geek
We're trying to reach 3000 New Supporters by the end of 2008!
BoardGameGeek Supporter Drive
300 600 900 1200 1500 1800 2100 2400 2700 3000 3300
   
558 New Supporters - Support BGG Now!
Recently Viewed
Hot Games
Dominion
Agricola
Axis & Allies Anniversary Edition
Android
Battlestar Galactica
Pandemic
Settlers of Catan, The
Race for the Galaxy
Le Havre
Titan
Puerto Rico
Power Grid
Ghost Stories
Lost Cities: The Board Game
Wasabi!
Apples to Apples
Conflict of Heroes: Awakening the Bear! - Russia 1941-1942
Arkham Horror
Carcassonne
Twilight Struggle
Stone Age
Exalted: War for the Throne
Ticket to Ride
Sorry! Sliders
Through the Ages: A Story of Civilization
Space Alert
War of the Ring
Red November
Descent: Journeys in the Dark
Last Night on Earth: The Zombie Game
Tigris & Euphrates
Risk
Mad Gab
Galaxy Trucker
BattleLore
Scrabble
Caylus
StarCraft: The Board Game
Formula D
Race for the Galaxy: The Gathering Storm
El Grande
Twilight Imperium 3rd Edition
Age of Empires III: The Age of Discovery
A Touch of Evil, The Supernatural Game
Munchkin Quest
World of WarCraft Miniatures Game
Hannibal: Rome vs. Carthage
Guess Who
Railroad Tycoon
Clue
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
13
1 Posts
New Thread | Printer Friendly | Subscribe | Bookmark
Your Tags: Login to Add Tags | View 
Popular Tags: [View All]
Seth Owen
flag
Avatar
Lightning: D-Day was the second of the initial offerings in the Lightning series of wargame-like card games published by Decision Games.

Like Lightning: Midway, the play is too abstract to be considered any kind of simulation, but much too imbued with military arcana to be considered a simple military-themed card game.

Like its sister game it shares the problem of rules that are too succinct for the task. I didn't find it too difficult to figure out how to play, but many did and the game's official Q&A is longer than the main game rules. As with Lightning:Midway this is mostly because too much is assumed and not because there are any particular flaws in the game rules. Everything is a clarification, rather than a change.

Despite what the rules say, there are actually five, not four, different kinds of cards. Unlike Lightning:Midway, which has no explicit time limit, Lightning: D-Day is a 5-turn game. The turns are tracked using five "Turn Marker" cards which have varying special effects (such as "Wading Ashore! All Allied Attacks get -1" for Turn #1). Each card also informs the players how many cards to draw to prepare for the following turn.

There are a pair of "Country" cards which summarize the sequence of play and say who goes first (The Germans).

There are five Beach cards which are simple zone markers for (from East to West) Sword, Juno, Gold, Omaha and Utah beaches.

These dozen cards are set aside at set up and don't form part of the players' hands, which comprise the remaining 98 cards (49 each). The fighting portion of the decks are made up of Force Cards which represent major formations such as the 1st Infantry Division. These are identified by beach and are divided up by beach, shuffled and placed face-down at each beach as "inactive" units. During play these are turned face-up in order to fight. Each has a combat strength and most have some special powers or conditions as well.

The leftover cards are all "action" cards which modify the game in various ways.

A turn consists of fighting a battle at each beach in turn, comparing the respective combat strengths as modified by various action cards. As the allocation of force cards is fairly scripted the players' main tools for influencing the battle comes down to the three dozen or so Action cards that can be played, for the most part, on any beach. Winning battles generally results in discarding force cards and Allied victory is measured by how many beaches have been completely cleared of German force cards (active or inactive). In order to win the Allies must clear at least four beaches, which is considered the historical outcome. I presume that, in game terms, Omaha beach was not cleared. Clearing three beaches is a draw, while the Germans win if the Allies clear two or less.

Playing the entire invasion takes about 30 minutes, making this another good filler game for wargamers once they have worked through the rules issues.

From my game blog at http://pawnderings.blogspot.com
 
Front Page | Welcome | Contact | Privacy Policy | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.