7Dec41: Pearl Harbor! 2024
Location
Sign in to see where your copy sits: the shelf, drawn, and how the box sits on it.
My Copy & Notes
My Prints for 7Dec41: Pearl Harbor!
All 0 on LayerUpSign in to see the prints you marked Printed for this game, the insert in the box first.
Expansions & Promos
No expansions or promos on record for this game.
About the Game
Both a strategic and tactical game, requiring the Japanese player to attack, but allowing him to make up to 2 false alarm games, to try to drive up the US player's "precaution" victory point concessions. He will also need to choose armor-piercing bombs or torpedoes for his Kate squadrons and to decide the waves' targets: battleships (and/or Enterprise, if present), airfields and US squadrons, harbor facilities, or tank farm oil tanks.
2 4-phase (night, morning, noon, afternoon) 24-hour turns with 9 (ergo 40 minute?) hex-by-hex air-(strike-)impulses within each, so the US player has to hex-by-hex sweat out the incoming attacking Japanese air-strike waves, if they remain undetected. USS Ward vs. Japanese mini-subs, if the Japanese player chooses to use them, risking an early US alert detection. Risk of USAAC "Don't worry about it." and USN "Confirmation, Kaminsky. I want CONFIRMATION." detection dismissals by incompetent command. Japanese ships - or bluffing dummies - may enter in the Northern, Northwestern, or Western sectors.
The US player can if he wishes invest in:
Joint Army (Air Corps) and Navy command center, 12 *matching* victory points (equal to 2 *destroyed* not just bottomed battleships). (Historically, both commands got detection warnings but separately dismissed them: divided command. If divided US command, 2 US players?) PBY (1 mvp each) and/or USAAC (2 mvps ea) long-range search patrols Up to 3 subs (2 mvps each) to patrol. "Readying" or *launching* interceptor etc. squadrons before a *confirmed* detection. Hmm .... maybe not?
Carrier Enterprise may un-luck out and be in harbor, or may possibly - 1/8 chance - arrive that morning, as historically. Same arrival possibility for Lexington and *her* squadrons, so the Japanese *could* be facing 2 US carrier groups.
105mis/169kms per operational hex. Ungridded map of harbor for air (and mini-sub?) attacks. 2 player game, although it has much solitaire potential as-is.
—description from the designer
Filed Under
- Categories
- Mechanics
- Betting and Bluffing Communication Limits Dice Rolling End Game Bonuses Force Commitment Grid Movement Hexagon Grid Hidden Movement Impulse Movement Minimap Resolution Movement Points Multiple Maps Once-Per-Game Abilities Push Your Luck Ratio / Combat Results Table Secret Unit Deployment Simulation Variable Player Powers Variable Set-up
- BGG ratings
- 2
- BGG data
- refreshed Sep 6, 2026