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Icebergs

Icebergs Rulebook

Table of Contents

Table of Contents

  • Game Parts
  • The Playing Map
  • The Playing Pieces
  • How to Win
  • How to Set Up
  • How to Play
  • How to Move
  • Movement Penalties
    • Ship Movement Penalties
  • Rolling a One
  • Running Out of Fuel
  • Moving Ice Off the Map
  • Iceberg Hazard Roll
  • Reaching Alaska
  • Icebergs Fleet Game
  • Icebergs Solo Game
    • How to Set Up the Solo Game
    • How to Win the Solo Game
    • Ice Movement
    • Ship Movement

Game Parts

Each copy of ICEBERGS minigame includes one 12"x14" playing map, 84 cardboard playing pieces, this rules booklet, two six-sided dice and a plastic game box.

The Playing Map

The playing map shows the sea passage between Newfoundland and Alaska. It is divided into six-sided (hexagonal) playing areas called Spaces. These Spaces are of two types:

  • Sea Spaces
  • Ice Island Spaces

You can never move any pieces onto an Ice Island Space. You can move any pieces onto a Sea Space.

Some Sea Spaces have a symbol showing that an Iceberg or Ice Floe starts the game in that Space. These Spaces are called Iceberg Starting Spaces and Ice Floe Starting Spaces. A chart is printed on the playing map to explain what the different colors and symbols mean.

The map also has 6 "Ship's Logs." The Ship's Logs are used to record the Fuel and Cargo the players' Ships carry. Fuel is used to move your Ship. Cargo is used to decide who wins the game.

The Playing Pieces

The 84 playing pieces include:

  • 6 Ships
  • 6 Fuel Markers
  • 6 Cargo Markers
  • 6 Icebergs
  • 36 Ice Floes
  • 24 Blanks

How to Win

You win a game of ICEBERGS minigame by carrying more Cargo from Alaska to your home port than the other players. Everyone starts the game with no Cargo.

You can lose some or all of your Cargo on the return trip. Once the first Ship has safely returned to Newfoundland with Cargo, the players whose Ships are still on the map must reduce their cargo by one Cargo Point each turn after moving (including the turn when they reach Newfoundland).

A Ship that returns from Alaska with no Cargo cannot win. The player who gets the most Cargo to Newfoundland is the winner. In case of a tie, the first Ship to reach Newfoundland is the winner.

How to Set Up

Before starting to play ICEBERGS minigame, you must do four things:

  1. Lay the map in the center of the table.
  2. Each player chooses a Ship playing piece and finds the Ship's Log that matches it. Place the Fuel Marker on the "8" in the Fuel Track of the Ship's Log. Place the Cargo Marker beside the Cargo Track. You will not use the Cargo track until your Ship reaches Alaska. Do not place your Ship on the map yet. You will move onto the map during your first turn.
  3. Place the 6 Icebergs on the map in the Spaces with Iceberg Starting symbols. Place one Ice Floe in each Sea Space with an Ice Floe Starting symbol. Set aside the 16 leftover Ice Floes. They may be needed during the game.
  4. Each player rolls the dice. The player with the highest number goes first. Play then goes clock-wise (to the left).

How to Play

At the start of the game, you put your Ship on the map in any of the seven Spaces on the East edge of the map (the edge that says "To Newfoundland"). Then you roll the die. The number you roll is the number of "Moves" you can make during your turn. You may use these Moves to move your Ship or to move an Iceberg or an Ice Floe. Or you can combine moving your Ship, Icebergs and Ice Floes. When you have made all the Moves you want (or can), your turn is over and the player to your left makes his move.

When it is your turn to move again, you roll the die once more. The number you get will be the number of Moves you can make during your turn. You then make your Moves and the player to your left gets to move again...and so on. You keep moving this way until all Ships have returned from Alaska to their home port in Newfoundland.

How to Move

During your turn, you can choose to move Icebergs, Ice Floes and your Ship. Each piece can be moved from the Space it is on to any one of the six Spaces next to it. Any number of pieces may occupy the same space.

It costs 1 Move for each Space you move an Ice Floe.

It costs 3 Moves for each Space you move an Iceberg.

It costs 1 or more Moves (depending on Ship location) for each Space you move a Ship. In addition, whenever a Ship moves, its Fuel is reduced by 1. If you choose to move Icebergs or Ice Floes instead of moving your Ship, you don't use any Fuel.

ICEBERGS: An Iceberg is a large chunk of floating ice broken off from a glacier. You can move an Iceberg at a cost of 3 Moves for each Space. You cannot move an Iceberg if your die roll is less than 3 or if you have less than 3 Moves left.

ICE FLOES: An Ice Floe is a flat area of floating ice smaller than an Iceberg. An Ice Floe may be moved at the cost of 1 Move for each Space entered.

EXAMPLE: If you roll a 3 on the die, you could then move 3 Ice Floes 1 Space each or 1 Ice Floe 3 Spaces.

SHIP MOVEMENT: The Ships start the game off the map in Newfoundland. During your turn, you can move your Ship onto the map by putting it in any Space along the East map edge (the one that says "To Newfoundland"), using all of the Moves for your Ship to enter that Space, and reducing your Fuel by one.

COMBINING MOVES: You can move your Ship and either one or both types of ice in one turn provided you have rolled enough Moves on your die roll.

EXAMPLE ONE: You roll a 6. You move 1 Iceberg 1 Space (3 Moves), 1 Ice Floe 1 Space (1 Move) and your Ship 2 Spaces (2 Moves). Since you moved your Ship, reduce your Fuel by 1. Your turn is over.

EXAMPLE TWO: You roll a 4. You decide not to move your Ship but choose instead to move 1 Iceberg 1 Space (for 3 Moves) and 1 Ice Floe 1 Space (for 1 Move). Since you didn't move your Ship, you don't use any Fuel. Your turn is over.

Movement Penalties

It costs extra Moves to enter or leave Spaces that contain other Ships, ice or both. These penalities simulate the dangers of collision and ice jams present in Arctic waters. These penalties are added to the cost of leaving or entering a Space.

Only Ships must pay these penalties. Icebergs and Ice Floes can be moved without penalty.

Ship Movement Penalties

Piece in SpacePenalty to Leave or Enter Space
Iceberg3 Extra Moves
Ice Floe1 Extra Move
Ship1 Extra Move

Movement Penalties are added together. Add the penalties for all ice and Ships in a Space to determine if a Ship can enter or leave that Space. It is entirely possible for so much ice to be jammed in a Space that a Ship can't enter or leave.

EXAMPLE ONE: You move your Ship into a Space containing 3 Ice Floes. Before your next turn, the other players move 2 more Ice Floes into the same Space. The number of Moves you need to be able to move your Ship is 6 (1 move for the space plus 5 moves due to the 5 Ice Floes). Or you could move the five Ice Floes out of the Space first and then move your Ship.

EXAMPLE TWO: A Space contains 1 Iceberg and 3 Ice Floes. The total cost in Moves to enter this Space would be 7 (1 for entering the Space, 3 for the Iceberg, and 3 for the 3 Ice Floes). Since you cannot roll a 7 on a six-sided die, your Ship could leave the Space only by Drifting (See ROLLING A ONE) unless some of the ice is moved out first.

Rolling a One

Anytime you roll a 1 on the die, you may do one of two things. You can either place a new Ice Floe anywhere on the map (It's a good strategy to place the Ice Floe in the same Space as another player's Ship), or you can let your Ship Drift. A Drifting Ship moves 1 Space in any direction, regardless or any penalties. This is the only exception to the Movement Penalty Rule. Drifting does not use any Fuel.

In addition when you roll a 1, you may immediately roll the die again and take another turn. There is no limit to the number of times you may roll a 1 and take a free turn. However, remember that anytime you move your Ship without Drifting, you must reduce your Fuel by 1 point.

Running Out of Fuel

If your ship runs out of Fuel, you can only move by Drifting.

Moving Ice Off the Map

You can move Ice Floes and Icebergs off the map by paying 1 Move for Ice Floes and 3 Moves for Icebergs to leave the map. Ice Floes that are moved off the map may be reused as described in Rolling a One.

Iceberg Hazard Roll

Any time your Ship first enters a Space in which there are one or more Icebergs or an Iceberg is moved into the same Space as your Ship, you must roll a die for each Iceberg encountered. On a roll of 5 or 6, your Ship must lose either 1 Fuel Point or 1 Cargo Point. (Your choice).

You must then roll the die again. If a 6 is rolled, the Ship sinks!! You are out of the game.

Optional Rule: Instead of being out of the game when your Ship sinks, you may start again from the last map edge you entered with a full load of Fuel and Cargo.

EXAMPLE: A player whose Ship sinks on the return trip from Alaska would start the next turn on the West edge of the map with a full load of Cargo (and possibly Fuel.)

You do not roll the die again if your Ship remains in a Space with Icebergs as long as you rolled to enter the Space. You do not make a Hazard Roll when your Ship leaves the Space.

EXAMPLE ONE: Your Ship is in a Space with an Iceberg. Another player moves a second Iceberg into the Space. You must roll only for the second Iceberg. On your next turn, you roll a 1 and move your Ship into a Space containing another Iceberg. You must now make a Hazard Roll for the new Iceberg only.

EXAMPLE TWO: Two Ships are in the same Space. Another player moves an Iceberg into the Space. Both players who have Ships in the Space must each roll a die. The first player rolls a 3, so nothing happens to his Ship. The second player rolls a 5 and must either lose 1 Fuel Point or Cargo Point and roll again. On his second roll, he rolls a 1, and nothing happens. If he had rolled a 6, his Ship would have sunk and he would have been out of the game or had to start again from the last map edge he entered.

Reaching Alaska

Alaska is off the West edge of the map. Your Ship must pay 1 Move to move from any Space on the West map edge to Alaska. The whole turn after you leave the map is spent loading Cargo and Fuel. Place both the Fuel and Cargo Markers for your Ship on 8 on the Fuel and Cargo Tracks in your Ship's Log.

While loading Cargo or Fuel, you cannot move your Ship or ice. Once you have loaded your Fuel and Cargo you can move normally on your next turn. Your Ship in Alaska then reenters the map from the West map edge the same way it started the game from Newfoundland.

Icebergs Fleet Game

Although ICEBERGS minigame is most fun when played with four to six players, a Fleet version of the game can be played with two or three players, each controlling as many as three Ships.

The Fleet game is played with all the standard rules except that the players each get one turn for each of their Ships. Players alternate moving and no player may move two Ships in a row. The die is rolled for each Ship at the beginning of its turn.

EXAMPLE: In a two-player Fleet game, the first player moves his first Ship. Then the second player moves his first Ship. The first player then moves his second Ship. When all of the Ships have had a chance to move, the players start over again and move their Ships in exactly the same order as before.

Note: Each player decides which will be his first Ship, which will be his second Ship and so forth at the beginning of play.

All other rules are the same. You decide the winner when the first fleet arrives back at its home port in Newfoundland.

Icebergs Solo Game

On those days when you don't have anyone to play with, you can still play ICEBERGS game using these "Solo" rules. The game is played exactly as outlined in the rules except for these changes.

How to Set Up the Solo Game

You set up the game the same way as before. You get one Ship with 8 Fuel Points.

How to Win the Solo Game

You win the game if your Ship brings back a Cargo of 6 or more. You lose as soon as you run out of Fuel or if you bring back less than 5 Cargo.

Ice Movement

Icebergs and Ice Floes are moved at random in the Solo Game. You can never move ice as part of your Move. You can only move your Ship. After moving your Ship, you roll a die and find the result on the Ice Movement Table to see how much ice is moved and how far it moves.

Die RollIce Movement
1Move 1 Ice Floe 1 Space
2Move 2 Ice Floes 1 Space
3Move 3 Ice Floes 1 Space
4Move 1 Iceberg & 1 Ice Floe 1 Space
5Move 1 Iceberg & 2 Ice Floes 1 Space
6Move 1 Iceberg 2 Spaces*

*Or Move 2 Icebergs 1 Space Each

Ship Movement

You never roll to see how many Moves you get. You always have five Moves. It doesn't cost any Fuel to Move in the Solo Game. It does cost one Fuel Point to Drift. Your Ship can always Drift 1 Space, regardless of ice.