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RESERVA. APROX. *
ENVÍO EN 8-10 DÍAS*
EN STOCK
PENDIENTE DE REPOSICIÓN
PRODUCTO AGOTADO
+14
1-2
90 min. aprox.
Strategy
Spanish
Medium
MidwayEsp
0634438968429
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The game, for 1 or 2 players, presents asymmetric sides with different capabilities and victory conditions. We have redesigned the solo play system and added elements such as screens, air groups and individual fleet boards that create fog of war and thus increase the tension in the games.
The Japanese fleet aims to take control of Midway, while the American will try to prevent it by sinking the Japanese aircraft carriers.
Aircraft squadrons follow an easy management system, in which they go through a cycle to simulate the time of arming and preparation between missions.
How is it played?
Fury at Midway is an asymmetrical game in which each side has its own peculiarities, although the way the game works is very similar for both.
At the beginning of the turn, the Japanese player can announce that he is attacking Midway, allocating two of his air operations points to do so.
After this, the American player notes which hex his fleet is going to move to without yet knowing the movement of the Japanese fleets, which move next on the map.
The attack on Midway is resolved, if it has occurred, and then the number of Air Operations that each side has is calculated, which is calculated based on the detection capacity of each side, called search values, less the distance to the target. The result of this operation will be the number of Air Operations that we can use.
air operations
Each Air Operations point allows the player to move all of their air units once, either between the different areas of the aircraft carriers or Midway, or take off and move around the map.
To maintain the fog of war, air units that take off do so in the form of Air Groups. A token is placed on the map to indicate its position and the aircraft that make up the Group are placed on a side board behind the screen, hidden from view on the square that matches the number on the token.
Air combat
There are different types of airplanes in Fury at Midway and in this the sides are also asymmetrical.
The air combat mechanics is very simple to follow: first the fighters that are in CAP face the escort fighters, if any.
Each plane rolls a number of six-sided dice equal to its "steps" of strength. You will need to get the value printed on your token or less. Each hit is one step lost by the attacking force.
After the engagement with the CAP comes the anti-aircraft fire, which can also inflict casualties on the attackers, before rolling their own dice to hit the target.
There are some modifiers, which add realism without slowing down the game:
Fighters get +1 against bombers and torpedo bombers if not escorted by fighters.
In air groups containing both bombers and torpedo bombers, the latter receive a bonus when attacking enemy carriers.
On the other hand, if it is about Midway, they receive a penalty.
Dive bombers attacking carriers with air units on decks receive a bonus as well.
Content
Game board
aircraft carrier tiles
Midway Atoll tile
Air Group Tiles
Dices
separating screens
event cards
Records
credits
Author: Yasushi Nakaguro
Art and graphic design: Matías Cazorla
Solo mode: José A. Luengo, Luis A. Hernández

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