Invasion: America – Death Throes of the Superpower
- Designer Jim Dunnigan
- Publisher SPI (Simulations Publications, Inc.)
- Illustration Redmond Aksel Simonsen
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Start for freeWhat to Expect
Players command factions in a hypothetical coordinated invasion of North America, shown on a large hex map. Units start 'untried', revealing true strength only in combat. You tactically move land, air, and naval units across varied terrain and decide when to engage in battles. The game simulates coalitions and strategic challenges at the corps level in an alternate history setting.
Who Is This Game For?
This game targets experienced wargamers aged 12 and up, expecting about 4 hours of playtime. It demands tactical understanding and patience. It's not suited for casual players or families, but for those familiar with complex strategy games.
How It Works
Players move units on a hex grid with movement points limiting range. Zone of Control affects adjacent enemy movement and combats use hidden units whose strength is revealed only when fighting. The game mixes tactical movement, terrain effects, and the uncertainty of untried units.
What Makes It Special
Designed by Jim Dunnigan and published by SPI in 1976, it was among the first games to use hidden strength units (untried). It features a unique alternate history with a triple invasion coalition on North America. The hex grid and Zone of Control mechanics make it a classic wargame.
Pro
- Early use of hidden strength units (untried)
- Tactical depth from Hexagon Grid and Zone of Control
- Alternate future scenario with multiple factions
- Long playtime allows for strategic planning
Contra
- Very long playtime around 4 hours
- High complexity and learning curve
- Not suitable for families or casual players
Setting & Atmosphäre
Set in an alternate near future where North America is threatened by three invasion forces: a European Socialist Coalition, South American Union, and Pan Asiatic League. The map depicts North America with varied terrain and strategic locations.
Tipp für Einsteiger
Focus first on understanding movement and combat with hidden units before developing complex strategies.
Häufige Fragen
Can I play this solo?
No, the game requires at least 2 players.
How long does a game really take?
A game lasts about 240 minutes (4 hours), excluding setup.
What prior experience do I need?
Experience with complex wargames and tactical strategy is recommended.
How does this compare to similar games?
Its early use of hidden strength units and the coordinated North American invasion scenario set it apart.
Is this suitable for families?
Due to complexity and length, it's not suitable for families with younger players.
What mechanic makes it special?
The combination of Hexagon Grid, Zone of Control, and hidden (untried) units defines the gameplay.
Fazit
If you seek a complex, lengthy wargame with tactical depth and an alternate scenario, this is historically important. Recommended for players with time and interest in modern war simulations.






























