
- BGG rank
- BGG #14,327
- BGG rating
- 7.4
Second World War at Sea: Arctic Convoy
- 2 players
- 30–240 min
- Complexity 3.0/5
- 2008

Expansion for Second World War at Sea: Coral Sea
2014
Rules assistance for Second World War at Sea: FDR's Lost Ships of 1937
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

What would you like to know?
Answers come from the official rulebook, with the page to check.
Second World War at Sea: FDR's Lost Ships of 1937 is an expansion for Second World War at Sea: Coral Sea released in 2014 for 1–2 players, 30–180 minutes per game, and ages 12 and up. It was designed by Michael Bennighof and its main mechanics are Dice Rolling, Secret Unit Deployment, and Hexagon Grid.
From the Avalanche Press website: In 1937, President Franklin Roosevelt cut defense spending in response to the demands of Republicans and conservative Democrats for a balanced budget, even as unemployment continued to soar. Had he continued with his use of naval construction as a jobs program, the U.S. Navy would have had a number of additional heavy warships in 1941: two battleships, two carriers and their aircraft, and additional cruisers and destroyers. The Midsummer 2014 Golden Journal includes 25 new laser-cut, mounted, scorchless and sootless pieces for FDR's Lost Ships of 1937: 15 "long" ship pieces and 10 aircraft pieces. And we have some scenarios for them, too.
Second World War at Sea: FDR's Lost Ships of 1937 supports 1–2 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Second World War at Sea: FDR's Lost Ships of 1937 is 30–180 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 Second World War at Sea: FDR's Lost Ships of 1937 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.
Second World War at Sea: FDR's Lost Ships of 1937 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 Second World War at Sea: FDR's Lost Ships of 1937 are: Michael Bennighof. 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 Second World War at Sea: FDR's Lost Ships of 1937 as an expansion for Second World War at Sea: Coral Sea. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Second World War at Sea: Coral Sea to use it. Check that your edition of Second World War at Sea: Coral Sea is compatible, as some expansions were revised between editions.