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Updated 30-10-13

Port Moresby, on the southern coast of New Guinea, but after the Doolittle Raid on Tokyo on 18 April 1942 Yamamoto got his way. The main Japanese attack in the summer of 1942 would be the thrust east that ended with the battle of Midway. Despite this change of plan, the Naval General Staff decided to continue with Operation MO, the invasion of Port Moresby.

THE GAME SETUP


WHAT IS NEEDED TO PLAY? A game board of the Coral Sea, Standard rules v1.4 3 admiral sheets, 5 setup cards, 4 task force cards, 1 unit reference card, INTRODUCTION 2 reinforcements cards, The Battle of the Coral Sea (3-8 1 weather reference card May 1942) ended as the first major and 1 admiral advantages card, Japanese setback of the Second World 64 dice, 8 dice each in colour orange, War, and marked the end of the period purple, green, red, yellow, dark blue, of rapid Japanese expansion across the gray and light blue. Pacific that began after the attack on Pearl Harbor. By the early spring of As units you need some combat units 1942 the Japanese high command was and some task forces pieces, for the faced with an unexpected problem. All Japanese player you need red and of their initial objectives had been orange units and task force pieces, for achieved at far less cost than the U.S. Player you need yellow green expected, and rather than consolidate and dark green task force pices and their defensive perimeter the various units and for Australia you need blue power groups within the Japanese units, Australia is controlled by the U.S. armed forces each began to press for player in the 2 player game (For 3-5 further expansion. The Army wanted to players see MULTIPLAYER) concentrate on the war in China. The Naval General Staff wanted to attack Also plastic chips in gray for stacking either west to Ceylon and India or units (see STACKING UNITS) and red south to Australia. Finally Admiral chips or six sided dices for damage are Yamamoto and the staff of the needed. Combined Fleet wanted to move east, occupy Midway, Johnston and Palmyra THE SETUP Islands, and once again threaten The Admirals of each side will Hawaii, forcing the American fleet to determine the specifics of how their come out of port for the decisive battle fleet will be deployed. that the Combined Fleet believed The Japanese admiral sets up first by would win the war for Japan. At first the placing his or her task forces and units Naval General Staff got their way, and in each of the 8 sea zones marked with plans were put in place for an attack on the Japanese national roundel.

The Japanese admiral also places 8 Each admiral has 6 task force pieces fighters and 2 fighter bombers and 4 and task force cards, the Japanese bombers on any of the Japanese admiral has 3 task force pieces and controlled air bases, each air bases cards which belong to the 1st Fleet and hold the maximum of 10 air units (see 3 task force pieces and cards which AIR BASES). belong to the 2nd Fleet, The U.S. The U.S. admiral then places his or her admiral has 3 task force pieces and task force pieces and units on the cards which belong to task force 11 board in the same way as the Japanese and 3 task force pieces and cards which belong to task force 17, Australia admiral; he or she places his or her task force pieces and units in each of has no task force pieces or cards. the sea zones marked with the U.S. national roundel. Each admiral puts his or her sea units off the board in each of these task force cards with maximum 6 sea units Task force pieces 11 and task force 11 units deploy in the task force 11 on each, the task force pieces is placed marked sea zones and task force 17 in any of the 8 sea zones marked with the Japanese national roundel. 1st fleet pieces and task force 17 units in the task force 17 marked sea zones. U.S. task force pieces in the 1st fleet submarines can be placed in any sea marked sea zones and 2nd fleet task force pieces in the 2nd fleet marked zone on the board not controlled by the Japanese admiral, submarines can sea zones. even be placed in sea zones not Only one task force are allowed in one controlled by the U.S. admiral. Keep in sea zone at the any time. These task mind that there is a limit of 6 sea units per sea zone for each admiral. Some force pieces symbolize that the sea sea zones can be empty. units within the taskforce is hidden from the enemy and the enemy must first discover the sea units within the The U.S. admiral also places 4 bombers on task force before he or she can attack them. A task force can not contain New Caledonia and 4 heavy bombers in sea zone 28. patrol boats and submarines. The rest of the sea units is put on the The U.S. admiral also controls a part of game board in any of the 8 sea zones the Australian fleet and air force; he or she places 1 Heavy Cruiser, 1 Light marked with the Japanese national roundel. 1st fleet taskforce pieces in Cruiser, 2 Destroyers in one of the sea zones with an Australian national the 1st fleet marked sea zones and 2nd roundel (marked task force 44). fleet task force pieces in the 2nd fleet marked sea zones. Also he or she places 1 Submarine in Japanese submarines can be placed in any sea zone not controlled by Japan and 1 Patrol Boat in sea zone 13. any sea zone on the board not Finally he or she places 2 Fighters and controlled by the U.S. admiral, 2 Fighter Bombers on New Guinea. submarines can even be placed in sea zones not controlled by the Japanese Finally both admirals place an airbase admiral. Keep in mind that there is a token on all islands marked with an limit of 6 friendly sea units per sea green symbol of a air stripe. zone for each admiral. Some sea zones can be empty. Each admiral also receives some

command points (see COMMAND this bonus in Japans reinforcement POINTS) and some luck points (see points box on the game board. LUCK POINTS) from the start. Mark the command points with a token in INITIATIVE ROLL the first command point box on the After the first round each admiral rolls admiral sheet and do the same with a initiative roll in phase 1, step 2, the the luck points. The Japanese admirals initiative roll determine who play first. begin the game with 6 command Each admiral roll 2 dices + modifiers, points and 2 luck points, the U.S. the Admiral with the highest roll wins admiral begins the game with 12 and starts the round. command points and 6 luck points. The initiative roll has a modifier for NOTE : Do not place U.S. or each battleship and aircraft carrier Australian units on the game board which is deployed in the admirals before the Japanese admiral is fleet. Also a fighter on patrol and the finished with placing his or hers units, radar advantage provides+1 to or the U.S. admiral will lose his initiative (see FIGHTER PATROL) advantage in knowing where all the enemy's units are placed. Initiative modifiers Fleet carrier +3 Before beginning play, each admiral places a marker on their Aircraft carrier +2 reinforcements point box in the right Battleship +1 top corner on the game board. The Each fighter on patrol +1 Japanese admiral sets his or hers to 10 and the U.S. admiral sets his or hers to Radar +1* 15. One of the admirals will also need to put a turn marker on 1 in the gray *An admiral advantage (see ADMIRAL turn bar box in the right side of the ADVANTAGES) game board. Both admirals put their admiral sheets in front of them. The Japanese admiral Each admiral starts with reinforcement sets their command points bar marker points; these points are used to deploy new units on the game board. to 6 and the lucky points bar marker Reinforcements points are gained by to 2. The U.S. admiral set their controlling sea zones with a command points bar marker to 12 and reinforcements points value box - this lucky points to 4. box contains a number which shows how many reinforcement points an The Japanese admiral begins the admiral gets for controlling that sea game followed by the U.S. admiral zone. (who also plays with the Australian units). When going through the steps in as described the in SEQUENCE OF A sea zone can only be in control if its controller has moved a unit there (or PLAY section. controls it from the beginning of the game) and if no enemy units are NOTE : Japan has 10 bonus present. If an admiral moves out of a reinforcement points, these points can reinforcement point zone, that admiral only be used by the admiral in the will still control the zone until the Reinforce, Repair, and Deploy step enemy admiral captures it. Mark sea on phase 6 in turn 1. Do not record

STARTING THE GAME

REINFORCEMENTS POINTS

zones you control with a national roundel token.

exceeds turn 12.

VICTORY CONDITIONS Bonus reinforcement points Japan begins the game with 10 Total victory: Sink 1 fleet aircraft reinforcement point bonus. This is a carrier and 1 aircraft carrier or sink 3 one-time bonus, only revised in the aircraft carriers. "score reinforcements points" phase of turn 1. The U.S. begins the game without any reinforcement bonus Major victory: Sink 1 fleet carrier or gains. sink 2 aircraft carriers.

VICTORY POINTS Decisive victory: Sink 1 aircraft Victory points are scored sinking carrier. enemy carriers. There are 3 ways to play with victory points: total victory COMMAND POINTS for a long game, major victory for a middle game decisive victory for a Command points are gained each time an admiral sinks an enemy sea unit. 1 short game. to 12 command points can be used each turn to move or attack with sea VICTORY POINTS GAINED FOR units one additional time. SINKING ENEMY CARRIERS
Fleet Carrier : 2 VPs Aircraft Carrier : 1 VP Command points are used after the first cycle of combat in phase 3. Japan goes first with repeating the steps in phase 1, 2 and 3 for those sea units the admiral wishes to move one additional time by using command points. The maximum of command points an admiral can have is 12 - all sea units gives command points when sunk, air units do not give any command points when destroyed. NOTE: An admiral has to use command points for sea units that are retreating in the Retreat step in phase 5. COMMAND POINTS GAINED FOR SINKING ENEMY SEA UNITS Carriers: 3 CPs Battleships: 3 CPs Cruisers: 2 CPs Destroyers: 1 CPs All other sea units CP

WINNING THE GAME


The game consist of 12 turns. At the end of turn 12, the admiral with the highest number of victory points has won. When an admiral reaches: 3 victory point (if playing for a total victory), 2 victory point (if playing for a major victory), or 1 victory point (if playing for a decisive victory) before turn 12, that admiral wins. If neither admiral has gained any victory points before turn 12, count how many damage each admiral has inflicted on each of his enemys carriers - the admiral who inflicted the most damage wins. If this is also a draw, the admiral with the highest number of reinforcement points wins. An optional rule is to play until the first victory point(s) are scored if game

Enemy sea units sunk by a submarine provide double the above command points. Enemy sea units sunk by Kamikaze attacks provide triple the above command points.

available throughout the game until used. NOTE: Use your luck points wisely as these cannot be replenished once used.

New units are deployed on the game board by spending reinforcement OTHER COMMAND POINTS GAINED points. New Japanese units can be placed in the Japanese reinforcements Building Air Base: 4 CPs zone at the top of the game board and the new U.S. units can be placed in the NATIONAL BONUS COMMAND corresponding U.S. reinforcement POINTS GAIN zones at the bottom of the game board. JAPAN Units can be placed in a reinforcement Control the island of New Guinea: zone even if it is enemy controlled. The 10 CPs Japanese reinforcement zones are the (this is a first time bonus, and only zones numbered 1 to 5 and the U.S received the first time Japan take zones are 26 to 29 and 31 to 32. control of New Guinea) New sea units starting with the Japanese admiral are normally Destroy the air base on deployed in the sea zones with the red Guadalcanal: 5 CPs arrows on the admiral's reinforcement Destroy other air bases: 3 CPs zone at the top (for Japan) or at the bottom (for U.S.) of the game board. New units that are not deployed are COMMAND POINT COST FOR saved and can be deployed in any turn ADDITIONAL MOVES AND ATTACKS an admiral wishes. Reinforcement WITH SEA UNITS points cannot be saved, and any unused points are lost. Carriers: 4 CPs Battleships: 4 CPs Cruisers: 2 CPs Destroyers: 2 CPs Submarines: 1 CP All other sea units CP Deployment of air units New air units can only be deployed on islands or on an aircraft carrier. The island has to be friendly controlled and has to contain an air base to deploy new air units. New air units are deployed on a carrier at the same time as the new carrier is deployed. Heavy Bombers can also be deployed at sea zone 28 (see SEA ZONE 28). REINFORCEMENT COST FOR SEA UNIT TYPES U.S.

REINFORCEMENT ZONES

DEPLOYING NEW UNITS

Each admiral begins the game with Luck points. Japan begins with 2 luck points and the U.S. with 5. Luck points can be used to re-roll one die in one phase. Luck points are

LUCK POINTS

Battleship 15 Fleet Carrier 10 Heavy Cruiser 8 Aircraft Carrier 8 Light Cruiser 7 Destroyer 6 Submarine 4 Auxiliary Ship 4 Patrol Boat 3 Midget Submarine 3 REINFOCEMENT COST FOR AIR UNITS TYPES Heavy Bomber 5 Bomber 4 Fighter Bomber 3 Torpedo Bomber 3 Dive Bomber 2 Fighter 2

Destroyer 4 Submarine 2 Fighter 4 Dive Bomber 4 Torpedo Bomber 4 Fighter Bomber 2 JAPANESE 2nd Fleet Fighter 4 Dive Bomber 4 Torpedo Bomber 4 U.S. TASK FORCE 11 Fighter 4 Dive Bomber 4 Torpedo Bomber 4 U.S. TASK FORCE 17 Heavy Cruiser 1 Light Cruiser 2 Destroyer 4 Submarine 2 Patrol Boat 1 Fighter 4 Dive Bomber 4 Torpedo Bomber 4 Fighter Bomber 4 AUSTRALIA Heavy Cruiser 1 Light Cruiser 1 Destroyer 1 Patrol Boat 1 Fighter Bomber 2 Fighter 2

FORCE POOL
After all the units are placed on the game board, the rest of the units are called the force pool. When a unit on the game board is destroyed it ends in the force pool. Only units that are in the force pool can be purchased. If a unit is not present in the force pool, it is unavailable until units of this type arrive from the game board into the force pool. You can still buy more units than the number in the force pool using stacking chips, as long as the unit type that is being bought is in the force pool.

FORCE POOL UNITS OFF BOARD


JAPANESE 1st Fleet Heavy Cruiser 1

Units that are purchased from the force pool but not placed on the game

REINFORCEMENT POOL

board are called the reinforcement Although the task force is hidden, air pool. Units from here are deployed on units (if the task force contains an the relevant reinforcement zones on aircraft carrier from where the air units the game board in phase 5 step 3. was located) can be sent from the zone where the task force piece are located, Air units become visible when they UNIT RESTRICTIONS leave the zone in which the task force Some sea units have restrictions on how many of them can be on the game is placed on the game board. When air units returning, the entire task force board for each nation at the same will be visible and all sea units is time, the list below shows witch units placed on the zone from the task force that are limiting. card which the air units were located. Battleship : 1 Battlecruiser : 1 Fleet Carrier : 1 Aircraft Carriers : 2

A task force piece symbolize that the

TASK FORCES

When more than one of the same air unit are represented in the same zone, air units can stack by using chips, when stacking units put the chip(s) under the unit you wish to stack. Sea units can not stack.

STACKING UNITS

sea units within the task force on the Once the units are stacked, they are a game board is hidden from the enemy, part of a squadron, for the pupurse of those units are placed off board on moving they are considered as one the task force cards, the enemy must unit. Stacked units can not be first discover the task force and the sea unstacked again, so stack your units units within the task force before he or wisely. she can attack them (see SETUP). A task force can not contain patrol boats Red chips and submarines. Red chips are uses for damage, place one red chip under the damaged unit The task force piece on the game for each damage taken. board move as a normal sea unit, until it encounters an enemy unit. When the AUSTRALIAN UNITS task force encounters an enemy unit, Australia can only deploy new air units the task force admiral reveal which if New Guinea is controlled by units that are in the task force, the task allied forces. Australia also has force admiral now takes units from one limited access to new units in the of his task force cards off board and reinforce phase, no other units can be place the units on a game board where deployed. Australian units are the discovered task force piece is, controlled by the U.S. admiral and are these units are now discovered, and deployed at the same time as the U.S. the task force can be attacked by all Units. enemy units. The task force can not be hidden again once it has been discovered. The task force admiral decide which units there should be and which units is being unveiled when it encounters an enemy unit. Heavy Cruisers Light Cruisers Destroyers Submarines Patrol Boats/Torpedo Boats Fighters

Australian Units

Fighter Bombers Anti Aircraft Gun

AIR BASES

symbol of an anchor. Sea units that begin their move from a sea zone with a naval base can move one additional zone.

Air units can land on friendly controlled Naval bases are also used to repair air bases (islands marked with an air damaged sea units (see REPAIRS). base token). Air units that begin their Naval bases are marked on the game move from an island zone with an air board with a blue box containing a base can move one additional zone. Air symbol of an anchor. bases are also used to repair (see REPAIRS) and refuel air units. Air ISLANDS WITH NAVAL BASES bases are marked on the islands by a white air strip -islands containing air bases have a air base box in on the New Britain (Japan) island with a symbol of an air strip. New Guinea (Australia) ISLANDS WITH AIR BASES New Britain (Japan) Beugain Ville (Japan) Guadalcanal (Japan) New Guinea (Australia) New Caledonia (U.S.) Air base space Bombers take 2 spaces on carriers or air bases. Heavy bombers take 3 spaces or air bases. Air bases holds 10 air units. New Caledonia (U.S.)

REPAIRS
A sea unit can be repaired by moving it to a friendly naval base. A damaged sea unit is repaired at the cost of 2 reinforcement points for each point of damage repaired. Air units can be repaired on friendly air bases for 1 reinforcement point for each point of damage repaired. Units do not have to be repaired completely; any amount of damage can be repaired. NOTE: Air units must be landed to be repaired.

Building an air base A new air base can be build on any WEATHER friendly controlled island in the deploy The Battle of the Coral Sea has step for 6 reinforcement points. Air bases are used to hold and launch air changeable weather, as in real life the weather in the pacific are mostly units, air bases have 10 hit points and can be attacked by enemy bombers sunny, but bad weather such as storms can occur. like they where sea units. Each air base build provide 4 command Before the game starts each admiral rolls 2 dices for the weather in the points when build. An air base can only following round, the lowest roll wins be build on a friendly controlled island without any enemy sea units present in and are the result for the weather. After the game has begun the weather dice the surounding sea zone. for the next round are rolled in step 2 in phase 1. NAVAL BASES Naval bases are marked with a blue If the effect of cloudy or storm are

rolled, the next weather roll will have a ZONES plus 5 bonus. This bonus only occur one time after the first cloudy or storm Every space on the board is called a zone. There are two types of zones, sea effect are rolled. zones and islands; only planes can move into or over islands. For the result of the dice rolls the weather table and effect see below. All zones require one move for a unit to move through it. Some zones give WEATHER TABLE reinforcement points when controlled and others contain a naval base, an air TURN SUNNY CLOUDY STORM base or both (see NAVAL BASES and 2 1 to 7 8 to 10 11 to 12 AIR BASES).Other zones (with red arrows) are reinforcement zones, and 3 1 to 7 8 to 10 11 to 12 only sea units can be deployed in one 4 1 to 10 11 12 of those zones (see REINFORCEMENT 5 1 to 9 10 to 11 12 POINTS).
6 7 8 9 10 11 12 1 to 7 1 to 7 1 to 6 1 to 6 1 to 7 1 to 9 1 to 10 8 to 10 8 to 10 7 to 9 7 to 9 8 to 10 10 to 11 11 11 to 12 11 to 12 10 to 12 10 to 12 9 to 12 12 12

The maximum number of friendly sea units that may occupy a sea zone for each admiral is 6 after the movement phase is complete. The limit of 6 frendly sea units per sea zone may be temporarily exceeded before all naval units have been moved. There is no maximum number of aircraft allowed to occupy any zone. Sea zone 28 is the only sea zone in the game where air units can be deployed. Only the U.S. admiral can deploy here and only heavy bombers can be deployed. Heavy bombers deployed in sea zone 28 enters the game board with only 5 x 5 moves left.

WEATHER EFFECT Sunny No effect! Cloudy Air units can not attack sea units. Storm No air units can land or take off from aircraft carriers. Submarines can not attack sea units. Destroyers can not attack submarines. Non submarine sea units can not leave navel bases. No naval mines can be deployed or removed.

SEA ZONE 28

A coastal zone is a zone containing a coastline (Marked with light blue water), they can be either a coastal island zone or coastal sea zone.

COASTAL ZONE

An island is a zone always connected with a coastal sea zone. Islands can contain a naval base, an air base or NOTE : Air units can still land and take both. Air units over an island cannot be off from air bases on a storm effect

ISLANDS

moving phase, destroyers and submarines two sea zones, either horizontally or vertically, air units can HOME BASES Each nation has a island as home base, either move 1, 2, 3, 4, 5 or 6 sea zones Japenese home base is New Britain, horizontally or vertically. Sea units that Australian home base is New Guinea begin their move from a sea zone with a friendly naval base get one additional and the U.S. home base is New move in its first movement phase. Sea Caladonia. units can never move through zones that contain enemy non submarine sea CONTROL OF ISLANDS units. An island is considered under an admiral's control when the admiral Air units however can move through controls the sea zone surrounding the zones that contain enemy sea units, island. but not through zones with enemy air Air units can land on friendly controlled air bases but if enemy sea units take the related sea zone, then the air units must take off in the regroup air units step in Phase 5 and move to another zone. units. Moving from one sea zone to adjacent sea zone costs 1 movement point. Moving from a sea zone to an adjacent island zone costs 1 movement point.

attacked by sea units and vice versa.

A zone is only under an admirals control if there are no enemy sea units Moving from an island zone to an present. A zone has to be under the adjacent sea zone costs 1 admirals control for the admiral to movement point. gain reinforcement points from it. When a zone is under the control for NOTE: Units can move any number of the first time, either by moving a sea zones up to the units movement limit. unit there or by destroying all enemy sea units, place a national roundel in COMBAT the zone and move the reinforcement Combat in The Battle of the Coral point marker (see also the Reinforce, Sea is determined by rolling a number Repair, and Deploy step of Phase of 6 sided dice equal to the units 5). attack value for the type of target being attacked. NOTE: Air units cannot control zones. The white numbers in the colour frames is an alternative attack, the Units move from one zone to attacking admiral can choose how anadjacent zone. many combat units that uses white Sea units move in sea zones and air numbers and how many that uses the units move in both sea zones and over alternative attack with black numbers. island zones. How an individual unit moves depends Combat lasts for one round (one step) on whether it is a sea unit or an air only. Some units can only attack one unit. type of target in a turn; others can

CONTROLLING SEA ZONES

MOVING UNITS

All non destroyer, non submarine sea units can move one sea zone in it's

attack two type of units in a turn.

Sea units attacking air units only hit on with different colour dice; each colour a roll of one. attacks one unit type. The defending admiral chooses which colour targets Sea units (except carriers and patrol which unit type. boats) attacking other sea units hit on a roll of one, two, three or four. Carriers NOTE: Some units can target more and patrol boats only hit on a roll of than one unit type. one. Each unit has a attack dice colour with Air units (except fighters) attacking sea a number, a black or white attack units hit on a roll of one, two, three or number, the numbers are from 1 to 4, four. the attacking admiral chooses which of Fighters only hit on a roll of one. the two colour dice that are used for each unit. Air units (except fighter & fighter bomber) attacking other air units only Each attack dice colour tells how many hit on a roll of one. Fighters & fighter dice it rolls against the indicated bombers hit on rolls of one or two. category of unit attack air (air units), and attack sea (sea units). The numbers in the attack dice show what HOW TO ATTACK number the unit has to roll for making Use the following sequence for a hit. resolving attacks against each category of unit - air and sea: Example : two torpedo bombers attack one destroyer, the torpedo 1: Attacker determines total attack bombers attack with 2 purple dice and power and what colour die/dice hit on 1 or 2. The torpedo bombers used. rolls with four purple dice 2 x 2 with the resault of 1, 3, 5 and 4, that is one 2: Attacker rolls dice hit on the destroyer for the torpedo bombers since they hits on 1 or 2. 3: Attacker declares hits 4: Defender chooses colour die/dice for unit types 5: Defender assigns hits on unit types 6: Attacker assigns remaining hits First the attacking admiral rolls his attack dice, then defending admiral picks one colour from the attack and assigns hits (if any) for a unit type in that colour frame. (Example: It can be 3 red hits on 3 destroyers and 2 blue hits on 1 heavy cruiser)

Conduct combat against targets NOTE: Submarines and destroyers that Add up the attack value for the have engaged in combat on phase 2 attacking sides forces in the combat zone. This is the number of dice that cannot be used for combat in phase 4. Destroyers can still be selected as each admiral will roll to determine casualties. combat results in each colour frames. Attack air units first then sea units; a unit can be used in both air and Then the defending admiral picks the sea combat, even if it has fired next type of units and assigns hits for before. that unit type. The admiral continues to choose colours and unit types it hits Each type of unit makes attack rolls until all the unit types have been

assigned hits, If there are colours left one round of attack with this special where hits have not been assigned, the attack. defending admiral again chooses a unit type. The combat cycle continues in The Japanese admiral also determines this way until all unit colours have which enemy units are hit in combat. been assigned. At the end of combat, all air units used for Kamikaze are destroyed. The If one colour has rolled more hits than Kamikaze attack must be declared at the hits of the unit in total, then the the beginning of combat. excess hits are assigned to a unit by the attacking admiral. Only units that A kamikaze attack inflicts 4 damage if participate in the battle can be chosen, 6 is rolled, 3 damage if 5 is rolled, 2 and a unit type that has been damage if 4 is rolled, 1 hit if 3 are destroyed cannot be chosen. rolled and 0 hits if 1-2 are rolled. Kamikaze attacks can only be made in Determine combat zones sea zones controlled by Japan. Any sea zones that contain units from both sides are considered combat The Japanese admiral determines zones. Begin with combat against air which and how many air units he or targets, followed by combat against she will use for Kamikaze. Each sea targets. Kamikaze attack costs 1 command point and is rolled with 1 die for each DAMAGE aircraft. Damage is determined by the units attack value for the type of target KAMIKAZE HIT TABEL being attacked. (See UNITS) some units can inflict more damage than Roll/Effect others. 1-2: Sea units takes 0 hits A roll of 1 is a hit and inflicts 1 3: Sea unit takes 1 hits point of 4: Sea unit takes 2 hits damage. 5: Sea unit takes 3 hits A roll of 2 is a hit and inflicts 2 6: Sea unit takes 4 hits points of damage. A roll of 3 is a hit and inflicts 3 point of damage. A roll of 4 is a hit and inflicts 4 points of damage. NOTE: Units sunk by a Kamikaze attack are removed from the game board immediately.

ANTI AIRCRAFT GUN

Anti aircraft guns have a special firststrike attack against air units, this attack must be declared before the KAMIKAZE (Japan only) normal attack, further the controller of Japanese fighters and dive bombers the anti aircraft guns determines which have a special first-strike attack enemy unit are hit in combat. against sea units; this attack must be declared before the normal attack sea Anti aircraft guns can only be fired units step in phase 4. Planes used for Kamikaze may attack without a viable when air units move into a island zone landing option, however they only get with an air base and a anti aircraft gun,

a anti aircraft gun attack with 3 green dices and hits on 1 or 2. Anti aircraft guns only fire each when a air units move in to it's zone. Units destroyed by anti aircraft guns gun are removed immediately. Anti aircraft guns is a admiral advantage and can only be purchased by spending 2 command points. (See ADMIRAL ADVANTAGES CARD) NOTE : Anti aircraft gun guns can only be placed on a friendly homebase.

considered lost and are removed from play.

ADMIRAL ADVANTAGES CARD


Special advantages can be pucased at any time by using command points. Expert Gunners: CP 11 +1 to hit with 1 dice with a specific non submarine sea unit type. Torpedo Nets : CP 8 Enemy torpedoes only hits on 1.

Veteran Pilots: CP 10 Naval mines are placed in sea zones by auxiliary ships in the deployment step +1 to hit with 1 dice with a specific air in phase 5 by using 1 reinforcement unit type. points for each mine placed. Naval mines do not count toward the Anti Aircraft Guns: CP 2 maximum number of sea units that may occupy a sea zone Anti aircraft gun on homebase, Attack with tree green dices and hit on 1 or Naval mines have a special first-strike 2. attack against sea units, when enemy (Austarlia has this advantages from the start) sea units move into sea zones with naval mines present, they would we Double Hull: CP 12 subject to their abilities. The naval mines controller would roll a attack for Double hull points for a specific unit type. each mine one at a time, starting with the sea unit types with the lowest reniforcement point cost. Submarines Large Fuel Tanks: CP 5 are not affected by naval mines. + 1 x 1 move for a specific air unit type. Each roll expends one naval mine regardless if it scores a hit or not. Each naval mine rolls to hit until all enemy Expert Destroyers: CP 8 units are destroyed, or all mines have Detect enemy submarines on 3 or been expended. Naval mines attack with 3 green dices and hits on 1 or 2. less, attack enemy submarines on 3 or less. Naval mines can be removed when a enemy auxiliary ship move it to its sea zone by spending 1 CP for each mine removed. Naval mines do not maintain a zone of control, however if a territory with naval mines is occupied by a enemy admiral, the naval mines are
(U.S. has this advantages from the start)

NAVAL MINES

Radar: CP 3 Air units not effected by stroms. + 1 Initiative.


(not available for Japan)

Kaiten Torpedoes: CP 5 Japanese submarines inflicts x 2 damage for each dice that hits.
(not available for U.S. and Australia)

Player 4 Australia: Task Force 44. 5 PLAYER Player 1 Japan: 1st Combined Fleet. Player 2 Japan: 2nd Fleet. Player 3 U.S.: Task Force 11. Player 4 U.S.: Task Force 17. Player 5 Australia: Task Force 44. In 3, 4 and 5 player game, Japan still play first in the first round, but the second player is changed to Australia instead of the U.S. So the order of play is: 1: JAPAN 2: AUSTRALIAN 3: U.S.

Fast Destroyers: CP 9 Destroyers can not be the target of enemy torpedoes. Torpedo Boats: CP4 Patrol boats attacks sea units without torpedo nets with 2 light blue dices and hit on 1 or 2.
(not available for Japan and U.S.)

Carrier Based Bombers: CP 6 Bombers gain carrier operations.


(not available for Australia)

When The Battle of the Coral Sea is played with more than 2 players, the Japanese 1st fleet admiral and the U.S. Aircraft carriers hold + 2 air units. Task force 17 admiral control the (Japan has this advantages from the start, not reinforcement points for each sides. available for Australia) The Japanese 2nd fleet and the allied task force 11 and 44 do not gain any MULTIPLAYER GAME reinforcement point, all reinforcement The Battle of the Coral Sea can be point they gain by controling zones are played with 2-5 players, with more automatical transfred to either the than 2 players the control of the task Japanese 1st fleet admiral and the U.S. forces is: Task force 17 admiral in the Score points and check for victory step in 3 PLAYER Phase 6. Player 1 Japan: 1st Combined Fleet DEPLOY NEW UNITS and 2nd Fleet. To deploy new units only the Japanese Player 2 U.S.: Task Force 11 and Task 1st fleet admiral and the U.S. Task force Force 17. 17 admiral has reinforcement points, in the Reinforce, repair and deploy Player 3 Australia: Task Force 44. step in Phase 6 the Japanese 1st fleet admiral and the U.S. Task force 17 4 PLAYER admiral can transfer reinforcements points to his or hers allied admiral to Player 1 Japan: 1st Combined Fleet. use for purcase new units, the Player 2 Japan: 2nd Fleet. maximum number of reinforcement Player 3 U.S.: Task Force 11 and Task points transfred is 9. Force 17. COMMAND POINTS TO Large Flight Deck: CP 7

REINFORCEMENT POINTS Admirals are abel to turn command points into reinforcements points in phase 5 step 4, but not vice versa. ADMIRAL SHEETS In the 3 -5 player game each admiral has its own admiral sheet. Luck points and command points are different from the 2 player version. On each admiral sheet, the luck and command points boxes tell how many points that are maximum for each admiral. 1st FLEET ADMIRAL 2 Luck Points 4 out of 12 Command Points 2nd FLEET ADMIRAL 1 Luck Point 4 out of 10 Command points TASK FORCE 17 ADMIRAL 5 Luck Points 6 out of 12 Command Points TASK FORCE 11 ADMIRAL 3 Luck Points 4 out of 8 Command points TASK FORCE 44 ADMIRAL 1 Luck point 2 out of 12 Command Points ADMIRAL ADVANTAGES When one allied admiral pucase an admiral advantages the other allied admiral gain the admiral advantages too.

1 Battleship 1 Fleet Carrier 1 Battlecruiser 3 Heavy Cruisers 3 Light Cruisers 4 Destroyers 1 Submarine 3 Auxiliary Ships 4 Bombers 2 Fighter Bombers 2 Dive bombers 2 Torpedo bombers 14 Fighters

2nd FLEET
2 Aircraft Carriers 2 Heavy Cruisers 2 Light Cruisers 3 Destroyers 2 Auxiliary Ships 4 Fighters 4 Dive bomber 4 Torpedo bomber 1 Patrol Boat in sea zone 1, 2, 8, 9 or 10 1 Midget Submarine

U.S. FORCES
TASK FORCE 17
1 Battleship 1 Fleet Carrier 3 Heavy Cruisers 3 Light Cruisers 4 Destroyers 1 Submarines 4 Auxiliary ships

THE FORCES JAPANESE FORCES


1st COMBINED FLEET

4 Bombers 8 Fighters 3 Dive bombers 3 Torpedo bomber 4 Heavy Bombers in sea zone 28

10 hit points (See DREADNOUGHTS); the U.S. battleships are a little smaller and have 8 hit points. Each admiral can only have one battleship at the game board at anytime. If reinforcements points are used for another battleship, the new battleship cannot be deployed before the battleship on the game board is destroyed. Battleships are the only sea unit that can attack one adjacent sea zone. Dreadnoughts (Japan only) Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen. Yamato was armed with nine 46 cm main guns. In 1945 it sank after absorbing 8 bombs and at least 13 torpedo hits BATTLESHIP DAMAGE Battleships can take more damage than all other sea units, the first hit inflicted in each combat round and a attack roll on 1 is ignored. Battleships also provide more damage, one of the attack roll deliver double damage. An carrier is a warship designed with the primary mission of deploying and recovering aircraft. carriers are typically the capital ship of a fleet, and are extremely expensive to build and important to protect.

TASK FORCE 11
2 Aircraft Carriers 2 Heavy Cruisers 2 Light Cruisers 3 Destroyers 2 Auxiliary Ships 1 Submarines 4 Fighters 4 Dive bombers 4 Torpedo bombers 1 Patrol Boat in zone 32 1 Midget Submarine

AUSTRALIAN FORCES
(Controlled by the U.S. Player)
TASK FORCE 44
1 Heavy Cruiser 2 Light Cruisers 2 Destroyers 3 Auxiliary Ships 2 Fighters 2 Fighter Bombers 1 Patrol Boat in zone 13

CARRIERS

The are two types of carriers in The Battle of the Coral Sea, fleet carriers 1 Anti Aircraft Gun and aircraft carriers, a fleet carrier holds a a maximum of 10 aircraft and a aircraft carrier holds a maximum of 6 SEA UNITS aircraft, Japanese carriers has large flight decks and hold 2 more aircrafts BATTLESHIPS than the U.S. Carriers. Fleet carriers Battleships are the king of the sea; has also Resilience like battleships they are the biggest and most powerful and Ignore attacks rolls on 1. sea units of them all.Japanese battleships are the biggest and have Limit of one fleet carrier per admiral on

the game board at any one time.

destroyer has detected the enemy submarine.

Limit of two aircraft carriers per admiral on the game board at any one The destroyer can then attack the time. submarine by rolling 2 dice; 1 or 2 is a hit. This special attack occurs during phase 2. Destroyers which have not BATTLECRUISER A battlecruiser was a large capital ship been used in this phase can attack as normal in phase 4. built in the first half of the 20th century. They were similar in size and Destroyers can move 1 or 2 sea zones. cost to a battleship, and typically carried the same kind of heavy guns If a destroyer dectect a submarine in a and armor. zone alle destroyers in the same zone will be able to attack it. Same abilities and stats as a U.S. Battleship, and moves in the Cruisers Destroyers detect submarines in non moving step. Limit of one unit of this costal zones with a -1 modifier. type on the game board at any one time. Expert Destroyers (U.S. Only) American destroyers have the same HEAVY CRUISERS abilities Heavy cruisers are small battleships as Japanese destroyers but they detect and were noted for their powerful submarines on 3 or less and attack torpedo armament. The general them mission of the heavy cruiser was to act with 3 dice instead of 2. as a fast scout for the battle fleet. This unit has its own particular way of conducting war. These lone warriors can target specific ships and cause a great deal of problems for an LIGHT CRUISERS unsuspecting target. After moving (or Light cruisers are tactical vessels used deciding not to move), a submarine to protect aircraft carriers and makes a 2 dice attack on a target of battleships from air attack with their your choice in the same sea zone. (see anti-aircraft guns. SUBMARINES ATTACKING below) LIGHT CRUISER AS ESCROT SHIP Light cruisers hit air units on a roll of 1 Submarines can not control sea zones. or 2 (instead of their normal attack on Submarine Movement 1) when used as escorts for aircraft Submarines are the first sea unit to carriers and battleships. move and also have their own attack phase. When a submarine moves and DESTROYERS Destroyers are sub hunters and are the enters a zone with enemy units it can attack one of those units. only units that can detect and attack submarines. When a destroyer is in a Submarines can move 1 or 2 sea sea zone (or moves into a zone) zones. containing a submarine, roll one die for each destroyer entering or present in Submarines Attacking that zone. On a roll of 2 or less, the Attacking with a submarine involves Like battleships, heavy cruisers has Heavy Armor, the first hit inflicted in each combat round is ignored.

SUBMARINES

rolling 2 dice for each submarine, and hits are made on a roll of 2 or less. The Ship Repair submarine owner chooses one unit for In the Reinforce, repair step in phase 6 each hit he or she rolled, and the unit Auxiliary ships can repair a damaged the submarine attacks takes damage sea unit in the same sea zone for a for each hit allocated to them. Mark cost of 2 reinforcement points for each this with a damage token or remove damage taken. the unit from the board if sunk. This special attack happens during phase Mine Layer 2. Auxiliary ships can in the deployment step place mines in any controlled sea Submarines cannot attack with other zone by spending 1 reinforcement non-submarine sea units. point for each mine placed. Mine Sweeper Auxiliary ships can remove naval mines when it moves into a sea zone Submarines are harder to detect for containing naval mines by spending 1 destroyers when they a on open water, command point for each mine destroyers detect submarines in all non removed. costal zones with a -1 modifier. Submarine Tender Auxiliary ships act as a naval base for AUXILIARY SHIP midget submarines (see MIDGET An auxiliary ship is a naval vessel SUBMARINE) which is designed to operate in any number of roles supporting combatant PATROL BOAT ships and other naval operations. A patrol boat is a small naval vessel Auxiliaries are not primary combatants, designed for coastal defense duties. although they may have some limited Patrol boats are not deployed in the combat capacity, usually of a selfreinforcements zones as with other sea defense nature. units, they are deployed in a friendly controlled coastal sea zone. Patrol Auxiliary Ship Movement boats do not move as other units and Auxiliary ships move 1 sea zone like any other non destroyer non submarine they can never leave their coastal sea zone. sea unit, but instead of having their own movement step, they move in any Patrol boats cannot be attacked by of the first three steps in the submarines or torpedo bombers. movement phase. Submarines cannot attack other submarines or air units.

MIDGET SUBMARINE Damage Control A midget submarine is typically Auxiliary ships increases damage control dice roll with one when rolling operated by a crew of one or two with little or no on-board living for damage control in phase 6 step 2. A accommodation. Midget submarines roll on 6 are ignored and are normally work with mother ships, from considered as a roll on 5. which they are launched and recovered, and which provide living The Auxiliary ship has to be in the same sea zone as the damaged ship to accommodation for the crew and other support staff. get this bonus when rolling for Damage Control.

Midget submarines act as submarines Special Abilities: except they can not operate more than Flight Deck - Hold a maximum of 10 two sea zones from a friendly naval aircraft. base or a friendly auxiliary ship. Resilience - Ignore hits on 1. Large Flight Deck (Japan Only) If a midget submarine are more than Hold a maximum of 12 aircraft. two sea zones away from a friendly naval base or a friendly auxiliary ship, BATTLECRUISER (JAPAN remove the midget submarie from the ONLY) game board.

SEA UNITS STATS


BATTLESHIP
RP Cost: 15 Attack Air: 2d (hit on 1,2 or 3) Attack Sea: 2d (hit on 1,2,3 or 4) Attack Submarine: N/A Hits: 8/10*

RP Cost : 15 Attack Air : 2d (hit on 1, 2 or 3) Attack Sea : 2d (hit on 1, 2, 3 or 4) Attack Submarine : N/A Hits: 8 Move 1 x 1

Special Abilities : Heavy Armor - In addition to having 8 hit points the first hit inflicted from Move 1 x 1 each combat round are ignored. Resilience - Ignore rolls on 1. Special Abilities: Long Range Cannons - Can attack 1 Heavy Armor- In addition to having 8 adjacent sea zone and hit on a roll on hit points (Japanese battleship has 10) 1, 2 or 3. the first hit inflicted in each combat Big Guns Inflict double damage round is ignored. with 1 dice. Resilience Ignore hits on 1. Long Range Cannons - Can attack 1 HEAVY CRUISER adjacent sea zone and hit on a roll on 1, 2 or 3. Big Guns Inflict double damage with RP Cost: 8 1 dice. Attack Air: 2d (hit on 1 or 2) *Japan only Attack Sea: 2d (hit on 1,2 or 3) Attack Submarine: N/A Hits: 5 Move: 1 x 1 Special Abilities: Heavy Armor - In addition to having 5 hit points the first hit inflicted in each combat round is ignored.

FLEET CARRIER
RP Cost: 10 Attack Air: 2d (hit on 1) Attack Sea: 2d (hit on 1) Attack Submarine: N/A Hits: 8 Move: 1 x 1

AIRCRAFT CARRIER

RP Cost: 8 Attack Air: 1d (hit on 1) Attack Sea: 1d (hit on 1) Attack Submarine: N/A Hits: 5 Move: 1 x 1 Special Abilities: Flight Deck - Hold a maximum of 6 aircraft. Large Flight Deck (Japan Only) Hold maximum of 8 aircraft.

Detect submarines on a roll of 3 or less and attack them with 3 dice instead of 2.

SUBMARINE
RP Cost: 4 Attack Air: N/A Attack Sea: 2d (hit on 1 or 2) Attack Submarine: N/A Hits: 2 Move: 2 x 2 Special Abilities: Sneak Attack - Have deadly firststrike ability against sea units. Submerged - Do not block movement of sea units and cannot be attacked by non-destroyer sea units. Cannot be attacked by air units.

LIGHT CRUISER
RP Cost: 7 Attack Air: 2d (hit on 1) *(hit on 1 or 2) Attack Sea: 2d (hit on 1 or 2) Attack Submarine: N/A Hits: 4 Move: 1 x 1 Special Abilities : *Escort When fighting with a friendly fleet carrier, aircraft carrier or battleship, light cruisers hit air units on 1 or 2.

AUXILIARY SHIP
RP Cost : 4 Attack Air : 1d (hit on 1) Attack Sea : N/A Attack Submarine : N/A Hits : 3 Move : 1 x 1 Special Abilities : Repair - Repair a damaged sea unit in the same sea zone. Minelayer Place a naval mine in a frendly controlled sea zone for the cost of 1 RP each. Minesweeper Remove a enemy naval mines for the cost of 1 CP each. Submarine Tender Act as a home base for midget submarines.

DESTROYER
RP Cost: 6 Attack Air: 2d (hit on 1) Attack Sea: 1d (hit on 1 or 2) Attack Submarine: 2d/3d* (hit on 1 or 2) Hits: 3 Move: 2 x 2 Special Abilities : Sub Hunter Can detect and attack submarines with depth charges. *Expert Destroyer (U.S. only) -

PATROL BOAT
RP Cost: 2

Attack Air: 1d (hit on 1) Attack Sea: 1d (hit on 1) Attack Submarine: N/A Hits: 1 Move: N/A

A dive bomber is a bomber aircraft that dives directly at its targets in order to provide greater accuracy for the bomb it drops. Diving towards the target simplifies the bombs trajectory, which improves the accuracy of the drop.

A torpedo bomber is a bomber aircraft Special Abilities: High speed - Cannot be the target of designed primarily to attack ships with aerial torpedoes. torpedoes. Coastal defense duties Cannot FIGHTER leave its coastal sea zone. A fighter aircraft is a military aircraft designed primarily for air-to-air combat MIDGET SUBMARINE against other aircraft. FIGHTER PATROL An admiral can send one or more Attack Air : N/A fighters on patrol for 1 command point Attack Sea : 1d (hit on 1 or 2) each, when a fighter is on patrol the Attack Submarine : N/A admiral place the fighter 1 to 3 zones from either the aircraft carrier or air Hits : 1 base where it comes from, a fighter on Move : 1 x 1 patrol skips it's regroup step and must return to its air base or carrier on its Special Abilities : next movement phase. If the base or carrier is destroyed, the patrol is lost, Limited Operations - Can not remove the fighter from the game operate more than two sea zones from board. a friendly naval base or a friendly auxiliary ship. A fighter on patrol can not be sent into Sneak Attack - Have deadly firstcombat, if it encounters a hidden strike ability against sea units. enemy task force or other enemy units, Submerged - Don not block movement of sea units and can not be the fighter patrol must return to the starting point in it's regroup phase attacked by non destroyer sea units. without a resault of combat. If an Can not be attacked by air units. enemy air unit moves into the zone where the fighter patrol is placed, there AIR UNITS will be combat and the enemy air units must stop even though it still has HEAVY BOMBER zones left to move, a sea unit can not Heavy bombers are bomber aircraft with the greatest bomb load carrying attack a fighter on patrol and can move capacity and longest range of their era. freely through a fighter patrol. Every fighter on patrol gives +1 to the initiative. BOMBER A bomber is a military aircraft designed SCRAMBLE to attack ground and sea targets by When enemy air units attack a carrier dropping bombs on them. or an airbase which hold fighters, all fighters on that carrier or air base , wil DIVE BOMBER take off with all possible haste, to RP Cost: 3

TORPEDO BOMBER

intercept the attacking air units and defend the carrier or air base. A fighter-bomber is a fighter aircraft that is modified or used primarily as a light bomber in the tactical bombing and ground attack roles.

FIGHTER BOMBER

Special Abilities: Carrier Operations - Land on and take off from a carrier. Airbase Operations - Land and take off from air bases Kamikaze (Japan only) - Special first-strike attack against sea units.

AIR UNITS STATS


HEAVY BOMBER (U.S. ONLY)
RP Cost: 5 Attack Air: 1d (hit on 1) Attack Sea: 2d (hit on 1,2,3 or 4) Hits: 3 Move: 6 x 6 Special Abilities: Airbase Operations - Land and take off from air bases.

TORPEDO BOMBER
RP Cost: 2 Attack Air: 1d (hit on 1) Attack Sea: 2d (hit on 1 or 2) Hits: 1 Move: 4 x 4 Special Abilities: Carrier Operations - Land on and take off from a carrier. Airbase Operations Land and take off from air bases.

FIGHTER
RP Cost: 2

BOMBER
RP Cost: 4 Attack Air: 1d (hit on 1) Attack Sea: 2d (hit on 1, 2 or 3) Hits: 2 Move: 5 x 5 Special Abilities: Airbase Operations - Land and take off from air bases. Attack Air: 4d (hit on 1 or 2) Attack Sea: 1d (hit on 1) Hits: 1 Move: 3 x 3 Special Abilities: Carrier Operations - Land on and take off from a carrier. Airbase Operations - Land and take off from airbases. Kamikaze (Japan only) - Special first-strike attack against sea units. Scramble - Defend a carrier or an air base by intercepting attacking air units.

DIVE BOMBER
RP Cost: 2 Attack Air: 2d (hit on 1) Attack Sea: 1d (hit on 1, 2 or 3) Hits: 1 Move: 3 x 3

FIGHTER BOMBER
RP Cost: 3

Attack Air: 1d (hit on 1 or 2) Attack Sea: 1d (hit on 1, 2 or 3) Hits: 2 Move: 4 x 4 Special Abilities: Airbase Operations - Land and take off from air bases.

Before the game starts each admiral rolls 2 dices for the weather in the following round, the lowest roll wins and are the result for the weather (see WEATHER)

Phase 2: Submarine & Destroyer Phase

In this phase, move submarines and destroyers, resolve combat between them or attack other sea units with SEQUENCE OF PLAY submarines. Destroyers can also try to The battle of the Coral Sea is played in detect submarines in this phase. turns with Japan always acting first, followed by the American admiral. All 1: Submarine step the steps in the phases of a turn start In this phase submarines can move with the Japanese admiral, followed by and/or attack sea units. Submarines the American admiral. The Japanese can move 1 or 2 sea zone and have admiral starts with phase 1, step 1, the following choices in this step: then the American admiral plays phase 1, step 1- when both admirals A: Move and then attack sea units are finished, the Japanese admiral or continues with phase 1 step 2 and so B: Attack sea units and then move on until all phases and steps are or completed. A turn consists of 6 phases, C: Move in the following order: or D: Attack 1: Start phase 2: Submarine & Destroyer phase Submaine Attack 3: Movement phase Use the following sequence for 4: Combat phase resolving combat between submarines 5: Regroup phase and sea units. 6: End phase

Phase 1 : Start Phase


In the phase roll for initiative and weather Step 1: Initiative roll After the first round each admiral rolls a initiative roll for who play first with 2 dices + modifires, the admiral with the highest roll wins the initiative and starts the round. The initiative roll has a +1 modifier for each fighter on patrol, and a +1 modifier for each battleship and aircraft carrier which is deployed in the admirals fleet. Step 2: Determine weather for next round

1: Attacker determines total attack power of the submaines 2: Attacker rolls dice 3: Attacker declares hits 3: Attacker assigns hits on sea unit 4: Remove destroyed sea unit 2: Destroyer step In this phase destroyers can move, detect and attack submarines. Destroyers can move 1 or 2 sea zone, and have the following choices in this step:

A: Move, detect and then attack For each step of the movement submarine sequence the admiral who has the or initiative completes that step for his or B: Detect, attack submarine and then her own units followed by the move opposite admiral. The admiral who has or the initiative then moves on to the next C: Detect and attack submarine step of the sequence. When a admiral or finish a given step, it is good practice D: Move to let the opponent know it is his or her turn.

Destroyer Attack

Use the following sequence for resolving combat between destroyers and submarines 1: Attacker determines total attack power of the destroyers 2: Attacker rolls dice

1: Move Cruisers Cruisers move 1 sea zone (including Japanese battlecruiser). 2: Move Battleships Battleships can move 1 sea zone.

3: Move Carriers Carriers can move 1 sea zone. Any planes that are loaded on the 3: Attacker declares hits carrier move along with the carrier for 3: Attacker assigns hits on submarines free into the new zone it moves into. 4: Remove destroyed submarines NOTE: if a destroyer detect a submarine in a zone, all destroyers in the same zone detect the submarine too. 5: Move Bombers A Heavy Bomber can move up to 6 zones A Bomber can move up to 5 zones A Torpedo Bomber can move up to 4 zones A Dive Bomber can move up to 3 zones 4: Move Fighters A Fighter Bomber can move up to 4 zones A Fighter can move up to 3 zones

In this phase, the admirals alternate moving their units by unit type. Sea units: Non destroyer, non submarine sea units may move 1 sea zone, destroyers and submarines not used in the submarine and destroyer phase may move 1 or 2 sea zones. Air units: May move multiple zones and can move into both sea zones and island zones. 1: Move Cruisers 2: Move Battleships 3: Move Aircraft Carriers 4: Move Bombers 5: Move Fighters

Phase 3: Movement Phase

In this phase, resolve combat in each zone that contains opposing units.

Phase 4: Combat Phase

Combat Sequence
1: Attack air units 2: Attack sea units 1: Attack air units

The admiral who has the Initiative attacks the opposing air units in the zone of his or her choice. Then the other admiral attacks the opposing air units in that zone. After both admirals have rolled their attacks, remove the destroyed air units from the board. Repeat this process for each zone in which air units can be fired upon until all units have attacked once.

movement phase. Non submarine sea units cannot move out of a battle zone, only from a friendly controlled sea zone to another. Sea units (except submarines) that are regrouping can never move into a enemy occupied sea zone or taking reinforcement points. NOTE: A sea unit does not need to regroup. If an admiral wishes to leave a sea unit in the zone where the unit ended its move in its moving step, he or she can choose to do so

2: Attack sea units Declare and perform Kamikaze attacks (if any, see KAMIKAZE) first. Once these have been resolved repeat the 3: Retreat sea units process from step 1, this time for each An admiral may retreat sea units in sea zone in which sea units can be this step by using command points. fired upon. Also, some sea units can be damaged instead of destroyed. Mark Retreating sea units can move out of a battle zone and into a friendly them with a damage token at the same controlled sea zone by using the time you remove destroyed sea units. command point cost of the chosen unit. Non submarine sea units Phase 5: Regroup Phase retreating can never move into an In this phase admirals regroup units, enemy occupied sea zone or taking and retreat sea units. reinforcement points. For the command point cost of a unit 1: Regroup air units (see COMMAND POINTS). 2: Regroup sea units 3: Retreat sea units This is the final phase of a turn 1: Regroup air units Move air units to friendly controlled zones or land them on carriers or air 1 : Determine control of sea zones 2: Damage Control bases. Heavy bombers, move 6, 3: Reinforce, repair and deploy bombers move 5 , fighter bombers 4: Score points and check for and torpedo bombers move may victory move up to 4 zones, all other air units 5: Move the turn marker may move up to 3 zones. Bombers, heavy bombers and fighter bombers can only land on a friendly controlled 1: Determine control of sea zones Both admirals determine how many airbase, all other air units can also sea zones they control containing a land on friendly controlled aircraft reinforcement point box. Count how carriers. Air units can move through many reinforcement points each zones containing enemy sea units and admiral gains this turn and adjust the can regroup even if they have been reinforcement point marker engaged in combat in phase 4. accordingly. 2: Regroup sea units 2: Damage control Move sea units to friendly controlled zones, sea units may move 1 space in Roll one die for each unit damaged; on a roll of 1 remove 1 damage marker this step even it has moved in its

Phase 6: End Phase

from the unit for each number rolled on the die (e.g. a roll of 2 removes 2 damage). On a roll of 6 nothing happens. 3: Reinforce, Repair, and Deploy In this step, admirals will bolster their forces, repair their damaged units and stage their attack for the following turn. Reinforce Spend reinforcement points for new units. Put the new units aside and deploy them in the deploy step in this phase. Repair Each admiral may repair sea units in a zone that contains a friendly naval base and repair air units landed on friendly airbases (See REPAIRS). Deploy New units are deployed in the reinforcement zones with the red arrows on the game board. New Japanese sea units can only be placed in the Japanese reinforcements zone and new air units only on Japanese controlled air bases. U.S. and Australian sea units can only be placed in the U.S. and Australian reinforcement zones and new air units only on U.S. or Australian controlled air bases. Units can be placed in a reinforcement zone even if it is enemy controlled. 4: Score points and check for victory Score command points,victory points and check for victory. The first admiral to reach 3 victory points has won the game. 5: Move the turn marker Move the turn marker down one turn. Game and rules

by MONKEY BUSINESS GAMES Any questions about the game, please write to martinsorensen990@hotmail.com

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