Midway

The Avalon Hill Game Co, Wargames Research Centre Ltd. · Board game · 1964
2 · best 2 120 min Weight 2.4/5
rating Ludopedia
6.7 rating BGG
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rating Ludopedia
6.7 rating BGG
Our Verdict
FOR GENRE FANS

Naval wargame fans will love this tense historical simulation of the Battle of Midway.

Highlights
  • Hidden movement creates great tension
  • Good balance of simplicity and depth
  • Great historical recreation
Keep in mind
  • Can feel basic without optional rules
  • Best with neutral referee (third player)
Rules manual not indexed yet Upload the PDF rulebook to ask questions about this game with AI.

About the game

What you do in a play session

Midway is a classic wargame recreating the famous 1942 naval battle between the US and Japan. Each player commands their fleet on a hidden map, using reconnaissance planes to locate the enemy before launching attacks. When ships are spotted, action shifts to a separate battle board where combat is resolved on a square grid. The core game is straightforward, but optional rules add depth: CAP fighters, coordinated attacks, and even a neutral referee for true double-blind play. Developed with input from a US admiral, Midway strikes a balance between simplicity and historical realism. Get ready for an intense game of cat and mouse in the Pacific!

Rules videos

Learn by watching before you open the box

2 videos

Best player count

BGG community vote

Duel · 2 players
2 BEST

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Game details

Mechanics, categories, families and credits

Families

Country: Japan Country: USA History: World War II (Pacific) Mechanism: Hidden Movement Players: Two-Player Only Games Players: Wargames with Rules Supporting Only Two Players Theme: Weather War Battlespace: Naval warfare
Publisher The Avalon Hill Game Co, Wargames Research Centre Ltd.
Designer Larry Pinsky, Lindsley Schutz
Artist (Uncredited), Rodger B. MacGowan

Community

Data from BoardGameGeek

2,354owners
132wishlist
22want to play

Frequently Asked Questions

Quick answers before you buy

5 questions
How long does a game take?
About 2 hours, but may vary depending on rules used.
Does it need a third player as referee?
Not required, but greatly improves the double-blind experience.
Is it hard to learn?
Core rules are simple, but optional rules add complexity.
Are components good quality?
It's an old game (1964), so expect standard paper counters of that era.
Is it worth it for non-wargamers?
Only if you love military history - it's quite niche.

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