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Midway 1022: A solitaire Carrier battle game

Par Solo Wargame

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7.5 BoardGameGeek

Statut actuel

Pledge Manager ouvert Fin de campagne : 25/09/2026

Fonds récoltés : 1 906 €

Contrôle de territoire Guerre Histoire Jeu de dés Print'n'Play Solo

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June 4, 1942. Near Midway Atoll, American and Japanese carrier forces face a battle fought across vast stretches of ocean. Success depends on finding the enemy and getting aircraft over the target while there is still time to act.

Take command of Enterprise, Hornet, Yorktown, and Midway’s air base against the carriers of the Japanese Kido Butai: Akagi, Kaga, Soryu, and Hiryu.

Midway 1022 brings this encounter to a compact game sheet. Fighters and bombers, uncertain contacts, and vulnerable flight decks create a battle in which the timing of an attack can matter as much as its size.

Please note: Midway 1022 is a digital print-and-play (PNP) game. You will receive downloadable files to print at home or through a print service; no physical game will be shipped. You will need to supply your own dice and cubes or suitable markers to play.

Midway 1022 puts you in command of a carrier battle where timing, preparation, and difficult choices decide the outcome. Designed for solo play, it combines a compact print-and-play format with interconnected decisions that keep every turn tense.

  • Six dice, two competing fleets – Draft from a shared pool with Japan. Every die you choose creates an opportunity for your fleet and also changes the options available to the Japanese fleet.
  • Your last order shapes your next turn – The Standing Order carries your final action this turn as a bonus giving you the same free action next turn and rewarding careful planning.
  • Aircraft in motion, decisions in your hands – Automatic movement keeps strikes advancing while you focus on launching aircraft, coordinating arrivals, and deciding when to hold back.
  • Three fronts demanding your attention – Balance the defense of Midway island, Task Force 17, and Task Force 16 while sending your own strikes towards the Japanese carriers.
  • Every fighter is a difficult choice – Keep fighters on Combat Air Patrol to protect your fleet or send them as escorts to help your bombers reach their targets.
  • Finding the enemy matters – Contact affects bombing accuracy, making reconnaissance and the timing of your attacks part of the battle.
  • Your flight deck is your damage track – Ready aircraft occupy the same slots that absorb damage. Hits reduce your operating capacity, while burning aircraft can start spreading fires.
  • An opponent built for solo play – Japanese doctrine determines its dice selections, while integrated orders handle its strikes, preparations, and defenses.
  • A carrier battle on one game sheet – Aircraft lanes, fleet management, orders, and references share a compact playing surface, brought to life with dice and cubes.

Prepare your aircraft. Coordinate your strikes. Keep enough in reserve to survive the counterattack.

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