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Fury At Midway box art
2020 Ranked #10,559

Fury At Midway

A hidden-information naval wargame has American and Japanese commanders launch air strikes while protecting crucial fleets and objectives. Choosing when and where to attack matters as much as defense, since navigation and coordination errors can decide the battle.

Wargames Aviation / Flight Nautical Events Grid Movement

Players

1-2

Play time

90-120 min

Age

10+

Complexity

2.43/5

Rating

7.14

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

"Fury at Midway" has been originally published in Japanese by Bonsai Game as “Midway: Turning the Tide in the Pacific”.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

"Fury at Midway" has been originally published in Japanese by Bonsai Game as “Midway: Turning the Tide in the Pacific”. Changes in this Revolution Games version include making it a two map game, one for each player, which makes for an increased degree of hidden information regarding air strikes, damage, and combat air patrol. Four additional event cards were added to better cover the range of historical events of the battle. Anti-aircraft fire was reduced and rules for hitting the wrong carrier force were introduced. The map areas were expanded a hex row and the counter art was redone as well as many other small changes. The game system is primarily one of air operations. When to strike and with what planes is the primary question of the game. This is balanced by how you defend your own fleet and the island of Midway for the Americans or the invasion fleet for the Japanese. The Japanese have to either take Midway or win the carrier battle to win the game and having two objectives really challenges the Japanese player to make a good plan while the American situation is simpler but his forces are not as well trained and errors in navigation, strike coordination, escort, etc can take a toll. Surface forces are not shown in the game except in their effects in AAA, bombardment, or the slight chance of an abstract night surface battle. This is a simple yet pretty accurate version of Midway that was a lot of fun during testing. —description from the publisher

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
1–2
Best with
1
Play time
90–120 min
Age
10+
Complexity
2.4/5
Credits and catalog connections

Credits

Designers

1
Yasushi Nakaguro

Publishers

1
Revolution Games (II)

Linked items

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