Operation Olympic: The Invasion of Japan 1 November 1945
BGG rank
BGG #15,603
BGG rating
6.2

Operation Olympic: The Invasion of Japan 1 November 1945

1974

Rules assistance for Operation Olympic: The Invasion of Japan 1 November 1945

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–2 players
  • 120–150 min
  • 12+
  • Complexity 2.4/5

For 1 player

Rules assistant for Operation Olympic: The Invasion of Japan 1 November 1945

What would you like to know?

Answers come from the official rulebook, with the page to check.

Operation Olympic: The Invasion of Japan 1 November 1945 is a board game released in 1974 for 1–2 players, 120–150 minutes per game, and ages 12 and up. It was designed by Jim Dunnigan and its main mechanics are Dice Rolling, Grid Movement, and Secret Unit Deployment.

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About the game

Operation Olympic is a hypothetical simulation of the planned invasion of Kyushu, the southernmost of the Japanese Home Islands in November 1945. It was designed to secure a base of operations for the follow-up Operation Coronet, which was scheduled to be launched against the principal Home Island of Honshu in March 1946. Units are regiments and brigades, hexes are 6.5 kilometers side to side, a game turn represents one week of real time. There are scenarios for solitaire and two-player games. Published in Strategy & Tactics #45 (July-August 1974).

Questions and answers

Operation Olympic: The Invasion of Japan 1 November 1945 supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.