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Midway Solitaire (2026)

Midway Solitaire (2026) Rulebook

Table of Contents

Table of Contents

  • Game Board
  • Game Components
    • American Units
    • Japanese Units
    • Status Markers
    • Action Cards
    • Ship Status Boards
  • Game Setup
  • Sequence of Play
  • Unit Movement
    • Japanese Edge of Board Movement
  • Action Card Play
  • Combat Resolution
    • Ship Attacks
    • Midway Aircraft (MA) Attacks
    • Japanese Submarine Attacks
    • Japanese Danger Zone Attacks
    • Long Range Attacks
  • Victory Conditions
  • Game Concepts to Remember
  • Midway Strategy
  • History: The Battle of Midway, June 1942
    • Strategic Background
    • The Japanese Carrier Strike Force
    • The Battle Begins: June 4, 1942
    • The Sacrifice of the Torpedo Squadrons
    • The Decisive Dive-Bomber Strike
    • Command, Uncertainty, and Chance

Game Board

The game board depicts the Central and Northern Pacific Ocean, focusing on the Hawaiian Islands, Midway, and Attu/Kiska Alaska — the key strategic targets and objectives of the Japanese. These squares are double highlighted. The game board shows the area in which the game units move and charts to aid play.

The board uses a grid of squares to represent movement and positioning. Task Forces, Japanese invasion forces, and air units move from square to square, one square at a time. Diagonal movement is not allowed.

The Search Board tracks American ship and aircraft and Japanese ship positions. The search grid includes numbers on the left and letters along the top for cross-referencing positions.

Red submarine icons in squares mark areas patrolled by Japanese subs. Red highlighted squares in columns D, E, F and G are a danger zone to American task forces, representing areas with high concentrations of Japanese battleships and long range land based air units. These locations can affect American task forces in them when triggered by cards.

The blue-dashed line on the game board shows the outer movement range of the American Midway Aircraft (MA) unit.

The ship status board for each side is placed beside the search board. On the right side place the American ship status board and on the left side the Japanese ship status board. These show the force combat firepower (dice rolled) used in attacks and damage they can receive before being sunk.

Game Components

American Units

Task Forces (TF): Two counters represent American carrier groups and their supporting ships:

  • TF-16 – Enterprise and Hornet
  • TF-17 – Yorktown

These move one square per turn on the Search Board. Each TF has 3 extra fuel that allows them to move one extra square in a turn. They also are allowed 2 long range attacks. Extra fuel and long range attacks used are tracked on the ships status board, limit of 1 each per turn per TF.

Midway Aircraft (MA): Represents land based long-range patrol planes based on Midway Island, where it starts its turn. Each turn this unit is placed anywhere East of the blue-dashed line. Its movement limit is shown by the blue-dashed line which is there to aid in placement of the unit each turn. Midway aircraft do not take hits in combat.

Japanese Units

Alaska Invasion Force (AIF): Transports and escorts bound for the Alaska, including two light carriers.

Carrier Strike Force (CSF): Represents Japan's main carrier group of four carriers and supporting ships.

Midway Invasion Force (MIF): Transports and escorts bound for Midway Island, including a light carrier.

Status Markers

Track damage, extra fuel, long range attacks and other key conditions.

Action Cards

These drive the Japanese BOT:

  • Indicate Japanese movements.
  • Introduce some events that affect one or both sides.
  • Submarine Sighted and Danger cards trigger attacks against American Task Forces in marked areas.

Ship Status Boards

Each side has a ship status board to represent its units (2 American, 3 Japanese), and it is used to track hits for each unit. Damage is tracked by markers for each unit until it is sunk and that unit is removed from the Search Board. As a unit takes hits, place hit markers on the unit on the ship status board. Once a unit takes hits equal to its damage number it is sunk and the unit is removed from the game.

Firepower is how many dice each unit rolls in combat.

The ship status board diagram labels read:

  • How much damage the entire TF can sustain — place damage markers for Task Force 16 on Enterprise or Hornet.
  • How many dice the entire TF will roll.
  • Use the Flank Speed to track extra fuel — place damage markers for Task Force 17 on Yorktown.

Game Setup

Select your mission for the game. Missions are listed under Victory Conditions.

  1. Place American task forces.

    • Choose any starting square in column L or M for TF-16 and TF-17.
    • They may begin together or separately.
    • Place the Midway Aircraft counter on Midway Island.
    • Place the American ship status board beside the right side of the game board.
  2. Set up Japanese starting positions.

    • Start the AIF on A2.
    • Start the CSF on A4.
    • Start the MIF on A7.
    • Place the Japanese ship status board beside the left side of the game board.
  3. Set status markers.

    • Place extra fuel markers at the highest value on each American TF.
    • Place two long range attack markers on TF 16 and two on TF 17.
    • Place hit markers nearby. These are used to record hits on ships.
  4. Prepare the action deck.

    • Remove card 1 which is a player aid card. Set it aside to use for reference.
    • Shuffle the remaining cards into a Midway Action Deck.

Sequence of Play

Each game turn proceeds as follows:

  1. Move American Task Forces (TF-16 and TF-17).
  2. Move Midway Aircraft (MA).
  3. Flip the top Action Card to determine:
    • Event effects if any (may impact one or both sides).
    • Japanese unit movement.
  4. Apply event effects and move Japanese units.
  5. Resolve combat if Japanese and American forces occupy the same square.
  6. Begin a new turn.

Unit Movement

Units move square to square. Diagonal movement is not allowed.

American units move first each turn, Japanese second.

American TF units can move 1 square per turn before the action card for the turn is drawn. Move the fuel marker on the track to expend one extra fuel to move one extra square. Only one extra fuel may be used in a turn per unit.

The American Midway Aircraft unit starts its move from Midway (L5) each turn. Each turn it can be placed anywhere East of the blue-dashed line area.

The American player chooses where to move American units. Players can also choose not to move units.

Example: It is the American player's turn to move. TF-17 has a chance to either move to the space South of AIF or East of CSF in hopes of intercepting. TF-16 can either move to the space West of CSF or MIF, or directly in the middle of the two for a possible interception. The Midway Air can move anywhere in the marked grid; some possible locations would be the square directly East of any of the incoming Japanese to provide support.

Japanese ship units move based on what the Action Card shows or states each turn when a new card is flipped from the draw deck. Most of the time it is one square. However, some cards allow 2 squares and some none (All Stop). A few cards also direct movement one square towards a location or towards an American TF.

Example: The SBD Dauntless Dive Bomber card is drawn after the American units move. The Japanese units move based on the chart: AIF West, CSF East then South, MIF West. MIF is intercepted by TF 17 and a ship battle will occur next. Also on the card drawn adds +1 to the American Ships attack roll.

Japanese Edge of Board Movement

If an Action card instruction for a Japanese unit on the edge of the search board causes it to move off the board, the instruction is automatically REVERSED and the unit moves in the OPPOSITE direction of the movement instruction.

Example: For a Japanese unit on column M, if a card directs it to move east one square, the move is reversed and the unit would move west one square.

American units moving into or through a square occupied by a Japanese unit does not cause combat.

Japanese unit movement through a square that contains an American unit does not cause combat. Japanese unit movement that ENDS in a square that contains an American unit causes combat.

Action Card Play

Each turn flip the top card from the action deck to determine any event in play and the movement patterns of Japanese units in play.

A card shows the following elements:

  • Title.
  • Movement patterns for Midway Aircraft, the Midway Invasion Force, the Carrier Strike Force, and the Aleutian Invasion Force (AIF, CSF and MIF arrows shown on the card).
  • Event — the effect applied for the turn, if any.
  • History — a historical note (flavour text, not a rule).
  • Hazards — Sub Sighted, Danger, or All Clear.

Move the Japanese units in play based on the movement pattern on the card for each Japanese unit in play. If the card has an event, it is used only for the turn. Implement the event for the side or sides it applies. Once the event for the turn is determined, implement the event instructions. Note, event instructions can override game rules and not all cards have events on them.

Hazards: If "Sub Sighted" is on the card then any American TF counter in a square that has a Japanese sub icon is attacked by subs. If the card says "Danger" then any American TF in a red outlined square within columns D, E, F or G is attacked by Danger Zone Attack to reflect other Japanese forces in the area. If the card says "All Clear" then no Japanese sub or danger attacks occur to American TF in those squares.

Example: The Refueling Airplanes card is drawn which states "Apply a +1 DRM to attacks this turn." After Japanese movement the Japanese MIF and the American TF 17 are in the same square causing combat. Both rounds of combat for both sides would add 1 to any attack die rolls.

Example: The Japanese Zero card is drawn which states "Apply a -1 DRM to American attacks this turn." After Japanese movement the Japanese MIF and the American TF 17 are in the same square causing combat. The Japanese attacks would not be affected but the American attacks would. American attack die rolls would subtract 1 from the attack die roll results in both rounds.

Combat Resolution

There are five types of combat: Ship, Midway Aircraft, Sub, Danger Zone, and Long Range Attacks.

Ship Attacks

Ship attacks occur when Japanese ship units (AIF, CSF, and MIF) end their movement in a square containing American TF ship forces:

  • Simultaneous attacks: Both sides fire in two rounds. Japanese roll first.
  • Firepower dice: Each force rolls dice equal to its firepower for each round it is afloat. Each die result of 5 or 6 causes a hit. Die Roll Modifiers (DRM) in play for a turn can increase or reduce the die result.
  • Damage application: Hits are applied immediately but ships complete firing for the round. Apply hit markers to the ship status boards for each hit received. Once its hit total reaches its damage limit the unit is sunk and removed from play. If a unit is sunk in the first round, it does not fire in the second round.
  • If multiple units are involved, the American player assigns hits.

Ship attack combat ends after two rounds.

Example: After Japanese movement, the Japanese CSF unit is in a square with the American TF 17 unit. The card in play for the turn is SBD Dauntless Dive Bomber which provides a +1 DRM to American attacks. In the first round of combat the Japanese roll 5 dice with results of 1, 3, 4, 5, 5 which scores 2 hits, increasing TF 17 damage from zero to 2. Two hit markers are applied to TF 17. The Americans roll 3 dice for the round and roll a 2, 4, and 5. Each American die adds 1 to the result for modified result of 3, 5, and 6 which causes 2 hits to be placed on the Japanese CSF unit increasing its damage from zero to 2. This ends round 1. On round 2 the Japanese roll 5 dice with results of 2, 3, 2, 5, and 6. This scores 2 hits on TF 17 increasing its damage from 2 to 4 which sinks it. But since TF 17 started the round afloat it rolls 3 dice with results of 3, 4 and 4 which are modified to 4, 5 and 5 and scores 2 hits which are placed on the Japanese CSF unit increasing its damage from 2 to 4.

Example: The Japanese CSF and MIF end movement in a square that the American TF 16 and TF 17 are in. The Japanese first attack round dice score 3 hits. The American attack dice score 2 hits. The player decides how to apply the hits to each side. He decides to put the 2 hits from the Americans on the Japanese MIF and the 3 hits from the Japanese divided with 2 on TF 16 and 1 on TF 17. On the second attack round, both sides score 1 hit. The player decides to apply the hit on the Japanese to the MIF again. He decides to apply the hit on the Americans to TF 17.

Midway Aircraft (MA) Attacks

When Japanese units end their movement in a square containing the MA unit they are attacked. The MA unit only does combat for 1 round and the Japanese do not return fire. Roll 1 die and on a 5 or 6 result, applying any DRMs, apply one hit to each Japanese unit in the square.

Example: The Japanese MIF ends movement in a square with the MA unit. The MA rolls 1 die and rolls a 6. The Japanese MIF applies 1 hit on its ship status board. This ends the MA attack.

Japanese Submarine Attacks

When American TFs (not Midway aircraft) are on a submarine icon square and the action card drawn for the turn has "Sub Sighted" on it, a Japanese sub attack occurs. Roll one die and on a 5 or 6 result apply 1 hit to each American TF in the square. Japanese sub attacks are for only 1 round and the Americans do not return fire.

Example: American TF-16 is in a square with a sub icon. The action card drawn says "Sub Sighted". A Japanese submarine attack is conducted against TF-16. Had the action card drawn said "All Clear" it would not be attacked. Had the action card drawn said "Danger" it would not be attacked because it is not in a danger zone square.

The card art for Japanese submarine attacks shows a Japanese submarine in the AIF, CSF and MIF area, with the card text: "Apply a +1 DRM to any Japanese submarine attacks this turn."

Japanese Danger Zone Attacks

When American TF units are on a danger zone square and the action card drawn for the turn has "Danger" on it, a Japanese danger zone attack occurs. Roll one die and on a 5 or 6 result apply 1 hit to each American TF in the square. Japanese danger zone attacks are for only 1 round and the Americans do not return fire.

Example: American TF-16 is in a danger zone square. The action card drawn says "Danger". A Japanese danger zone attack is conducted against TF-16. Had the action card drawn said "All Clear" it would not be attacked. Had the action card drawn said "Sub Sighted" it would not be attacked because it is not in a square with a sub icon.

The card art for Japanese danger zone attacks shows Japanese battleships in the AIF, CSF and MIF area, with the card text: "All Stop. If American TFs are in the Danger Zone add +1 DRM to Japanese Danger Zone Attacks."

Long Range Attacks

Each American TF has 2 long range attacks it may use during the game, maximum 1 per turn per TF. To use one, the TF must be in a square that is adjacent (not in) to a Japanese unit on the search board at the end of the Japanese movement. Remove a long range counter and roll a die.

  • On a die roll of 1–4 the long range attack succeeds and one round of simultaneous ship attacks is conducted between the TF and the adjacent Japanese unit(s).
  • On a die roll result of 5–6 the long range attack fails, and the TF incurs 1 damage for the failure of the long range attempt.

Victory Conditions

Automatic Japanese victory: If any Japanese units end their move on Alaska, Midway or the Hawaiian Islands squares, the Japanese win at that instant.

The Japanese also win if both American TF units are eliminated before the American player achieves his victory objective. Any ties go to the Japanese.

American victory depends on the mission selected:

MissionObjectiveDifficulty
1Sink Midway Invasion Force without losing any American units.Easy
2Sink Midway + Aleutian Forces without losing any American units.Difficult
3Sink Carrier Strike Force.More Difficult
4Sink CSF + MIF.Very Difficult
5Sink CSF + AIF.Very Difficult
6Sink all three Japanese forces.Extremely Difficult

Optional: Roll a die and the result assigns your mission for the game.

Game Concepts to Remember

  1. Diagonal movement is not allowed.
  2. The American player has 3 units on the search board, TF-16, TF-17, and MA. The Japanese BOT has 3 units on the search board, AIF, CSF, and MIF.
  3. Ship unit hits are tracked on the ship status board. American extra fuel and long range attack counters are tracked on the ship status boards.
  4. Ship attacks only occur when JAPANESE units END MOVEMENT in a square with American TFs. Attacks are simultaneous by each side for 2 rounds.
  5. Ship units always fire in the first round of attacks. Ship units sunk in the first round do not fire in the second round.
  6. Midway Aircraft attacks only occur when JAPANESE units END MOVEMENT in a square with the American MA unit. Attacks are only by the American MA for 1 round.
  7. Japanese sub and danger zone attacks occur only when American TF units are in those marked squares when an action card is drawn AND the card indicates an attack is to happen. Attacks are only by the Japanese for 1 round.
  8. Any time Japanese units move into one of the Alaska, Midway, or Hawaii squares the game ends immediately with a Japanese victory even if American units are in the square.

Midway Strategy

In Midway Solitaire, the player assumes a role similar to that faced by Nimitz and the American task force commanders in 1942: tracking enemy movements, committing scarce carrier forces, and racing against invasion convoys advancing toward Midway, Alaska, and Hawaii. The fog of war, sudden submarine threats, long-range air strikes, and unpredictable Japanese movements mirror the chaos that defined the real battle.

Like the historical engagement, hesitation can be deadly. Delay too long and invasion forces may not be attacked enough to sink them before they reach their objectives. However, to attack the invasion forces early may require taking some chances with Japanese subs and the danger zone areas west of Midway. Victory, as at Midway itself, belongs to those who manage risk, exploit fleeting opportunities, and act decisively under pressure.

Key decisions for the American player are when to combine and separate TF-16 and TF-17 movements. Mission objectives will affect this decision. TF-16 can overmatch the Japanese AIF or MIF invasion force by itself. TF-17 with the Midway Air unit can also slightly outmatch them. Neither American TF alone can outmatch the Japanese CSF. If that force is to be attacked it is best to have TF-16 and TF-17 moving together towards an interception point if possible. If Japanese forces combine during their movements, it is best to wait until they separate. Total Japanese forces are stronger than the American total force. Catching Japanese forces while they are apart is always good strategy.

Use your extra fuel to help intercept Japanese forces when they are apart. Also, save long range attacks for those times a damaged Japanese unit is hard to intercept and you want to finish it off. They greatly extend the search and attack range of your ships. And since they are by choice, it may be wise to use them when an event is favorable and gives you an advantage.

If Japanese movements do not allow attacks separately, remember that even damaged carriers are dangerous and fire at full power. (Historical note: the Japanese caused the most damage to the American ships after losing 3 of their 4 carriers, and the Americans sank all 4 Japanese carriers AFTER losing most of their attacking airplanes.) So never give up, even when the odds are against you.

History: The Battle of Midway, June 1942

A decisive clash of carriers in the Pacific War.

By the spring of 1942, the Empire of Japan had carved a vast arc of conquest across the Pacific and Southeast Asia. Hong Kong, the Philippines, Malaya, the Dutch East Indies, and much of New Guinea had fallen in rapid succession. The U.S. Pacific Fleet had been badly wounded at Pearl Harbor in December 1941, and Japan appeared unstoppable. Yet beneath the surface of Japanese success lay a dangerous confidence — one that would be shattered at a remote atoll known as Midway.

Strategic Background

Admiral Yamamoto sought to draw out and destroy what remained of America's carrier force. His plan was complex: seize Midway Island to extend Japan's defensive perimeter, lure U.S. carriers into battle, and annihilate them with superior numbers. At the same time, a secondary operation targeted the Aleutian Islands in Alaska to confuse the Americans of Japanese intentions.

What Yamamoto did not know was that American naval intelligence had broken the operational code, JN-25. Armed with this priceless foreknowledge, Admiral Chester W. Nimitz made a bold decision: instead of retreating defensively, he would spring a trap. He concentrated his limited carrier forces northeast of Midway, positioning them to strike when the Japanese carrier force revealed itself. The Americans had only three operational carriers: Yorktown had been severely damaged at the Battle of the Coral Sea only weeks earlier. Shipyard crews at Pearl Harbor worked around the clock, patching her just enough to fight. Few believed the ship would survive another engagement — but she was sent anyway.

The Japanese Carrier Strike Force

Yamamoto's main carrier force was formidable: the four fleet carriers had formed the striking core of the Pearl Harbor attack. Their air groups were experienced, confident, and highly aggressive. They were supported by battleships, cruisers, destroyers, and submarines spread across hundreds of miles of ocean. The Midway invasion force followed behind, ready to land troops once American resistance collapsed.

Yet the very complexity of the Japanese plan became its weakness. The invasion forces, carrier strike fleets, and supporting units were widely separated. Mutual support would be difficult, and poor coordination would prove costly.

The Battle Begins: June 4, 1942

At dawn on June 4, Japanese aircraft struck Midway Island. The bombing inflicted damage but failed to neutralize American defenses. As the Japanese carriers recovered their planes, reconnaissance aircraft reported the presence of American ships to the east. Suddenly, what had been planned as an orderly invasion turned into a desperate search-and-destroy mission.

Admiral Chuichi Nagumo, commanding the carrier force, faced one of the most critical decisions in naval history: whether to immediately launch his reserve strike against the newly discovered American ships or continue refitting his aircraft for a second attack on Midway. Conflicting reports and uncertain intelligence delayed his decision. That hesitation proved fatal. Meanwhile, American carrier aircraft were already inbound.

The Sacrifice of the Torpedo Squadrons

American attacks came piecemeal. Torpedo bombers from Hornet, Enterprise, and Yorktown attacked first — slow, vulnerable aircraft flying straight into a wall of Japanese fighters and anti-aircraft fire. They were annihilated. Squadron after squadron was shredded before it could score a single torpedo hit.

Yet their sacrifice achieved something critical: they dragged Japanese fighter cover down to low altitude, pulling it away from the high skies.

The Decisive Dive-Bomber Strike

At approximately 10:20 a.m., American SBD Dauntless dive bombers from Enterprise and Yorktown arrived overhead almost simultaneously. The Japanese carriers below were in the worst possible condition — aircraft refueling, bombs on deck, fuel lines exposed. In the span of minutes: Akagi was hit and fatally damaged, Kaga was engulfed in flames, and Soryu was mortally struck. Three of Japan's four frontline carriers were effectively destroyed in a single, stunning blow.

Only Hiryu remained operational. She launched two counterstrikes that crippled USS Yorktown, leading to her eventual sinking. But by late afternoon, American aircraft found and destroyed Hiryu as well. By nightfall, all four Japanese fleet carriers were doomed.

Command, Uncertainty, and Chance

Midway was not merely a contest of firepower — it was a battle of intelligence, timing, and risk. Both sides made decisions with incomplete information. The outcome hinged on minutes, on clouds, on misreported sightings, and on the courage of pilots who pressed home attacks despite overwhelming odds. Rarely has a battle balanced so precariously between total victory and catastrophic defeat for both sides.

  • BOT control.

    • Japanese movements and events are dictated by the Action Deck.