Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
June 1940-December 1943, Mediterranean Sea Standing alone, the British Empire must replenish its strategic bases in Malta and Alexandria by convoys coming for the most part from Gibraltar.
Core mechanisms
Key systems that shape the decisions players make.
Open Drafting
Select cards or items from a shared face-up display.
Trick-taking
Play one card each and award the trick according to suit and rank rules.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Hand Management
Time and sequence a limited hand of cards to preserve future options.
Team-Based Game
Players compete in fixed teams and coordinate toward a shared team result.
Read the full game description
June 1940-December 1943, Mediterranean Sea Standing alone, the British Empire must replenish its strategic bases in Malta and Alexandria by convoys coming for the most part from Gibraltar. Each journey is long and dangerous facing Italian SM-84 torpedo planes and German U-boats. On the other side, Italy and Germany are sending more and more troops to North Africa under constant threat from aircraft in Malta and facing the imminent entry of the United States into the war. In this original card game, the cards represent units that took part in naval engagements or fought near convoys in the Mediterranean during the Second World War. For each trick called engagement, a player takes an Operation card (Battle or Convoy) and declares the type of attack to be used (air, surface, underwater or combined). He follows that up by playing a Force card which has the specific values representing a historical Allied or Axis unit. The other players subsequently play either a Force card or pass. When all the players have made their selections, and any possible dice rolls have been made, totals of both sides are compared to determine whether the Axis or the Allies won. The player who contributed the most to the winning team gets to decide how the convoy and the opposing enemy ships, which are all worth victory points and possibly an increased hand size, are to be distributed amongst the players who were on the winning side. After twenty-two convoys have been fought over in this manner, the player with the most victory points worth of convoys and captured ships wins the game! Med Sirocco is a strategy card game for 2-6 players. The game uses the same system that first appeared in the popular (and out of print) 1997 Avalon Hill card game Atlantic Storm and Pacific Typhoon published in 2008 by GMT Games.