Two players step into the roles of opposing fleet commanders in this history based recreation of the famous World War II battle between US and Japanese forces. At stake is control of Midway Atoll in the Central Pacific. The US player must risk his navy's three carriers to try to keep it; the Japanese player must risk his four carriers to try to take it.
The atoll and the aircraft carriers are each represented by their own card. Players throw reconnaissance cards to find and fix the enemy's location, then play other cards representing attacking squadrons. Some find their targets, others don't. Sometimes the enemy shows up over your fleet without warning. Everything often hinges - literally and figuratively - on the timely throw of one card.
Variant to add counters of ships available or might have been available for Midway. This variant uses the search rules from Lightning Midway Optional Rules in the file section.
The additional ships can be used for further fog of war and to provide additional targets.
LIGHTNING MIDWAY OPTIONAL RULES
DAMAGE to CARRIERS
AFTER a Carrier Strike a DIE is rolled to determine if any damage has been done to the enemy carrier. For every THREE cards played (FORCE cards and ACTION cards) by the attacker the chance for damage will go up using the following DAMAGE TABLE:
CARDS PLAYED DIE ROLL Results in Damage
6 1, 2
9 1, 2, 3
12+ 1, 2, 3, 4
EFFECTS on DAMAGED CARRIER
1. The Carrier planes that are dependent on a damaged carrier can NOT operate for ONE COMPLETE TURN. For Example: Hornet is damaged after a Japanese strike. Its planes cannot operate for the American Turn immediately following the Japanese attack that did the damage. Nor can they operate during the next...
These are just some house rules I have tried to add some random element and historical spin to this marvellous little game. Please do try them out and let me know what you think. Any suggestions for improvement would be welcome!