I have Sky Sea and Jungle, and it's even Signed! Ebay here I come :) It's actually quite a full package of stuff. You get: 2 Fog of War screens on heavy cardstock (as are most of the components). These contain most of the tables you need to play AND a sequence of play. There are tables for Strategic/Daylight detection Night surface action Ground combat Sea/Air bombardment of all the usual fun places - GCanal, Boug-ville, Port Morseby, Air Only bombard of Esp. Santo, Rabaul, Buna. two maps, one from the Japanese PoV, the other from the US PoV. They show the areas one can move to and from. They are the Slot, South Pacific, Coral Sea. In those you can be in a "daytime" "night" or "both" box. That affects if you fight or not. You can do air bombing of certain bases from the appropriate area. Each side gets a set up and reinforcement card, as well as a ship combat card. There is a battle board where ships are set down upside down - you can't see the ship ID. You can tell if it is large or small, and that is it. A VERY clever way to do night combat. There are tracks on the board for ships not damaged, lightly damaged, or heavily damaged. You can also "hold back" ships. Rounding out the large array of paper are actual ship and plane counters, a counter manifest, a form to analyze and record play, and a tournament winner's certificate. There was also a Butler Class DDE cardstock model, and a tiny Rabaul Volcano. And the rules and designer notes and commentary :) 9 pages of rules, 8 of commentary and history. Rabaul only "goes off" if you roll a "6" in the "Volcano phase" in 4 consecutive turns. All ship and air units at Rabaul are destroyed, and half the ground units also. Rabaul is no longer a base Each turn, at the beginning the IJN player places his units into the three boxes, Day, night, or both. Slow ships (can you say transports?) must be in a "both" box. The allied player rolls for Magic. If he gets it, the Japanese player removes his FoW screen, and THEN the allied player puts HIS units into the various sea boxes. If not, then the Allied player puts them in blindly. Sub attacks next, then the players roll for strategic detection. Now, the players place their recon units to see if they get morning detection and or surprise. If they get it, they can do air strikes. Land first, then naval. Then Daylight surface action if no one withdrew. Next Afternoon airstrikes. All ships may be hit now, in the morning only "detected" ones could be. Surface combat - this is mandatory if you are in the same sea box. Only one side can be in a day and both box. Troop landing, and shore bombardment Night combat, with a surprise segment. Night troop landing and shore bombardment Ground combat Supply check, strategic transfer Volcano check :) You check VP at game's end. If you have more, you win. If more by 2:1, you get a strategic victory. If you have less than 1.1X the opponent, it's a draw. Ships have point values, as do planes and troops. Places do as well, you get VPs each turn you control them. Damaged and heavily damaged ships are out of the game for d6+1 or double a d6 turns. As the game is only 9 turns long, you can easily be "without" a lot of ships if you get aggressive. You can also "hole up" if you get behind on the VP curve. It plays quickly, and does a VERY good job of giving a historical feel, and driving actions that make sense. Having said that, you DO have choices. You CAN try to do New Guinea first. You can try to take the Canal AND Bougainville (bad idea, but you can try). If the Japanese wants to blow off the slot and focus on Australia, he can. Both players can put many more ships into the fight, if they wish. If they lose them though, they will get WAY behind on the VP curve though. It's a VERY good game of the choices and constraints each side faced. One might hope some company would publish it and give it a wider audience. Regards, Pat Last Played: Chattanooga, When Tigers Fight, South Mountain RSS ----- Original Message ----- > FWIW, what game would you recommend for Guadalcanal, either on > land only or the campaign as a whole? Finally, there is Lou Coatney's Sky, Sea and Jungle (a DTP effort I don't have). He tends to go for very simple games, 2-3 hours of playing time, which is not a bad thing - I don't have any details about this one except that he used to obsess about the supposedly oppressive effects of the Rabaul volcanoes on Japanese morale (from the accounts I've read they loved the hot springs for bathing and it reminded them of home). _.