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Kickstarter Intro Video
Tactical Phase | Song for War: Mediterranean Theater | How to Play
Song for War: Mediterranean Theater - Game Overview
Game Overview
Song for War: Mediterranean Theatre PREVIEW!! | A New Milestone in War Gaming?!
Kickstarter Intro Video
Song for War: Mediterranean Theater - Game Overview
Tactical Phase | Song for War: Mediterranean Theater | How to Play
Reviews & Previews
Nation Player Aid
Player Scenarios
Song for War: Mediterranean Theater is a 2-4 player game, pitting the Allied nations of the US and Great Britain vs. the Axis nations of Germany and Italy:
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2 Players (1-vs-1): Player 1 is the Allied team, playing both nations. Player 2 is the Axis team, playing both nations.
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3 Players (1-vs-2): Player 1 is either the Allied or Axis team, playing both nations. Players 2 and 3 are the opposing team, playing one nation each.
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4 Players (2-vs-2): Players 1 and 2 are the Allied team, playing one nation each. Players 3 and 4 are the Axis team, playing one nation each.
Phases
Tactical Phase: Move your nation’s land, sea, and air units, resolve battles, and wrest control of strategic objectives. Unit-based game mechanics allow player-nations to wage war on their own while also working simultaneously with their Allied or Axis teammate. Move together, fight together, and win or lose – together.
Victory Phase: Gain victory points by taking control of objectives from across the theater. Tally your nation’s points with those of your Allied or Axis teammate to determine which side wins the day.
National Support Phase: Call on the home country to gain advantages on the battlefield — introduce strategy cards to stay a step ahead of enemies, upgrade units already in the field, introduce new, powerful specialized units, and recreate historical events to gain an edge.
Resupply Phase: Deploy new land, sea, and air units to reinforce key forward positions. But choose wisely — and be sure to protect vital shipping lanes.
There are 3 areas on the map that are worth Victory Points (VP), the value being indicated in a white box:
In either campaign, the Axis will control the majority of the map, and it will be the Allies goal to take as much from the Axis as possible, while maintaining control of their own starting areas. The Axis goal is to hold on to what they have for as long as they can, knowing that they can prevent an Allied victory they will win by default.
In the Victory Phase, each team will check their VP total, from all the areas they control.
If either team meets or exceeds its goal, the game ends immediately, and that team is declared the winner.
If neither team meets their goal, the game will also end at the Victory Phase of Stage 6, with the Axis team winning by default.
National Support
The National Support phase allows players to call on their home country to gain advantages on the battlefield. Each nation has its own deck of NS cards, there are 4 types of cards, each providing a variety of benefits.
During each National Support Phase, players will draw 2 cards and gain 2 NS points to spend. All cards cost between 1 and 3 points to play. Both cards and points can be saved and played later.
Strategy Cards: Offers players important tactical, movement, and resupply benefits.
Upgrade Cards: Permanently enhances a standard unit with new or improved abilities. Once played, these improvements will apply to all existing and new units of that type.
Unique Unit Cards: Allow players to produce powerful new units, specific to their nation.
Resupply Phase
During each Resupply Phase, players will purchase and place new units based on the Objectives they control.
Key Mechanics
Victory Phase
Event Cards: Based on actual historical events, these cards can provide a pivotal advantage to your nation, or a devastating blow to your opponents.
Each Objective has the ability to resupply different unit types (Land, Air, and Sea), in varying amounts (shown in gray boxes). These resupply amounts correspond to the unit Costs shown on the Nation Player Aids.
On each Resupply Phase, each nation is able to use (1) Land, (1) Air, and (1) Sea, among all the Objectives they control, to purchase new units.