Bloody Ridge

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Bloody Ridge is a simulation of the Japanese attempt to retake the airfield at Lunga Point, Guadalcanal, during September 1942. Part of SPI’s Island War series, the game portrays the fighting around “Bloody Ridge” (also known as Edson’s Ridge) from September 12-14, 1942, between U.S. Marines and Imperial Japanese forces. The game uses the Island War standard rules with exclusive rules for this particular engagement. The Japanese player attempts to break through U.S. defensive lines, while the American player must hold key positions.

Components

Setup

Players set up units according to the chosen scenario’s Initial Deployment chart. Three scenarios are provided: Scenario I and II cover the two main Japanese attacks; Scenario III is a Campaign Scenario linking both offensives. The Japanese Player is first player in every Game-Turn. Place units in designated hexes and set the Game-Turn marker.

Turn Structure

Each Game-Turn follows this sequence:

  1. Japanese Player-Turn (First Player)
    • A. Movement Phase: Move Japanese units and enter reinforcements.
    • B. Combat Phase: Resolve Japanese attacks.
  2. U.S. Player-Turn (Second Player)
    • A. Movement Phase: Move U.S. units.
    • B. Combat Phase: Resolve U.S. attacks.
  3. Game-Turn Record Interphase: Advance marker.

Note: Scenario begins on Game-Turn One and continues through the specified final turn (including Game-Turn Seven for Scenario I).

Actions

Scoring / Victory Conditions

Victory Conditions are the same for all scenarios. The Japanese Player wins by occupying two hexes of Henderson Field with any of his units at the end of any Japanese Combat Phase. Occupation is defined as having a unit physically in place. The U.S. Player wins by having avoided the fulfillment of the Japanese Victory Conditions at the end of the last turn.

Special Rules & Edge Cases

Player Reference

Scenario Turns Focus
I 7 Initial Japanese probe
II Varies Main Japanese assault
III (Campaign) Full Both offensives linked
Terrain Movement Effect Combat Effect
Jungle High MP cost Defender advantage
Ridge Moderate cost Elevation bonus
Clear Low cost No modifier
River Extra cost Defender advantage