jima to secure its three airfields and the iconic Mount Suribachi. The game simulates the 36-day battle in nine turns, with each turn representing approximately four days. Objective and how to win: Victory is determined at the end of Turn 9 by calculating your Victory Points (VPs). You earn VPs by: Eliminating Japanese units, Capturing key objectives on time, Japanese surrender. You can lose VPs if: You play too many Special Orders and/or You suffer too many US casualties. Your final VP score will give you an assessment of your performance, ranging from a “pen-pushing job” (1 or less to 5 VP) to an “incredible victory” (19-20 VP) Sequence of play: The game is played over nine turns, and each turn follows the sequence below: 1. Weather Phase: A die is rolled to determine the weather conditions for the turn, which can affect bombardment points and unit movement. Turn 1 always has “Good Weather”. 2. Bombardment Phase: Both US and Japanese forces bombard enemy units. First, each side’s bombardment points (BP) are determined, which can be modified by weather or airfield control. Then bombardments are resolved, US first, then Japanese, by selecting targets and rolling dice to determine hits. 3. First Movement Phase: US units can attempt to recover from retreat markers (rally) and then move across the map, choosing between normal or strategic movement. 4. First Attack Phase: US units that have not performed a previous action can conduct a Reconnaissance-in-Force (Recon) or an Assault against adjacent Japanese units. They can also provide Combat Support to an assault. During assaults, hidden Japanese units will reveal their response, which may include a Banzai Attack or a Redeployment. The combat ratio is calculated, and results are applied. 5. Raid Phase (Japanese): Japanese forces react with limited attacks, carrying out raids against nearby US units. 6. Second Movement Phase: This phase is a repeat of the First Movement Phase for US units. 7. Second Attack Phase: Similar to the First Attack Phase, US units can perform Reconnaissance or Assaults. At the end of this phase, all situation markers are removed. 8. Command Phase (Skipped on Turn 9): US units attempt to rally again with a +1 modifier. Command Points (CPs) are gained by rolling a die, which can be spent on reinforcements, unit deployment, or to obtain special command markers. The Japanese side also resolves a limited command step, where their single-step units can attempt to gain a step or perform a Banzai attack. 9. Organization Phase: The turn marker is advanced. US units on the turn track can move to the Reserve Area or recover steps. Reaction markers are put into the red bag, and Command markers can be drawn if the turn space is highlighted. At the end of Turn 9, the player’s performance is assessed based on criteria such as Japanese units eliminated, capture of key objectives, special order markers played, and US casualties. Key decision/challenges: US units have a dual role, acting as both direct assault regiments and providing various combat support types (Flamethrowers, Tank, Artillery). This requires careful planning to combine their direct combat strength with support for optimal attacks. Assaults against hidden Japanese units are resolved using a chit-pull system: Intelligence markers are drawn to determine Japanese defense, support, and unpredictable “Banzai” attacks or “Redeployments” via tunnels. This random element ensures high replayability, making each game fresh. The game is designed to be very difficult to achieve a significant victory, reflecting the brutal historical battle. WHAT’S IN THE BOX? 1 Mounted Map 120 Counters 2 6-sided dice 4 Player Aid Sheets 2 Cloth bags 1 Rulebook —description from the publisher
Iwo Jima: Hell On Earth supports 1 player according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Iwo Jima: Hell On Earth is 90–120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Iwo Jima: Hell On Earth for ages 14 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Iwo Jima: Hell On Earth has a complexity rating of 2.3 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Iwo Jima: Hell On Earth belongs to these categories: Wargame and World War II. Its main mechanics are Dice Rolling, Variable Set-up, and Hexagon Grid. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Iwo Jima: Hell On Earth are: José Manuel Neva. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Iwo Jima: Hell On Earth as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.