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Table of Contents

Table of Contents

  • Assembly
  • Objective
  • Set Up
  • Rules
  • Firing Torpedoes
  • Recording Depth Charge Shots
  • The Mine
  • Winning the Game
  • A Second "Simple Version" of Play

Assembly

  1. Slide the Plotting Grids into the angled grid holders on the side walls, the "100" on the top, the "300" on the bottom.
  2. Insert Side walls into Base and slide as far left as possible.
  3. Insert End wall with the textured side outwards and Ribs inward into the Base and slide it to the left as far as possible.
  4. Connect the top corners of the Side wall and End wall at both ends.
  5. Insert the Center Wall into the slots on both Side Wall and slide down so that it goes into the slot in the Base. When correct, the tops of all walls should be flush.
  6. Insert 3 depth levels (blue cards with grids) on each side of game. Levels should be inserted so that the number of each level faces outward with "100" at the top and "300" at the bottom.
  7. Attach the Top to the End Walls.

Objective

Sink either 3 enemy subs or 3 enemy surface ships.

Set Up

  1. Players choose sides and sit in such a way that the home port for their color is to their right side.
  2. Each player takes their color of units (3 subs, 3 ships, 3 flags, and 1 mine).
  3. Divide the red and white pegs between each player evenly.
  4. Load each surface ship with white pegs (Depth charges).
  5. Place the ships anywhere on the appropriate home port space.
  6. Each player secretly places their 3 subs in the enclosed 3 leveled sub-ocean space and under the enemy surface ocean. They may place the subs as desired, and there is no limit to the number allowed on a particular level. Once placed, they can not be moved. Subs must be in different spaces if they share a level.
  7. Each player places their Mine on any space on the 1st (100 foot) level. It can not be placed on a space with a sub or on a space over a sub. Each player records on a piece of paper the space the Mine occupies and keeps it hidden from the opponent until proof is needed.

Rules

  1. The Red player moves first and play alternates back and forth between the two players. A turn must consist of a surface vessel move. It may also consist of firing a depth charge or a torpedo.

  2. Ships enter their ocean from any one of the 4 arrowed spaces on their home port space.

  3. Any one ship in each turn may move 1, 2, or 3 players [sic] at the owner's discretion. A ship may move forwards, backwards, sideways, or diagonally in any combination during the turn.

  4. At the end of a move by a ship, a player may:

    • a) Declare that they will NOT drop a depth charge.
    • b) Decide to Drop a Depth Charge at an announced level directly below where the ship is.
    • c) Decide to do either "a" or "b" and also fire a torpedo from one of their subs at one of the enemy ships.
  5. A ship must carry a peg in order to fire a Depth Charge. When a Depth Charge is fired, the player removes a peg and calls first the number of the space on which the firing ship rests, and then the depth at which the Depth Charge will detonate (100, 200, or 300).

    Example: number 14 at 200 feet.

  6. When the Depth Charge detonates, the opponent will assess the damage and respond with one of the following:

    • a) Direct Hit - If one of the enemy subs is on the exact space called (number AND level), it is hit and sunk.
    • b) Near Miss - If one of the enemy subs is on one of the four adjacent (non-diagonal) spaces on the level called - or - on the same space number called, but on the adjacent higher and lower levels.
    • c) Complete Miss - If none of the above conditions is met, the Depth Charge has missed any target. A sub that is two levels away from the targeted level is always a Complete Miss, even if they are in the numbered space.

Firing Torpedoes

  1. After moving a ship and either firing or not firing a Depth Charge, the player may then fire a torpedo from one sub when the following condition exists: The torpedo runs only in a straight line between submarine and the edge of the map, and only in the direction of the printed torpedo symbol. The sub and ship must both share the same row that the torpedo run occurs in, but the sub may be at any depth level.
  2. When a torpedo firing condition exists, and the player wants to fire one, they call the target ship they intend to attack with the torpedo and spin the spinner. If the point lands on "Hit", the ship is sunk and removed from the game.
  3. If multiple subs meet the firing condition for a torpedo, each of them can make its own attack during the same turn. They are announced one at a time.
  4. If there are multiple targets available, each sub must designate before firing which target they are shooting at.

Recording Depth Charge Shots

  1. The three Plotting Grids at each player's right side are for recording shots taken, plan strategy, and to avoid duplication of shots.
  2. When the player calls a shot and removes a peg from a ship, the peg is placed on the Plotting Grids in the position the player called.
  3. When the result of the shot is a "Complete Miss", the player may place white pegs in each of the adjacent (non-diagonal) spaces on the Plotting Grid, as well as in the same space on each Plotting Grid that is one level removed.
  4. When the result of the shot is a "Near Miss", the player places the white peg in the correct location on the Plotting Grid and places red pegs in each of the adjacent (non-diagonal) spaces on the Plotting Grid, as well as in the same space on each Plotting Grid that is one level removed. An enemy Sub must be in one of those spaces.
  5. When the result of the shot is a "Direct Hit", the player places the Red Flag in the correct location on the Plotting Grid and places white pegs (if appropriate) in each of the adjacent (non-diagonal) spaces on the Plotting Grid, as well as in the same space on each Plotting Grid that is one level removed. This indicates that a sub has been destroyed.

The Mine

  1. When a player's ship ends its movement on the same number as an enemy Mine, the mine detonates and the ship is destroyed. The written record of the mine's placement is revealed at this time. The ship and Mine are removed from the game. A ship that is destroyed by a Mine can not fire Depth Charges.
  2. A player that loses a ship to a mine can still fire a torpedo from one or more subs before ending their turn.

Winning the Game

The first player to sink either their opponent's 3 subs using depth charges or their 3 ships with torpedoes and mines is the winner of the game.

A Second "Simple Version" of Play

The set up and play of the game is the same as the regular game. The single difference is the explosion pattern of Depth Charges.

The Depth Charge explodes on the level it was fired at only, but covers all adjacent spaces, including diagonal ones, as "Near Misses".

  • If a Depth Charge is a Near Miss on more than one Submarine, it must be declared as (a) a Near Miss on 2 Subs, or (b) a Near Miss on 3 Subs, whichever is correct.

  • A ship that has no pegs on it can not fire any Depth Charges. Once empty, the ship must return to its Home Port in order to be resupplied but using regular movement. Once it reaches the Home port, it will be resupplied (restocked with pegs). A ship can not move into the Home port and back out again on the same turn.

  • A ship may leave the Home Port area through any arrow, not necessarily the one it entered through.