
- BGG rank
- BGG #13,681
- BGG rating
- 6.7
Their Finest Hour
- 2 players
- 240–360 min
- Complexity 4.3/5
- 1976

1974
Rules assistance for Coral Sea: Turning the Japanese Advance, 1942
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Coral Sea: Turning the Japanese Advance, 1942 is a board game released in 1974 for 2 players, 120 minutes per game, and ages 12 and up. It was designed by Marc W. Miller and its main mechanics are Dice Rolling, Secret Unit Deployment, and Hexagon Grid.
Coral Sea covers the battles that took place in the Southern Pacific during World War Two. Search moves are plotted and task forces can only be attacked once found. From the Rules In the late spring of 1942, Imperial Japanese forces moving to capture the Allied-held airfields at Port Morsby and thus forge the last link in the Japanese front line island chain, met U.S. and Australian forces in the Battle of the Coral Sea. In an encounter that was to set precedents for naval engagements throughout the entire Pacific War to come, opposing warships never sighted each other. Aircraft, not guns, rained deathblows from the skies. Literally overnight, capital ships became obsolescent, and the aircraft carrier replaced the battleships as reigning ruler of the seas Coral Sea is a large scale air-naval simulation of the carrier battle fought between Japanese and Allied naval forces in May 1942. Counters representing Allied and Japanese ships and planes conduct extensive search and evasion operations in an attempt to locate the enemy fleet. Once the sighting has been made, each must commit all the resources he can, in an all out effort to destroy the enemy, and achieve strategic objectives.
Coral Sea: Turning the Japanese Advance, 1942 supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Coral Sea: Turning the Japanese Advance, 1942 is 120 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Coral Sea: Turning the Japanese Advance, 1942 for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Coral Sea: Turning the Japanese Advance, 1942 has a complexity rating of 2.4 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Coral Sea: Turning the Japanese Advance, 1942 belongs to these categories: Wargame, Nautical, and World War II. Its main mechanics are Dice Rolling, Secret Unit Deployment, and Hexagon Grid. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Coral Sea: Turning the Japanese Advance, 1942 are: Marc W. Miller. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Coral Sea: Turning the Japanese Advance, 1942 as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.