SETUP
Each player distributes his planets randomly in one section of the map.
Place one of your fleet counters in the same space as each of your planets.
Each player draws 20 random ships from the Ship counter pile.
Under each of your fleet counters place 2 ships.
Place PB counters under ships that carry Planet Busters.
VICTORY
Destroy all of your opponents planets.
Players take turns. Each turn has 4 phases:
Transport Phase
Engagement Phase
Mass Destruction Phase
Production Phase
FLEETS
To clearly identify your ships, always place your fleet counters on top of all of your
ships or stacks of ships.
Fleet counters hide the type of ship until the ships are engaged.
SHIP RATINGS
All ships have numerical scores in 4 categories:
Movement, Attack, Defense, and Planet Busters.
Movement (Move)- How far the ship can go in a turn.
Ships with a Move = 0 are static defenses around the planet they orbit.
Attack (Atk)- Number of Attack dice rolled in engagement phase if attacking.
Defense (Def)- Number of Defense dice rolled in engagement phase if attacked.
Planet Busters (PB)- Number of PBs that can be carried.
Fighter Bays (Bays)- The number of fighter groups that can be carried.
TRANSPORT PHASE
All of your ships may move.
A ship may move a number of spaces equal to its Movement Rating.
Ships with a move rating of 0 cannot move. They defend the planet they're based on.
Fighter squads can be carried around by "carrier" ships with bays.
ENGAGEMENT PHASE
If opposing ships occupy the same space, there will be combat.
Each ship present with an attack rating of one or more may attack a target ship.
All attacks by both sides are simultaneous.
All of a carrier's fighter squads must be destroyed before the carrier can be attacked.
Ships may combine their attack dice against a single target ship.
The attackers roll a number of 10 sided dice equal to their combined Attack Rating.
The defending ship rolls a number of 10 sided dice equal to his Defense Rating.
If the Attack total is higher than the Defense total, the ship is destroyed.
If the defense total is equal or higher, nothing happens.
MASS DESTRUCTION PHASE
If you have a ship with Planet Busters located at an opponents planet, you may
launch one or more of these weapons.
Discard all PB counters used.
For each attack, on a roll of 1-3 on D6 the Planet is destroyed.
Remove the Planet counter from the board.
PRODUCTION PHASE
Gain one resource counter for each planet you control.
Discard 10 resource counters to build one ship.
Select any ship from the Ship counter pile.
Place the newly built ship in the same space as any one of your planets.
Newly built ships come with the appropriate number of PB counters.
If a ship has used up some or all of its PBs, it may, at a friendly
planet have them replaced at a cost of one credit each.
SHIP LIST TABLE
Ship Type: MOVE ATK DEF PB BAYS
Fighter Squads 0 5 4 1 F
Interceptor Squads 0 3 7 0 F
Bomber Squads 0 6 2 2 F
Gunships 5 2 3 0
Missile Boats 2 5 1 2
Drone 5 0 1 4
Scouts 6 1 3 0
Monitor 1 6 3 0
Destroyers 3 3 3 1
Corvettes 4 3 2 1
Frigate 3 4 2 1
Escorts 4 3 3 0
Battle Station 0 5 5 0
Defense Satellites 0 4 6 0
Battle Drone 4 5 1 0
Cruiser 2 3 4 1
Battler 2 5 2 1
Shield Ship 1 4 5 0
Assault Transport 2 2 2 3 1
Attack Scout 7 0 2 1
Carrier 3 1 2 0 4
GAME DESIGNERS NOTES
You may want to rename the ship types or add more.
PEARL HARBOR INTRODUCTION
Solo Card Game. December 7, 1941.
The player takes the role of the Japanese Imperial Navy First Air Fleet.
OBJECTIVE
Destroy as many US targets as possible.
END OF GAME
The game ends at the end of the turn in which there are no cards left in the deck.
THE DECK
There is one of each card in the card list.
THE CARDS
There are 4 types of cards:
Strategy Cards
Target Cards
Weapon Cards
Defense Cards
TURN SEQUENCE
Each turn has 5 phases:
1. Scout Phase
2. Reserve Phase
3. Attack Phase
4. Target Phase
5. Regroup Phase
SCOUT PHASE
Draw 6 cards.
RESERVE PHASE
Draw an additional 0, 1, 2, 3, or 4 cards.
ATTACK PHASE
Discard 0, 1, or 2 cards and draw replacements.
Defense cards cannot be discarded.
TARGET PHASE
From your hand, make as many 3-card-combos as you can.
A combo must have one Weapon card, one Strategy card, and one Target card.
Place the Target cards into your Success Pile.
Place the Weapon and Strategy cards into your discard.
REGROUP PHASE
Discard all cards remaining in your hand.
CARD LIST NOTATION
T = Target
S = Strategy
W = Weapon
D = Defense
CARD LIST
Name Type
Japanese Imperial Navy First Air Fleet S
Vice Admiral Chuichi Nagamo S
A Day that Will Live in Infamy S
The Carriers are Missing D
Empire of Japan S
Massed Surprise Attack S
Franklin D Roosevelt D
Admiral Husband E Kimmel D
US Navy Pacific Fleet T
Pre-Emptive Strike S
Admiral Isoroku Yamamoto S
Oahu Island T
Val Dive Bombers W
Kate Level Bombers W
Kate Torpedo Bombers W
Zero Fighters W
Nakajima B5N2 97s W
Aichi D3A1 99s W
Midget Submarines W
Fleet Submarines W
Aircraft Carrier Akagi W
Aircraft Carrier Hiryu W
Aircraft Carrier Kaga W
Aircraft Carrier Shokaku W
Aircraft Carrier Soryu W
Aircraft Carrier Zuikaku W
Fighter Escort W
US Lack of Communication S
First Wave S
Second Wave S
Sitting Ducks S
Intense Pilot Training S
Daylight Raid S
Complete Surprise S
Battleship USS Arizona T
Battleship USS California T
Battleship USS Maryland T
Battleship USS Nevada T
Battleship USS Oklahoma T
Battleship USS Pennsylvania T
Battleship USS Tennessee T
Battleship USS West Virginia T
Armor Piercing Bombs W
Shallow Water Torpedoes W
Pearl Harbor T
Heavy Cruisers T
Destroyers T
Submarines T
US B-17 Bombers T
Army Mobile Radar D
Battleship Row T
Tora Tora Tora S
Attack Run S
Army Airfields T
Ewa Airfield T
Grounded Planes T
Strike Planes W
Ship AA Guns D
Shore AA Guns D
AA Gun Barrage D
Support Ships T
Heavy Bombing S
Sunk or Capsized S
Major Damage S
Fuel Reserves T
Ammunition Reserves T
Repair Shops T
Dry Docks T
Fearful of Counterattack D
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