JAPANESE SETUP
The Japanese have 4 carriers with the following squads:
Carrier Zeros Kates Vals Judys
Soryu 2 2 2 1
Hiryu 2 2 1 1
Kaga 2 2 2 1
Akagi 2 2 2 1
AMERICAN SETUP
The Americans have 3 carriers with the following squads:
Carrier Wildcats Devastators Dauntlesses
Yorktown 2 2 2
Enterprise 1 1 4
Hornet 2 2 2
On Midway Island there is 1 squad of each of the following: Catalinas
Avengers, Brewster Buffaloes, Marauders, Vindicators, and Flying Fortresses.
There are also 2 Wildcat squads and 2 Dauntless squads.
STRIKE FORCE FLOW CHART
One per player.
BOXES: DRAW ONE-WAY ARROW TO THESE BOXES:
2nd SEARCH ATTACK; RETURN II
SEARCH ATTACK; 2nd SEARCH; RETURN I
RETURN II RETURN I TAKEOFF SEARCH; CARRIER; PATROL RETURN I CARRIER PATROL CARRIER CARRIER TAKEOFF CARRIER BOX FLOWCHART
One per carrier.
BOXES: DRAW ONE-WAY ARROW TO THESE BOXES: REFUEL/REARM ON DECK AMERICAN SQUAD LIST
# Squad AA AS Type
7 Grumman F4F Wildcat 3 - Fighter
5 Douglas TBD Devastator - 2 Slow Torpedo Plane
10 Douglas SBD Dauntless - 3 Dive Bomber
1 Avenger - 1 Torpedo Strike Planes
1 Brewster Buffalo 2 - Obsolete Fighters
1 B26 Marauder - 1 Twin Engine Bombers
1 Marine Vindicator - 1 Scout Bomber
1 Flying Fortress - 1 High Altitude Bombers
1 Catalina - 1 Flying Boat
JAPANESE SQUAD LIST
# Squad AA AS Type
8 Mitsubishi A6M Zero 3 - Fighter
7 Nakajima B5n Kate - 2 Torpedo Plane
7 Aichi D3ai Val - 3 Dive Bomber
4 Yokosuka D4Y Judy - 3 Dive Bomber
OPTIONAL HISTORICAL CONSTRAINTS
The Japanese must attack Midway immediately with at least 9 bombers & 4 Zeros.
Midway must attack the Japanese immediately with everything except fighters.
This must be followed by a second attack on the Island.
The American carriers must coincide the attacks of 4 Strike forces with the return of
the second wave of planes to attack Midway.
The Japanese may only send attackers after being attacked by carrier planes.
Their first counter-attack must be against the Yorktown.
The Americans get a free torpedo attack on turn 17, made by the submarine USS Nautilus.
The sub hits on a roll of 1-3 on 1D6.
VICTORY
Destroy all of your opponents carriers.
COUNTER SET
The following counter set and boards were created by Janne Thörne:
Janne has also made counters for Cannonade.
Download Midway Counters
Download Midway Strikeforce Flowchart
Download Midway Carrier Flowchart
Midway Review by jon parshall at the Imperial Japanese Navy Homepage
MARTIAN INVASION INTRODUCTION
Run for your lives! The Martians are coming!! The Martians are coming!!!
Card game. One player is the menacing Martians.
The other player is the hapless Humans.
THE DECKS
There are 2 unique decks: the Martian deck, and the Human deck.
Each deck has 52 cards containing 4 of each of the 13 cards in a list.
OBJECT
Be the first to acquire 3 Victory Points.
CARD TRAITS
All cards have a numerical force value of 0-9.
All cards have one or more of the following traits:
S = Space
A = Air
G = Ground
B = Bonus
X = Special
TURN SEQUENCE
Each turn has 7 phases:
1. Deploy Phase
2. Reserves Phase
3. Abduction Phase
4. Space Phase
5. Air Phase
6. Ground Phase
7. Regroup Phase
DEPLOY PHASE
Each player fills their hand to 7 cards from their own deck.
RESERVES PHASE
Each player may discard and redraw up to 2 cards.
ABDUCTION PHASE
The Martian player may discard an abduction card to cause the
Human player to discard one random card.
SPACE PHASE
Each player may reveal none, some, or all of their cards with the Space trait.
If the Martian player played at least one such card, he may also play
Bonus cards. Bonus cards must be attached to other non-bonus cards.
Players reveal all their cards simultaneously.
The Human player may discard an ‘Ambush’ card to cause one target
Martian card and its bonus cards to be discarded.
Both sides add up the forces of the remaining played cards to get Force Totals.
The side with highest Force Total gains a Strategy Point.
If tied, the side with the most cards wins.
If still tied, both sides gains a SP.
AIR PHASE
Each player may reveal none, some, or all of their cards with the Air trait.
If the Martian player played at least one such card, he may also play
Bonus cards. Bonus cards must be attached to other non-bonus cards.
Players reveal all their cards simultaneously.
The Martian player may discard a ‘Mind Control Devices’ card to cause
One target Human card to switch sides.
The Human player may discard an ‘Ambush’ card to cause one target
Martian card and its bonus cards to be discarded.
Both sides add up the forces of the remaining played cards to get Force Totals.
The side with highest Force Total gains a Strategy Point.
If tied, the side with the most cards wins.
If still tied, both sides gains a SP.
GROUND PHASE
Each player may reveal none, some, or all of their cards with the Ground trait.
If the Martian player played at least one such card, he may also play
Bonus cards. Bonus cards must be attached to other non-bonus cards.
Players reveal all their cards simultaneously.
The Martian player may discard a ‘Mind Control Devices’ card to cause
One target Human card to switch sides.
The Human player may discard an ‘Ambush’ card to cause one target
Martian card and its bonus cards to be discarded.
Both sides add up the forces of the remaining played cards to get Force Totals.
The side with highest Force Total gains a Strategy Point.
If tied, the side with the most cards wins.
If still tied, both sides gains a SP.
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