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The Far Seas

The Far Seas Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 1.1 Main Cruisers
  • 1.2 THE GAME
    • 1.2.1 GAME PLAY OUTLINED
    • 1.2.2 THE RULES
      • 1.2.2.1 THE BASIC GAME (CHAPTER 4.0 AND 5.0)
      • 1.2.2.2 ADDITIONAL HISTORICAL CIRCUMSTANCES (CHAPTERS 6.0 AND 7.0)
    • 1.2.3 WHICH RULES TO USE
  • 2.0 Game Equipment
  • 2.1 THE COUNTERS
    • 2.1.1 SHIP COUNTERS
    • 2.1.2 FUNCTIONAL COUNTERS / MARKERS
      • 2.1.2.1 FUNCTIONAL COUNTERS INCLUDED IN THE GAME
      • 2.1.2.2 COUNTERS FOR SOLITAIRE GAME PLAY
  • 2.2 THE MAP
      • SYMBOLS NEXT TO AREA NUMBERS
      • TURN TRACK
      • VICTORY POINT TRACK
      • BRITISH STATIONS
      • MERCHANT CAPTURE BOX
      • HOLDING BOXES
      • BRITISH HOLDING BOXES
      • GERMAN HOLDING BOX ‘GERMAN RESERVES’
      • MEDITERRANEAN SEA (HB1 / HB2)
      • RUFIJI RIVER HOLDING BOX
      • TACTICAL BATTLEFIELD
      • RESTRICTED AREAS
  • 2.3 SHIP LOGS
  • 3.0 Prepare for Play
    • German ship set-up
  • 4.0 The Game Turn
  • 4.1 OPERATIONSBEFEHL
  • 4.2 MOVEMENT OF SHIPS AND SQUADRONS
  • 4.3 PHASE 1: PLOTTING GERMAN MOVEMENT
    • 4.3.1 SECRET NOTES & ASSIGNMENTS
    • 4.3.2 INFORMING ALLIED PLAYER
    • 4.3.3 EXCEPTIONS
  • 4.4 PHASE 2: ALLIED MOVEMENT
    • 4.4.1 MERCHANT ESCORT DUTY AND CONVOY DUTY
    • 4.4.2 ON STATION
  • 4.5 PHASE 3: GERMAN MOVEMENT
  • 4.6 PHASE 4: SEARCH, SURPRISE, ENCOUNTER, COMBAT
    • 4.6.1 SEARCH AND CONFLICT AREA(S)
    • 4.6.2 ALLIED SEARCH
      • 4.6.2.1 SEARCH AND DISCOVERY
      • 4.6.2.2 DETERMINATION DIE ROLL (DETERMINING THE DISCOVERING/FAILING SHIP OR SQUADRON)
      • 4.6.2.3 COWARDICE VICTORY POINTS
      • 4.6.2.4 LOCATIONS WITH AUTO-DISCOVERY
    • 4.6.3 ENCOUNTER (RUNAWAY OR COMBAT?)
      • 4.6.3.1 PAIRING THE RUNNER AND THE CHASER
      • 4.6.3.2 THE SPEED
    • 4.6.4 COMBAT
  • 4.7 PHASE 5: GERMANS HIT AND GO HOME
    • 4.7.1 GERMAN MERCHANT CAPTURES
    • 4.7.2 SCORING RAIDING POINTS
    • 4.7.3 RETURN TO GERMANY
  • 4.8 END OF THE OPERATIONSBEFEHL
  • 4.9 BEGIN A NEW GAME TURN
  • 5.0 AREA MOVEMENT RESTRICTIONS AND REINFORCEMENTS
  • 5.1 BRITISH SHIPS
  • 5.2 JAPANESE SHIPS
  • 5.3 FRENCH SHIPS (REINFORCEMENTS)
  • 5.4 ADJUSTMENTS FOR ADVANCED RULESET (6.0)
  • 6.0 Advanced Ruleset
  • 6.1 COALING
    • 6.1.1 COALING OPPORTUNITIES
    • 6.1.2 CORRELATION WITH GERMAN OVERSEAS COLONIES RULE
  • 6.2 GERMAN ARMED MERCHANT CRUISERS (AMC'S)
    • 6.2.1 MOVEMENT OF AMCS
    • 6.2.2 RESTRICTIONS FOR AMCS
    • 6.2.3 INTERNING AMCS
  • 6.3 BRITISH CONVOYS
    • 6.3.1 MOVEMENT AND RESTRICTIONS
    • 6.3.2 CONVOY DUTY
    • 6.3.3 ATTACKING A CONVOY
      • 6.3.3.1 SURPRISING THE CONVOY
      • 6.3.3.2 SURVIVING CONVOYS, LOSSES AND VPS
  • 6.4 GERMAN OVERSEAS COLONIES
    • 6.4.1 CAPTURING A COLONY
    • 6.4.2 GERMAN INTERVENTION
      • 6.4.2.1 ELIGIBLE MAIN CRUISERS
      • 6.4.2.2 COMBAT
      • 6.4.2.3 CONSEQUENCES FOR THE SUCCESS OF CAPTURING
    • 6.4.3 CORRELATION WITH COALING RULE
  • 7.0 Optional Rules
  • 7.1 BOER REBELLION
    • 7.1.1 RAIDING CAPETOWN
    • 7.1.2 RAIDING LÜDERITZ BAY
  • 7.2 RUFIJI RIVER
    • 7.2.1 MOVEMENT
    • 7.2.2 SEARCH, ENCOUNTER, COMBAT
  • 7.3 PROPELLANT ACCIDENT - RP C/12
    • 7.3.1 DESTINY IS CALLING
    • 7.3.2 SHOW TIME
  • 7.4. RETURN TO GERMANY WITH ESCORT: BREAKOUT OF GERMAN BATTLECRUISERS
    • 7.4.1 MODIFICATIONS OF SEARCH PROCEDURE AND SURPRISE
    • 7.4.2 ALLIED DISCOVERS NO GERMAN SQUADRON
    • 7.4.3 BRITISH DISCOVERS EITHER GERMAN SQUADRON: COMBAT AND RUN ATTEMPTS
  • 7.5 RAID ON ENGLAND
    • 7.5.1 RAID
    • 7.5.2 COUNTERATTACK
      • 7.5.2.1 VARIATION: ENGLISH CHANNEL
      • 7.5.2.2 VARIATION: AREA 14
      • 7.5.2.3 SURVIVING SHIPS AND LOSSES
  • 8.0 HOW TO WIN
  • 9.0 Solitaire Play
  • 9.1 PHASE 1: PLOTTING GERMAN MOVEMENT
    • 9.1.1 MAIN CRUISER SELECTION
    • 9.1.2 IDENTIFYING TEMPTING AREAS (ADVANCED)
    • 9.1.3 RETURN TO BASE (RTB) ORDER
      • 9.1.3.1 ROLL A RTB DIE TO CHECK FOR THE ORDER:
      • 9.1.3.2 EXECUTE RTB ORDER STRATEGICALLY (result 6 or more; advanced)
      • 9.1.3.3 EXECUTE RTB ORDER RANDOMIZED
    • 9.1.4 DETERMINE MOVING AMC(S) AND THEIR MOVES
      • 9.1.4.1 STRATEGIC AMC SELECTION (ADVANCED)
      • 9.1.4.2 AMC MOVE DETERMINATION (ADVANCED)
      • 9.1.4.3 AMC - DUMMY PROCEDURE
  • 9.2 PHASE 2: ALLIED MOVEMENT
  • 9.3 PHASE 3: GERMAN MOVEMENT
    • 9.3.1 MAIN CRUISER MOVEMENT
      • 9.3.1.1 TEMPTING AREA DIE ROLL (ADVANCED)
      • 9.3.1.2 MAIN CRUISER DUMMY PROCEDURE
    • 9.3.2 ASSIGNMENT CHIT- PULL AND FORMATION
      • 9.3.2.1 FORMATION DIE ROLL
      • 9.3.2.2 ASSIGNMENT CHIT-PULL
    • 9.3.3 INTERNING AMC(S)
  • 9.4 PHASE 4: SEARCH, SURPRISE, ENCOUNTER, COMBAT (RULES FOR GERMANS)
    • 9.4.1 ENCOUNTER
      • 9.4.1.1 RUN OR COMBAT
      • 9.4.1.2 RUN ATTEMPT
    • 9.4.2 COMBAT
      • 9.4.2.1 CHOOSING TARGET OF FIRE DIE ROLL (IN CASE OF MULTIPLE TARGETS IN THE COMBAT):
      • 9.4.2.2 RUNNING ATTEMPTS AFTER COMBAT ROUNDS
      • 9.4.2.3 TORPEDO ATTACK
    • 9.4.3 SURPRISE ATTACK/ INTERVENTION IN THE CAPTURE OF A COLONY
  • 9.5 PHASE 5: GERMANS HIT AND GO HOME
  • 10.0 Training Scenario: The Battle of Coronel
  • 10.1 SET- UP FOR THE TRAINING SCENARIO
  • 10.2 MOVE – SEARCH – ENCOUNTER
    • 10.2.1 MOVE
    • 10.2.2 SEARCH
    • 10.2.3 ENCOUNTER
  • 10.3 SET- UP: THE BATTLE OF CORONEL
  • 10.4 AFTERMATH
  • 11.0 Training Scenario: Battle of the Falkland Islands (“Sturdee’s Revenge”)

1.0 Introduction

Welcome to The Far Seas, a game by VUCA Simulations! – First, you will be briefly introduced to the historical background of the game and its protagonists, followed by an introduction to the game itself. If you can’t wait to jump straight into gameplay, make sure to at least read the introduction to the rules (1.2.2) to understand the best approach for learning the game, as this rulebook offers multiple ways to do so. Use of colors throughout this rulebook:

  1. Basic rules - recommended for the first play
  2. Advanced rules - recommended to use after getting familiar with the basic rules. These are by us considered to be the Standard rules set for the game. They can be ignored when only using the Basic rules.
  3. Optional rules - they can be used in combination with the Basic or the Advanced rules and will provide additional flavour at the cost of some overhead rules learning.

1.1 Main Cruisers

Note: The rules are very different for the eight German cruisers that were dispersed across the globe (Scharnhorst, Gneisenau, Karlsruhe, Emden, Dresden, Königsberg, Leipzig and Nürnberg), battlecruisers (Reserve) and the armed merchant cruisers (AMCs). To increase the readability of the rule book, these eight cruisers will be referred to as 'Main Cruisers' throughout this rule book.

1.2 THE GAME

Conceptually it is a game of nine turns for one or more players that simulates the operations of, and against, the eight German cruisers that were caught at sea on the outbreak of World War I. The German player controls eight cruisers, five armed merchant cruisers (AMCs, 6.2), and five battlecruisers (under Optional rules 7.4 and 7.5.). The Allied player controls about eighty British, French, Japanese, and Russian ships (Triple Entente & Anglo-Japanese Alliance = Allies) that operated against them. Chapters 10 and 11 provide small training scenarios designed to help players become familiar with the movement and combat systems.

1.2.1 GAME PLAY OUTLINED

The German player will secretly move their ships to target merchant ships for capture, raid stations, attempt to return ships to Germany, and pursue other objectives, all contributing to Victory Points.

Note: Check out the possibilities to gain Victory Points for the German player on the Players Aid or in chapter 8.0. (How to Win). The Allied player on the other hand will try to search and sink the German ships wherever possible, while also trying to make the achievement of the German goals harder, by protecting stations, merchant ships or convoys. The Allied player does not collect Victory Points himself. Success in sinking Germans will reduce the Victory Points of the German player and prevention by protection will make it harder for the German to score Victory Points in the first place. The Far Seas can be played by more than two players by assigning extra players particular German or Allied ships or squadrons to play. For Solitaire Play refer to chapter 9.0.

1.2.2 THE RULES

After getting familiar with the game components (2.0) and set up (3.0) you will learn about the basic gameplay for each turn (4.0) and some restrictions for several ships (5.0). Chapters 6.0 and 7.0 contain rules that integrate additional historical circumstances, organized by topic. The rules in Chapter 6.0 are meant to be added to the basic gameplay as a complete set (Advanced Ruleset), while the rules in Chapter 7.0 can be added individually based on player preference—or all together, if desired (therefore they are called ‘Optional’). Chapter 8.0 gives an overview of how to win and chapter 9.0 contains rules for Solitaire Play. Chapter 10.0 and 11.0 finally contain Training Scenarios that will introduce you to the game mechanics. You will find reminders on the rules and restrictions throughout the game components, so you need not refer to the rules too often. The rules are organized in the order in which they are needed during each turn. This enables you to learn the game step-by-step while already playing the first turn.

1.2.2.1 THE BASIC GAME (CHAPTER 4.0 AND 5.0)

It is possible to play the game without the additional historical circumstances of chapter 6.0 and 7.0, to have an easy and quick to learn rock – paper – scissors kind of game and a familiarization with the basic principles of the game. To do so, simply ignore all hints and rules regarding the historical circumstances appearing as blue or brown colored text until the end of chapter 5.0.

Note: The game components, especially the map and the Ship Log, are optimized for a game that includes all rules. If playing the game without the historical circumstances (6.0 and 7.0), simply ignore the respective indicators and aids on the components.

1.2.2.2 ADDITIONAL HISTORICAL CIRCUMSTANCES (CHAPTERS 6.0 AND 7.0)

The additional historical circumstances are principals that supplement the basic game play, making the game more challenging for both sides. Learning all the rules step-by-step, while reading chapter for chapter: Since the additional historical circumstances are codified in chapters 6.0 and 7.0, and the rules therein supplement the basic game (4.0 and 5.0), blue and brown hints throughout the rule book (like this one) ensure that you read the relevant rules or parts of them whenever necessary. You only need to jump to the specific rule, if stated so within the hint, like: ‘[…] better read that rule now’. If a blue or brown hint does not have such a statement, the hint itself contains everything you need to know about that rule in that moment. Historical circumstances supplementing the basic game are: ADVANCED RULESET

  • Coaling (for German ships), Rule 6.1
  • German Armed Merchant Cruisers (AMCs), Rule 6.2
  • British Convoys, Rule 6.3
  • German Overseas Colonies, Rule 6.4

OPTIONAL RULES

  • Boer Rebellion, Rule 7.1
  • Rufiji River, Rule 7.2
  • Propellant Accident, Rule 7.3
  • Escorts for returning home (Breakout), Rule 7.4
  • Raid on England, Rule 7.5

How will the rules regarding the historical circumstances alter game play? – The following information will make a decision about which rules to apply to your game easier, by describing their core effects on the game play. Each of them is mostly an addition of a rule set, so that the basic game play stays exactly the same:

Coaling: This rule makes it a bit more challenging for the German player to move secretly. When planning the moves the Germans need to consider the coaling opportunities, which at the same time makes the game more realistic. Game testing has shown that it should be easy enough for the German player to have the ships coaled throughout the game, while running out of coal for a ship is rather exceptional and the consequence is (only) that the ship in question can’t move secretly until coaled again, but it still can move. AMCs: The Germans will have 5 more (very weak) ships that can be used for binding resources of the Allied powers. They are less effective in gaining VPs and they are easy to sink by the Allies in a battle. Each sunk AMC will reduce German VPs by 1. British Convoys: This rule will add 5 British Convoys to the game, moving on a predictable route. The Allied player will have to use resources to protect them, as they are easy prey if unprotected. If protected though it will be a gamble for the German player to attack them with a chance for several VPs at once, but risking losing the ship in a battle with the escorts. German Overseas Colonies: There are 4 German Colonies on the map, that must be captured by the Allies by allocating some ships for several turns to the siege. Failing to capture the Colonies will result in extra VPs for the German player. As a compensation, the British and French reinforcements (Turn 2) are free to move without VP-penalty unlike in the Basic Game (compare 5.1 and 5.3 to 5.4). Boer Rebellion: The British stations Lüderitz Bay and Capetown in the south of Africa become special, as a raid on those stations might trigger the Boer Rebellion (determined by a die roll). In the case of a successful die roll, the only effect this has is that the German player gains 15 VPs. The Allied player can protect those stations and thus effectively prevent this from happening. Rufiji River: It is a special area on the map that works as a hideout for one ship of the German player. It is impossible to get attacked on the river, but the British player has the chance to make sure, any attempt to leave the river will end in destruction. Propellant Accident: Several die rolls will determine whether one of the German Main Cruisers blows up by accident in a random turn. If the accident happened or not will be a hidden information for the Allied player, not knowing, if a German ship sank or not, leading to the eventuality of chasing a ghost ship.

Escorts for returning home (breakout): This rule only applies, if Gneisenau and/or Scharnhorst are attempting to return to Germany. In this case the German player may decide, to use the German Reserves as an escort. This will trigger that the Allied player may unleash the British Reserves, which will likely end up in a battle of Battlecruisers. Raid on England: This rule only applies, if the Allied player brought almost all Battlecruisers (BC, ) of the British Holding Boxes into the game. Once 5 or less BCs are left in England (including the British Reserves), the German player may raid England by placing the German Reserves close to England. The Allied player again will do the same and it most likely will end in a battle of Battlecruisers.

1.2.3 WHICH RULES TO USE

To help you to decide on the ‘right game’ to play for your first game we offer the following aid:

  • Basic Game (1.2.2.1): Very simple and quick to learn; blue and brown rule references can be ignored as well as chapters 6.0 and 7.0. Even though the rules are easy to understand, this is a good way to get familiar with the tactical aspects and depth of this game (how to best use the bigger number of Allied ships to make life hard for the German player and how to best use the outnumbered German ships, to gain Victory Points). Recommended for players who like to know basic tactics and mechanisms, before having a second layer of complexity causing an increased risk of exploitable mistakes on both sides.
  • ADVANCED RULESET - Incorporates more historical flavour and complexity: Still simple but it will take extra reading time for the additional chapter 6.0. The principles are not hard to understand but will require stronger priorisation skills throughout the game in addition to the tactical challenges of the Basic Game. The difference to the Basic Game is simply that the game is busier for both players coming with an increased risk of exploitable mistakes on both sides. Recommended for ambitious players, who would prefer not to have the regional and punctual impacting concepts of the next bullet point in their first game.
  • OPTIONAL RULES - Further expanding on complexity and historical context - ‘For those looking for the full experience’: The optional rules are also simple, and they don’t bring more layers of complexity to the game compared to the previous modus. Each of them can be added separately — either individually or in any combination — to the Basic Game or the Expanded Game, as desired.

They address rather special regionally limited historical situations with punctual impact on the game, which need to be triggered or happen randomly. Some can be real game changers, if triggered and some can also backfire, if unlucky.

Note: As the intention of this game was to create an easy to play game, even with all the rules it is not as complex as most of the war games out there. So, the split of the rules is not rooting in didactical reasons (like: ‘it would be too hard to learn otherwise’). The reason for the splitting is simply to allow players to optimize this game for their desires in gaming, as not everybody has the same philosophy on it. Therefore, another valid approach would be to play the first game with this recommendation:

  • Recommendation: Play the Battle Training (The Battle of Coronel, 10.0) before starting your first game, to see the dynamics of Battles with all its parameters and modifiers in this game and to better understand the strength and weaknesses of the combat ships.

2.0 Game Equipment

The Far Seas includes:

  • 1 Mounted Map
  • 221 Counters (182 counters for multiplayer gameplay and 39 extra counters for Solitaire Play)
  • 3 Player Aid Sheets (2 for multiplayer gameplay and 1 for Solitaire Play)
  • 1 Ship Log Pad ( also available as PDF in the download section on vucasims.com)
  • 1 Secret Screen
  • 1 Rulebook
  • 2 Dice (D6)
  • 16 Wooden Pawns (8 black and 8 red)
  • 38 wooden mini cubes (10x yellow, 10x grey, 3x green, 3x blue, 3x orange, 3x pink, 3x black, 3x white) If there should be any problems with the equipment, please contact VUCA Simulations ([email protected]) and we will gladly help in any way we can.

2.1 THE COUNTERS

The ship counters in the game represent the actual naval ships involved. There are 98 ship counters (with the naval ensign of the respective nation on the backside that was in use during WWI):

18 German ships, including:

  • 8 Main Cruisers (AC, C, CL – 6 light and 2 large)
  • 5 battlecruisers (BC – stationed in Germany)
  • 5 Armed Merchant Cruisers (AMC)

80 Allied ships, including:

  • 15 Japanese Ships
  • 9 French Ships
  • 2 Russian Ships
  • 54 British Ships

Allied ships have their initial set up location (area number or holding box) on the backside of the counter. Allied ships that enter the game in a turn later than Turn 1 are placed in the corresponding holding box below their designated entry turn.

German ships are set up as per the set-up chart on the backside of the Ship Log.

All ship counters represent combat ships of the cruiser class or heavier, except for 5 counters which represent German Armed Merchant Cruisers (AMC). Since for the German battlecruisers and AMCs different rules are applicable, the eight cruisers that are not AMCs and not battlecruisers will be referred to as 'Main Cruisers' for better clarity throughout this rule book. In addition, there are 5 markers which represent British convoys; however, those are not considered ship counters. As there are no differences in the rules for Allied ships, they will be referred to simply as 'ships'.

VP / Ship Class (stars on the counter):

  • 5 stars: Battlecruiser (BC)
  • 4 stars: Battleship (BB)
  • 3 stars: Armored Cruiser (AC)
  • 2 stars: Cruiser (C)
  • 1 star: Light Cruiser (CL)
  • 1 star: Protected Cruiser (PC)
  • 1 star: Armed Merchant Cruiser (AMC)

2.1.1 SHIP COUNTERS

Each ship counter has the following attributes: Name, National Ensign, Gun Range, Fire Roll Modifier, Damage Capacity, Speed, Victory Points / Ship Class (stars), Restriction reminder (red dot), and an indication of eligibility for Merchant Escort Duty (lighter colored stripe behind the name).

2.1.2 FUNCTIONAL COUNTERS / MARKERS

Functional counters and pawns are used as markers and reminders (e.g. for marking the current turn, damage or other results of game play and rules) as follows:

2.1.2.1 FUNCTIONAL COUNTERS INCLUDED IN THE GAME

Battle Marker: When taking the involved ships to the Tactical Battlefield, place this counter in the area, where the battle takes place, as a reminder.

Boer Rebellion Marker: Place this marker at the beginning of the game on the corresponding field in southern Africa (between Area 19 and 20). Once the Germans started the Boer Rebellion, flip it over to indicate, that the rebellion has started and can't be started again for this game.

Coal Marker: When the German player successfully conducts Merchant Captures with a cruiser that requires coaling (not AMCs), place it on the Ship Log in the designated coal area for that cruiser as a reminder of the coal received.

Colony Marker: Place them on the corresponding colony field within the dark blue bottom area of the map. Once the Allied player starts to capture a colony, place the marker of that colony on the Turn Track on the turn which is calculated to be the final capturing turn by rule 6.4.

Convoy Marker: Represents a Convoy with 15 transports and moves along the convoy routes each turn (6.3). Starting the game on their placeholder box on Turn 2 of the Turn Track.

Damage Marker: Place with correct amount of damage points underneath a ship counter, when damage is afflicted in combat, to track the damage a ship has taken so far.

Merchant Density Reduction Marker: Place next to the number of the Merchant Density Indicator on the map corresponding to number of Allied ships on Merchant Escort Duty. One Allied ship reduces the density by one.

No-Coal Marker: Place in an area containing a colony, that is under siege or has been captured, to indicate that the German player is not able to receive coal from the colony in that area anymore.

Raided Station Marker: Once a station has been successfully raided by the German player, place this marker on the station to indicate, that it has been raided and cannot be raided again for the rest of the game.

RP C/12 Marker: If playing with the Optional rule 7.3 – Propellant Accident: Place the marker on the turn, that is determined by the die roll as per 7.3.1. Once the Turn marker reaches that turn, follow the procedure of 7.3.2, in the beginning of that turn, before doing anything else.

Transport Marker: Place underneath a started convoy with the current number of transports being visible. Once one or more transport(s) of the convoy are sunk, rotate the marker until it indicates the correct number of transports. It starts with 15 and goes down to 0 on the backside. One Transport Point equals 1 VP.

Turn Marker: Place on the Turn Track in the upper right corner of the map, to track turns, starting on Turn 1 (T1).

VP Marker: Place on Victory Point Track to track the current number of Victory Points, gained by the German player. Should in any unlikely event the number of VPs become negative, flip it over to its backside, to track the number of German Victory Points below 0.

2.1.2.2 COUNTERS FOR SOLITAIRE GAME PLAY

AMC Chits: Each AMC has a corresponding chit for the AMC chit-ull, which will be used, to determine a moving AMC as per rule 9.1.4.

Assignment Chits: There are chits for every assignment a German Main Cruiser might carry out for the Assignment chitpull as per rule 9.3.2.

Dummy Counter: Use this counter within the Dummy Procedure as described in 9.0 to determine the destination area of a Main Cruiser.

Main Cruiser Chits: Each German Main Cruiser has a corresponding chit for the Main Cruiser chit-pull, which will be used to determine the moving Main Cruisers, as per rule 9.1.1.

Torpedo Fired Marker: Once a ship carried out it’s torpedo attack in a combat, place this marker next to it (or on top) to indicate that this ship cannot do another torpedo attack during this combat.

2.2 THE MAP

The map shows the world as of August 4, 1914. The oceans are divided into abstract numbered areas (not proportional in terms of real-world distance or square mileage) by white lines. Most areas have British stations on land or on islands and/or Merchant Ship Boxes in the water. Symbols next to area numbers and at relevant spots on the map will remind you of the corresponding rules, as outlined in the following subchapters. Areas are considered ‘adjacent’ if they share a common border or corner, meaning they are also connected diagonally.

SYMBOLS NEXT TO AREA NUMBERS

These symbols next to the numbers are reminders of several rules throughout this rule book.

TURN TRACK

The Turn Track shows the current Game Turn via the corresponding marker and contains reminders for lifted restrictions and reinforcements for several ships (as per rule 5.0) and other turn-based rules. Place the named ship counters on the placeholder boxes, when preparing for play (see 3.0). The ships so placed enter the game in the respective turn according to the respective rules.

Note: The turn length is somewhat of an abstraction.

The identification number of the area is used for the purpose of plotting German movement. So, keep it clear of Allied ships, if possible.

The Rising Sun symbol serves as a reminder of rule 5.2, which restricts Japanese ships from entering areas without this symbol unless the Allied player is willing to incur a VP penalty equal to the VP value (stars on the ship) of the departing ships.

Coaling (6.1): This symbol serves as a reminder of rule 6.1.1, indicating the areas where German ships have coaling opportunities.

Note: The grey coal symbols indicate coaling areas where the opportunity to coal depends on the capture of colonies in that region.

‘German Armed Merchant Cruisers (6.2)’: In areas with this symbol, the German player may intern their AMCs to remove them from the game without losing any Victory Points (VP).

RTB +X: This indicator is used for the Solitaire Play (9.0) only. It is a reminder for the Return to Base Order Die Roll Modifier as per rule 9.1.3.

VICTORY POINT TRACK

The VP marker on the Victory Point Track displays the current total of Victory Points, that the German player has scored so far.

VPsDescriptionMeaning
30 or lessTriumph of Allied ArmsAllied Win
31-40Moral Victory for the GermanDraw
41-50Embarrassment to Royal NavyGerman Win
51-60Scandal in the AdmiralityGerman Honor
61-70Public OutcryGerman Triumph
71-80Shake-up in the War CabinetGerman Legend

Sudden End: if the Germans should score more than 80 VPs at any time throughout the game, the game is over, and the German player is the winner. So, whenever VPs are scored or reduced, remember to adjust the VP marker on the VP Track accordingly.

Note: Additionally it is possible to track the scored VPs on the Ship Log. This is optional, but it might be interesting to review at the end in detail, how the German player managed to score VPs.

Once the German player reveals attempts for Merchant Captures (rule 4.7.1), place the acting ship(s) or squadron(s) into this Merchant Capture Box. The number at the upper right corner indicates the density of merchant shipping in the area and determines the maximum Merchant Captures that can be successfully carried out in this area per Game Turn (1 German Main Cruiser can make captures up to the box maximum. AMCs can only make up to 1 Merchant Capture per Game Turn; one Merchant Capture Point equals 1 VP).

BRITISH STATIONS

Most areas have one or more British stations in them which can be raided by German Main Cruisers (not AMCs). The number in the red box is the amount of Victory Points, that the Germans would receive, if the raid of that station was successful. The Allied player might protect the station though. Ships or squadrons, that are raiding or protecting a station are placed onto the station’s name on the map.

MERCHANT CAPTURE BOX

HOLDING BOXES

Holding Boxes are used to organize and hold counters that are subject to special rules. Most boxes have reminders of the applicable rules and restrictions.

BRITISH HOLDING BOXES

There are several British ships, that start the game in England, with different rules about their readiness and usability. For example: the ships in the left box may be brought into the game without any VP penalty , whereas ships from the

middle box might be brought into the game by the Allied player, in exchange for VPs as per the ships’ VP value , that the German player receives in return, to rebalance the game (more details in 5.1). The third box titled ‘British Reserves’ holds British battlecruisers (BC, ) that are solely used under the Optional rules ‘Return to Germany with escorts: Breakout of German Battlecruisers’ (7.4) and ‘Raid on England’ (7.5).

GERMAN HOLDING BOX ‘GERMAN RESERVES’

(RULES 7.4, 7.5) The German battlecruisers (BC, ) and Moltke that are stationed in Germany will be placed in the German Holding Box. Those ships are solely used under the Optional rules ‘Return to Germany with escorts: Breakout of German Battlecruisers’ (7.4) and ‘Raid on England’ (7.5).

MEDITERRANEAN SEA (HB1 / HB2)

The holding boxes in the Mediterranean Sea include a reminder of the restrictions on the movement of the held ships, written below each holding box.

RUFIJI RIVER HOLDING BOX

The Rufiji River Box lists the German Main Cruisers permitted to enter the river, with a maximum of one German ship allowed at a time.

Rufiji River (Area 21): The Rufiji River is a special area which can be entered by both sides. Of the German Main Cruisers only one of Königsberg, Nürnberg, Leipzig Dresden, Emden and Karlsruhe can move into the Rufiji River at a time. For the Allied player only British ships may enter the river. For more details see rule 7.2 Rufiji River.

TACTICAL BATTLEFIELD

The Tactical Battlefield is used for combat that might occur during the game (rule 4.6.4). Combat is conducted in rounds and the ships close in each round. (e.g. after the first round, in which only ships with Gun Range A were able to fire, ships close in to the B-space, so in the second round ships with Gun Range A and B are able to fire, and so on, more details later in the Combat section 4.6.4). Colored cubes for the British and black/white ones for the Germans will help to track the Same Target Modifier in larger battles, as indicated in the picture (3 cubes of one color: one to mark the firing British ship, one to mark the attained modifier and the last to mark the targeted ship on which it is continouisly firing since several battle rounds; e.g. the green one: INVINCIBLE is firing since 3 rounds on the SCHARNHORST and gets a +3 Same Target Modifier for it as per rule 4.6.5.1.1).

Note: Ships have different Gun Ranges (A, B, C) and not all ships are able to fire a torpedo (more details will follow later in rule 4.6.4).

RESTRICTED AREAS

English Channel and Mediterranean Sea: Only the Allied player may move into these two areas, which are therefore only named, not numbered. German ships are prohibited from ever entering them. Symbols on the map indicate ‘a special rule for this area’.

GERMAN COLONIES (6.4)’

Allied ships, that are designated to capture a German Colony will be placed on the German Colonies Holding Boxes on the map.

Suez Canal & Red Sea: Only the Allied player may use the Suez Canal to move from the Mediterranean Sea to Area 22 and vice versa.

Panama Canal: No German ships may pass it on Turn 1. Starting on Turn 2, German ships can freely move from Area 10 to Area 3 through the canal or vice versa.

Should a German ship move through the Panama Canal, its move must be revealed before the Allied player moves, instead of being kept secret until after the Allied player’s move.

CONVOY ROUTES

Convoys (as per rule 6.3.1) will be moved along these routes throughout the game. British Convoys move from one darker blue circle/dot to the next one on the route each turn, once the Allied player decided to launch them.

CAPETOWN AND LÜDERITZ BAY, BOER REBELLION (7.1)

These stations have a special purpose according to the rule ’7.1 Boer Rebellion’. The Germans might start the Boer Rebellion by raiding one of the stations to score 15 extra Victory Points.

Note: Beware that both stations can be protected and raided, but the chances of starting the rebellion are 50% at Capetown and only 16,67% at Lüderitz Bay.

2.3 SHIP LOGS

Ship Logs are used by the German player to record the moves, Merchant Captures, Station Raids, and other information called for the game. Each game will require the use of one Ship Log.

Some Ship Logs are provided in the game. Additionally, they can be downloaded as print file (in DIN A4 and letter paper) in the downloads section on vucasims.com.

3.0 Prepare for Play

To prepare for play, place each German and Allied ship that starts on the map into the area that is noted on the backside of the counter for Allied ships and on the Set-up Map for the German ships (see below). British ships that start in England are placed in the corresponding holding boxes (HB 1, HB 2 and British Reserves); ships that start in the Mediterranean Sea are placed in the holding boxes there.

Note: Place all ship counters horizontally onto the map, so that the ends of the ship silhouettes are facing east and west. This is important as ships, which moved but did not finish their assignments yet, will get rotated sideways 90° as a reminder, before they get flipped over once they are done. The following ships and markers will be placed on the map as follows

  • VP Track: VP marker on the ‘VP’ field
  • Colony Markers on the corresponding Colony Box
  • Boer Rebellion Marker on the corresponding field in the south of Africa (between Area 19 and 20)
  • Turn Track:
  • Turn marker on Turn 1
  • Reinforcements and Convoys as indicated in the respective placeholder boxes beneath the respective turns ‘and on the backside of the counters British ships with a special use case: British Reserves: Lion, Queen Mary, New Zealand, Indomitable, Tiger They can only be used in connection with Optional rule 7.4 Return to Germany with escorts and under Optional rule 7.5 Raid on England. When not in use they are held in the British Reserves Box. Except for Tiger, which won’t be in the game and therefore not be placed in the Reserve Box until Turn 7.

British Holding Box 2 (HB2): Inflexible, Invincible, Princess Royal The BCs of that box (so not Kent) can be used under Optional rule 7.4 Return to Germany with escorts and under Optional rule 7.5 Raid on England, only if they have not previously been put into play as per rule 5.1. Their use under these rules does not constitute putting them into play (thus not causing a VP penalty) and they are always returned to England (unless sunk), from where they can be put into play as per the rules of 5.1 – Movement Restrictions of British ships. German ships with a special use case (German Reserves): Seydlitz, Derfflinger, Moltke, Blücher, Von der Tann They can only be used in connection with Optional rule 7.4 Return to Germany with escorts and under Optional rule 7.5 Raid on England and are held in the German Reserve Box when not in use.

Note: If you are playing with Optional rule 7.3 ‘Propellant Accident’, the randomized determination, for when the accident will happen, must be done before starting the game right now.

Note: Whenever the rules say ‘roll a die’ it is meant to roll a D6.

German ship set-up

German ships are set up in the following start areas (as shown on the Set-up Map and the Ship Log excerpts):

  • Main Cruisers: Scharnhorst, Gneisenau and Nürnberg: Area 32. Emden: Area 31. Leipzig: Area 3. Dresden and Karlsruhe: Area 9. Königsberg: Area 21.
  • AMCs: Kaiser Wilhelm der Grosse: Area 17. Cap Trafalgar: Area 8. Kronprinz Wilhelm: Area 9. Prinz Eitel Friedrich: Area 31. Cormoran: Area 31.
  • German Reserves (Optional rules 7.4 and 7.5; German Reserves Box): Derfflinger, Seydlitz, Moltke, Von der Tann, Blücher.
  • RP C/12 numbers (for Optional rule 7.3.2, printed on the Ship Log): Emden #1, Leipzig #2, Nürnberg #3, Dresden #4, Karlsruhe #5, Königsberg #6.

4.0 The Game Turn

In each of the 9 Game Turns, the players will play through a maximum of 8 operational orders (German: ‘Operationsbefehl(e)’; [ɔpɛʁaˈtsi̯ oːnsbəˌfeːl(ə)]; the ‘(e)’ indicates the plural). Each Operationsbefehl consists of a series of 5 consecutive phases. Operationsbefehle will be executed one after another until the German player has moved all 8 of the Main Cruisers (AMCs are not included in this count).

4.1 OPERATIONSBEFEHL

One Operationsbefehl (OB) is divided into five phases, which are played in sequence, one after another:

  • PHASE 1: Recording German movement (German player writes down the intended move(s))
  • PHASE 2: Allied Movement
  • PHASE 3: German Movement (execute written order(s))
  • PHASE 4: Search, Surprise, Run & Chase, Combat
  • PHASE 5: German Merchant Captures, Station Raids and Returning Home Attempts (Hit & Go home) So, each Game Turn, the players will play up to 8 OB’s, depending on how many of the eight Main Cruisers the German player moves per subsequent OB (at least one must be moved per turn but, if desired, more may be moved; more details will follow).

4.2 MOVEMENT OF SHIPS AND SQUADRONS

Note: The Speed value printed on a ship counter does not affect movement. It is used only for chase and run attempts, to determine their success. Each ship may move only once per Game Turn and may additionally fulfill one assignment and change formations (squadrons) each time they move (more details later). The players may move all or some ships during their Movement Phase of each OB. While the Allied player may also choose to move no ship at all in an OB, the German player must at least move one Main Cruiser in the Movement Phase of each OB, if that is still possible.

Note: The Allied player should have in mind that the German player is able to influence the number of OB’s that will be played during one turn, e.g. by choosing to move more than one Main Cruiser during the current OB. Ships can be moved individually or in squadrons of two to five ships

  • into adjacent areas (also diagonal areas are adjacent; note restrictions as per 2.2 - K) or
  • within the area they started the turn in to be eligible to fulfill an assignment in that area, more details later. Ships in the same squadron must be stacked together. Ships operating alone are always placed separately. Squadrons can be formed or split during each Movement Phase. A ship might even switch from a squadron to another during one move. Ships that are
  • going to remain in the same squadron, or
  • going to join an existing squadron, or
  • going to form a new squadron must move in the same OB. Squadrons always act together on their assignments. Exception: Allied ships that searched as a squadron may separate and/or form new squadrons during an attempt to run and German Main Cruisers in a squadron might also split and/or form a new squadron in that phase (as per rule 4.6.3.1). The Allied player may never place ships of different nations into one ‘mixed’ squadron. Thus, moves that would result in an automatically formed ‘mixed’ squadron are impossible.

Note: AMCs can’t form, join or be part of any squadron, ever.

Stations: If more than one ship moved on a station, they automatically become a squadron. After the movement of a ship or squadron, rotate the moved counters 90°, if they are still available to perform an assignment in the current Movement Phase. Once a ship or squadron has exhausted all options, flip the counter to its backside as a reminder of finished movement.

4.3 PHASE 1: PLOTTING GERMAN MOVEMENT

During this phase, German ship counters on the map are not moved. The German player will

  • note secretly the moves and assignments for the current OB on the Ship Log (as shown in the table down below) and
  • tell the Allied player the name(s) of the moving ship(s), including whether they are in a squadron or not (while keeping the other details of the moves secret from the Allied player).

Reminder: During an OB the German player may move one, some or all Main Cruisers and AMCs, but must move at least one Main Cruiser. Non-moving ships may be moved in a later OB of the current turn.

Coaling (6.1): The German Main Cruisers must be coaled before being able to move secretly in the current turn. On Turn 1, every German Main Cruiser is coaled for that turn, so for now it is enough to know, that German Main Cruisers will need to be coaled. (Without coal they still may move, but must do it openly, before the Allied Movement Phase).

4.3.1 SECRET NOTES & ASSIGNMENTS

The German player notes secretly on the Ship Log in the appropriate Game Turn-Box (1-9) next to each Main Cruiser that is intended to move

  • the destination area number,
  • and if intended, additionally an abbreviation to show any assignment that the Main Cruiser will try to undertake.
  • and if intended, additionally note a small ‘-s’ into the box, if that Main Cruiser is supposed to join or form a squadron with another Main Cruiser (that also must be marked with a small ‘-s’).

Note: AMCs are treated differently. More on that later.

Any Main Cruiser that is to carry out an assignment must be ordered to move at the same time. Such a move can also be carried out within the starting area of that turn, so the Main Cruiser counter will not move adjacent, but the Main Cruiser moves within the current area (simply write down their current area number).

A Main Cruiser or squadron may be ordered to take any of the following assignments additionally to the movement, but it doesn’t have to. The assignments must be carried out in the mentioned phase (see table below), except for the ones of Phase 5, which can be aborted or changed within their phase to any other assignment of Phase 5 (but not to an assignment of the other phases). Assignments can be (the abbreviations can also be found on the Ship Log):

AssignmentShip Log notationPhase of revelationMay abort or change
raid a station*-StnPHASE 3 (German Movement)No
move to the Rufiji River**-RfjPHASE 3 (German Movement)No
join or form squadron-sPHASE 3 (German Movement)No
intervene against colony capturing ships-IntPHASE 4 (after combat)No
capture merchant ships-AttPHASE 5 (Germans hit and go home)Yes
attack a convoy-AttPHASE 5 (Germans hit and go home)
  • Raid a station: Attempting to collect the VPs of that station (4.7.2).
  • Move to the Rufiji River: Move into that hide out area (7.2.1).
  • Join or form squadron: Accumulative to any other assignment! (4.2)
  • Intervene against colony capturing ships: As per rule 6.4.2.
  • Capture merchant ships: As per rule 4.7.1.
  • Attack a convoy: As per rule 6.3.3.
  • Attempt to return to Germany: As per rule 4.7.3 (only in Area 13).

*Note: If there is more than one station in the targeted area that can be raided, add the first or the first two letters of the target station's name right behind the 'Stn' (e.g. for raiding Fiji: 4-Stn-Fi or for Fanning Island: 4-Stn-Fa)

Example: Notation for a Main Cruiser, that is to move to Area 8 and raid the station of Barbados: 8 – Stn B. Notation for a Main Cruiser that is to make merchant captures in Area 17 while forming a squadron with another Main Cruiser: 17 – Att – s. ** Reminder: Any of the allowed Main Cruisers may enter the Rufiji River in any move that is planned to end in Area 21. Simply record ’21-Rfj’ and move it onto the Holding Box instead of the sea zone of Area 21.

4.3.2 INFORMING ALLIED PLAYER

Now, call out the Main Cruiser(s) that are going to move (without saying where to or with which assignment) in the current OB. Mark nominated Main Cruisers with a black pawn, if moving multiple Main Cruisers in different areas, as a reminder for the Allied player.

Note: Main Cruisers that are moving within the area of their current location to carry out an assignment within their current area: they also need to be named aloud.

Historical Note: The German Imperial Navy employed wireless telegraphy more than anyone else to intercept enemy wireless intelligence, coordinate submarines, and communicate with trade ships. Though the German Imperial Navy used a codebook to prevent interception of its own messages, the British already possessed a copy when the war broke out.

4.3.3 EXCEPTIONS

If any German Main Cruisers are supposed to move through the

  • Panama Canal (between Areas 3 and 10) or
  • into the Red Sea (Area 22), the German player must reveal the move right now (before the Allied Movement Phase). The areas are marked with a

Note: AMCs must be moved openly and at this time of any OB (before Allied Movement). So better read that simple rule now. (6.2). Also mark moved AMCs with a black pawn, for a better overview. AMCs can’t be involved in any assignment other than Merchant Captures; as per rule ‘6.2.2 Restrictions for AMCs’.

4.4 PHASE 2: ALLIED MOVEMENT

Note: German Overseas Colonies (6.4): If the Allied player intends to assign any ships or squadrons to the capture of a colony, it must be done now, before any other movement. The Allied player now may move none, some, or all the ships and/ or squadrons to adjacent areas of their current location or within the area itself (rotate counter 90°). Some of the ships and or/ squadrons may be saved to move later in the Game Turn during any later OB. Ships, forming or joining a squadron are stacked with the other ships of the squadron and single ships are placed alone. In addition, to moving a ship, some of the (moved) ships or squadrons may be committed to one of the following assignments (the Allied player decides while moving the individual ships or squadrons and places them accordingly):

  • Merchant Escort Duty (4.4.1): place the ship or squadron on the Merchant Capture Holding Box of the area, it/they moved to. (-1 per assigned ship on the merchant ship density).
  • Convoy Duty (4.4.1): place the ship next to the protected convoy (touching sides).
  • On Station (4.4.2): place the ship on the station it is protecting in the destination area; if there is more than one Allied ship on the same station, they are in a squadron automatically.

Note: The Allied player may not mix different nations in one squadron. So, if multiple ships from different nations (e.g. 2 Japanese and 2 British ships and 1 French ship) are protecting the same station, they must be placed in separate squadrons for each nation and the single French ship stays alone.

  • or search the area: all moved ships that are not assigned to one of the three protection tasks mentioned above are automatically assigned to search the area and will carry out the search in case a German ship is present in the same area in PHASE 4 (more on that later). Place the ship(s) or squadrons into the area and rotate the counters 90°; don’t place them on a station or a Merchant Capture Box or right next to a Convoy.

Rufiji River (7.2) Note: The search, encounter and combat on the Rufiji River is altered by 7.2.2.

Note: Only moved ships are eligible to search for German ships or to fulfill any assignment within the next phase. Ships that are supposed to search or fulfill any assignment and stay in their starting area of this turn, count as moved for this purpose, if you rotate the ship counter 90°.

Note: Merchant Escort Duty and Convoy Duty are two different assignments, and the Allied player will have to decide which of the ships or squadrons will be on which assignment, if both are possible in an area.

Note: The Allied player should also avoid placing ship counters directly on the area numbers, as the German player needs to see these numbers to plan secret moves. If the German player is forced to move Allied ship counters aside, to see the area number, it could reveal the intentions. Note for quick starters: Having more individual ships in an area will increase the chances of discovering the enemy in the search. But the chances to win consecutive combat after the search, might be greater with a squadron of ships, than with an individual ship. Only one of the individual ships or squadron(s) will be engaged in a battle at a time, if at all. So, place your ships wisely. Rotate the counters of all moved ships by 90° as a reminder that these ships have moved and are involved in assignments that will have impact in a later phase of the OB. Once the assignment is fulfilled or the OB ends, flip the counter to its backside as a reminder that the ship has exhausted its options and is done for this Game Turn.

4.4.1 MERCHANT ESCORT DUTY AND CONVOY DUTY

If a ship or squadron is assigned to Merchant Escort Duty in any area, it reduces the density of merchants within the area by 1 for each ship on that assignment in the area for the current OB and for the rest of the Game Turn.

Move the assigned ship(s) onto the Merchant Capture Box on the map and rotate the counter 90°. Don’t flip these counters until the next Game Turn. Restriction: Only ships with a Gun Range of A or B or with a Speed of 3+ or less (marked with a brighter colored stripe behind the name) may be assigned to Merchant Escort Duty.

Example: The Merchant Density Number of the Merchant Capture Box in Area 21 is 2 and there is one Allied ship with a Gun Range of A or B or with a Speed of 3+ or less in the area and it is on Merchant Escort Duty (placed in the box), then the Merchant Density is reduced by 1. The German player now will not be able to make more than 1 Merchant Capture in this area and likewise will receive maximum 1 VP, if a ship is assigned for Merchant Capture in that area. British Convoys (6.3): Any ship in the same area as a British Convoy may be assigned to Convoy Duty, without restriction. Place the ship(s) right next to the British Convoy (touching sides). Now read rule 6.3.1 about the movement of Convoys and 6.3.2, to learn more about Convoy Duty.

4.4.2 ON STATION

An Allied ship or squadron that is assigned ‘On Station’ protects that station during the current OB and for the rest of the Game Turn. Place the protecting ship or squadron onto the station’s name on the map and rotate the counter 90°. Don’t flip these counters until the next Game Turn. If more than one Allied ship is on the same station, they automatically become a squadron. Any German Main Cruiser, that attempts to raid a protected station during this or any later OB of this turn, will be automatically discovered by the ships On Station in the Search Phase. This means, there will be a confrontation that might be solved by a running attempt and/or combat (for details see rule 4.6.2) before the German player might get any chance of raiding that station, if at all.

4.5 PHASE 3: GERMAN MOVEMENT

The German player now moves the Main Cruiser counters as noted on the Ship Log and places them as follows:

  • German Main Cruisers forming or joining a squadron are placed in a stack with the other Main Cruisers of the squadron and single Main Cruisers are placed separately.
  • Raiding Main Cruisers are placed on the station (and on any Allied ships on the station or right next to it, if there is space).

Note: Turn the raiding Main Cruiser also for 90° at this time, as the VPs for this assignment will only be scored in PHASE 5, if the Allied player does not prevent it within PHASE 4 – Search, Surprise, Run & Chase, Combat. A Main Cruiser moving into the Rufiji River (from Area 21 or any adjacent area of Area 21) is placed into the corresponding box on the map (Note: Only 1 German Main Cruiser may be on the river at the same time and only the Main Cruisers Königsberg, Nürnberg, Leipzig, Emden, Dresden or Karlsruhe are allowed at all). All other assignments are not revealed at this time. (So, place these Main Cruisers neutrally within the destination area, far away from spots that are used for the assignments and rotate the counter 90°, as a reminder).

4.6 PHASE 4: SEARCH, SURPRISE, ENCOUNTER, COMBAT

4.6.1 SEARCH AND CONFLICT AREA(S)

Search and Conflict Areas are all areas, where an encounter between German and Allied ships is imminent as per the following parameters: Searches can only be conducted in areas,

  • where both players have ships or squadrons that moved during the current OB, and are thus currently rotated 90°
  • only by those that moved during that OB,
  • only for ships or squadrons that moved during that OB. The following restrictions apply to searches:
  • All Allied ships moved to search an area (see 4.4) are initially partaking in the search of their area.
  • Allied ships on Merchant Escort Duty, Convoy Duty or On Station may not conduct searches.
  • German Main Cruisers raiding a station may be included in the search procedure as a target, unless there is an Allied ship on that station protecting it (that would cause an auto discovery as per rule 4.6.2.4, making the search redundant). First, mark all Search and Conflict Areas (e.g. if there are multiple) by placing a red pawn in each such area. Then resolve searches and encounters (inclusive combats) in one area after the other (as per the following chapters). Once all conflicts in an area are resolved, remove the red pawn from that area.

Note: You can place the red pawn already right after the Germans move into an area that contains search eligible Allied ships. Rufiji River note: The search, encounter and combat on the Rufiji River is altered by 7.2.2.

During this phase

  • The Allied player searches for German ships in eligible areas, trying to engage them into combat, while the Germans most likely will try to run.
  • However, beware of German Main Cruisers that might carry out a Surprise Attack out of nowhere when least expected.

4.6.2 ALLIED SEARCH

Only the Allied player may conduct searches in conflict areas. There can be multiple search attempts in an area, depending on the number of German and search eligible Allied ships in that area. A search for a particular German ship or squadron may result in an Encounter (4.6.3) and/or Combat (4.6.4) with one ship or squadron of the Allied player but not if:

  • the search attempt is unsuccessful (e.g. discovery die roll fails, 4.6.2.1) or
  • the Allied player aborts the search (may cost Cowardice VP as per 4.6.2.3) or
  • the targeted ship escapes the approaching ship on a running attempt (as per rule 4.6.3)

Play through the following steps repeatedly, until all ships in an area are found, or there are no more search eligible ships in that area or the Allied player aborts the search. In Search and Conflict Areas where an auto-discovery rule (4.6.2.4) applies, skip the search procedure and proceed directly to the Encounter (see 4.6.3).

Note: Only one Allied ship or squadron may participate in the Encounter with the target (as per the following rules). If the Encounter results in Combat, that same ship or squadron must handle it alone. So, single ships that are not organized in a squadron cannot attack together. After resolving all possible searches and/or encounters in an area, remove the red pawn from it.

SEARCH PROCEDURE - OVERVIEW (flowchart; see also the Player Aid)

Choose the target ship / squadron, roll 1D6 (1: success; 2-6: fail). If several search eligible ships or squadrons are present, determine the encountering/failing ship or squadron with the Determination Die. Success leads to the Encounter (resolve Run and/or Combat); if a British ship aborts, score Cowardice VP. Failed or aborted: if there are more search eligible ships, the Allied player may repeat the search; if not repeated despite more eligible British ships and German targets, score Cowardice VP. If a ship is still undiscovered: German Surprise Attack?

4.6.2.1 SEARCH AND DISCOVERY

The Search in one area will be executed in the following steps (see also chart on Player Aid):

Note: The Allied player will not get to choose which of the search eligible ships or squadrons find or fail to find the target ship or squadron, if there are multiple of them in the area. This will be determined by chance as mentioned in no. 4 of the following steps.

  1. The Allied player names the ship or squadron that shall be the target of the search in the chosen area. If there are German single ships and a squadron in the area, the Allied player must search for the squadron first. Between multiple squadrons or multiple individual ships, the Allied player may choose which one of them to be searched for first.
  2. The search result is determined by a Search Die Roll and applying the following modifiers:
TriggerModifier
If searching with only 1 shipno modifier applies
If searching with more than one single ship (e.g. there are multiple search eligible Allied ships or squadrons in the area)-1 for each additional ship beyond the first partaking in the search. Ships that are in a squadron count as one ship for this purpose, so a squadron gives only one -1 modification. Allied ships, that already were determined as finding or failing ships (as per 4.6.2.1 no. 4) during the current search, still count for this purpose.*
If searching for a German squadron-1 for every German ship in the squadron above one.
If searching the Rufiji RiverAll ships searching the Rufiji River are in a squadron, but one is subtracted from their search die roll for every ship above one in the squadron.

*Imagine a large search area divided among several ships. Even if one fails, the overall search remains effective, as each ship adds to the total coverage and boosts the fleet's cumulative chance of success.

  1. If the modified result is:
    • A. 1 or less = success, the Allied player discovered the German ship or squadron and may proceed with the encounter (4.6.3).
    • B. 2 or more = fail, the German ship or squadron remains undiscovered.
  2. If multiple search eligible ships / squadrons are in the area, determine, which ship or squadron will encounter the located ship or failed to find the German ship, by rolling one Determination Die as per rule 4.6.2.2.
    • A. In case of success according to no. 3: If the Allied player is not happy with the result of the Determination Die roll (e.g. the finding ship is much weaker than the located ship), the Allied player may abort the approach. If aborting and the finding ship was British or in the searching squadron was one or more British ship(s), the German player will receive Cowardice VPs (as per rule 4.6.2.3) for each aborting British ship. Flip the aborting ships' counter to the backside, as it is done for this turn.
    • B. In case of failing according to no. 3: Flip the failing ships' counter to the backside, as it is done for this turn.
  3. If the Allied player still has search eligible ships in the area, the others may be used now, to continue the search (simply follow the procedure from the beginning). In case of aborting the search at this point check for Cowardice VPs (as per 4.6.2.3).

Note: The decision to abort the approach must be made before starting the Encounter Procedure of rule 4.6.3., meaning before the decision of the German player regarding attempting to run or to stay for combat.

Searches end in one area

  • if there are no more German ships or squadrons left to be discovered
  • or if there are no more ships eligible to search left within the area
  • or if the Allied player declines to (continue) searching, even though there are still undiscovered German ships and also still search eligible Allied ships in the area (note: check for Cowardice Victory Points see 4.6.2.3).

Note: Once a German ship or squadron has been discovered, it cannot be 'discovered again' for the rest of the Game Turn by another search eligible ship.

4.6.2.2 DETERMINATION DIE ROLL (DETERMINING THE DISCOVERING/FAILING SHIP OR SQUADRON)

If multiple search-eligible ships or squadrons are in the area, determine which one will encounter the located ship—or failed to find the German ship—by conducting a Determination Die roll.

  • Roll one die per ship or squadron, one after another. The ship or squadron with the highest roll has discovered the German ship or squadron.
  • Ties are rerolled.

Note: If there are only 2 or 3 possible discovering/ failing ships and/or squadrons, it might be faster to match the possible discovering/failing ships with die roll results (e.g. result 1 - 2 is ship A, 3 - 4 is ship B and 5 - 6 is the squadron) and then roll only one die to decide. Once an Allied ship or squadron has discovered a German ship or squadron or failed to discover any enemy, it is no longer eligible to search for another ship or squadron for the rest of the Game Turn.

4.6.2.3 COWARDICE VICTORY POINTS

If the Allied player does any of the following:

  • Aborts an approach (per rule 4.6.2.1, point 4.A), or
  • Attempts to run, or
  • Declines to search an area again, despite the possibility to do so,

...and the ship(s) involved in running, aborting, or skipping the repeat search are British, then:

The German player gains Cowardice Victory Points (VPs) for each British ship that meets the following condition: the British ship's printed Victory Point value (the number of stars on its counter) is equal to or higher than that of any German ship involved in the engagement. For each such British ship, the German player receives a number of Cowardice VPs equal to the Victory Point value shown on that British ship's counter.

This does not apply if a German squadron was found - unless it was found by an Allied squadron that includes at least one ship with a number of VPs equal to or greater than the strongest German ship in that squadron.

4.6.2.4 LOCATIONS WITH AUTO-DISCOVERY

In the following locations, no die roll is needed to discover the German ship(s) or squadron(s) that just moved, as the German ship(s) are automatically discovered, when moving into these locations:

  • Red Sea (Area 22)
  • Stations that are protected by Allied ships 'On Station'
  • Rufiji River, if Allied ships are on it, when a German ship enters
  • German ships breaking out of the Rufiji River (when discovered in the river, as explained at the end of rule 7.2.2 – 'Breaking out of the Rufiji River')
  • German ships that passed through the Panama Canal (as per rule 2.2.8).

4.6.3 ENCOUNTER (RUNAWAY OR COMBAT?)

For each of the discovered ships or squadrons, the German player has two options: To accept combat or to try and run away. The following chart describes what happens in both cases:

  1. ACCEPT COMBAT: The Allied player may now decide for a run attempt with his discovering ship or squadron or to stay for combat.
    • If the Allied player decides to run: resolve Allied run attempt (as per the following rules). Note: German ships are no longer able to carry out Surprise Attack, as it has been discovered.
    • If the Allied player decides to stay, or the run attempt fails: carry out combat (as per rule 4.6.4)
  2. ATTEMPT TO RUN: The Allied player may roll one die to determine whether or not his discovering ship or squadron surprised the German ship or squadron while coaling, at anchor, or another disadvantage.
    • Result 6 = surprised = run failed: carry out combat, starting at C-Range
    • Result 1-5: resolve German run attempt (as per the following rules)

Run Attempts are performed as follows:

  • Compare the speed of the ships involved and pair the running and the chasing ship(s) (more details on that follow in the upcoming subchapters).
  • If either player has multiple ships involved (e.g. arranged as a squadron), they may keep it arranged as they are or rearrange their formations freely (as per rule 4.6.3.1).

Note: Usually, squadrons can only be formed or rearranged in the Movement Phases. So, the chance of rearrangement within the Run & Chase Procedure is an exception to that.

A ship or squadron that successfully runs is moved to an adjacent area of the owner's choice. German ships that successfully run, may not make Merchant Captures or other assignments, same as Allied ships. Flip it/them to their backside immediately.

4.6.3.1 PAIRING THE RUNNER AND THE CHASER

If either player or both at the same time have a squadron involved in the encounter, pair the runner and chaser as follows:

  • A squadron can be kept or broken up partially or completely into smaller squadrons and/or single ships.
  • The running player must do rearrangements first and announce which ships run individually and which ones as a squadron and then the chasing player may rearrange any involved squadron (if any) freely and must announce which of the ships are chasing which running ships or squadrons.
  • A ship may not chase more than one running ship or squadron, though the chasing player may assign as many of the chasing ships to a single running ship or squadron as desired.
  • If the chaser assigns more than one ship to a running ship or squadron, the chaser may chase them in any combination of individual ships and/or squadrons as desired. However, the chaser must announce which ships are chasing individually and which ships are chasing as a squadron.

If the chaser does not assign a ship to a running ship or squadron, that running ship or squadron automatically escapes.

4.6.3.2 THE SPEED

In resolving running attempts, squadrons, whether running or chasing, use the Speed of the slowest ship in the squadron. If more than one ship or squadron is chasing a particular ship or squadron, the Speed of each chasing ship or squadron is compared to the running ship or squadron and individually resolved.

SPEED GRADES:

  • 4+ = Speed greater than 24 knots
  • 4 = Speed between 23 and 24 knots
  • 4- = Speed between 21 and 23 knots
  • 3+ = Speed between 19 and 21 knots
  • 3 = Speed lower than 19 knots
  1. If the Speed of the ships or squadron involved is equal, roll one die for each ship or squadron. The ship or squadron with the highest die roll,
    • if running, escapes.
    • if chasing, catches the ship or squadron with the lower die roll and forces it to combat.
    • Ties are rerolled.
  2. If the Speeds of the ships or squadron involved are within one grade (e.g. '4+' and '4') of each other, the ship or squadron with the slower Speed rolls one die:
    • Result is 6: Success, meaning:
      • If running, it escapes; on any other result (1-5): it is caught and forced into combat.
      • If chasing, it catches the faster ship or squadron and forces it to combat, due to rain squalls, engine problems or other unforeseen events affecting the chase of a spotted ship; on any other result (1-5): the faster ship escapes.
  3. If the Speeds of the ships or squadrons involved are two or more grades apart (e.g. '4+' and '4-'), and
    • if running, the faster ship or squadrons escapes.
    • if chasing, the faster ship or squadrons catches the slower ship or squadron and forces it to combat.

Note: If the Allied player attempts to run with British ships, check for Cowardice VP.

4.6.4 COMBAT

Note: The Far Seas is not a tactical game. Therefore, rules on combat are somewhat abstracted to retain the feeling but allow for a rather quick resolution.

Most combats (that are not the result of any surprise or a breakout of the Rufiji River) start at A-Range (place the ships in the corresponding areas on the Battle Map and place a Battle Marker into the active area). Combat is resolved in rounds and after each round, the ships are closing in to the next smaller Gun Range level (e.g. A -> B, B -> C). Once C-Range (closest combat range) is reached some ships may launch one torpedo attack in that or any later combat round (see 4.6.4.2) from the C-Range distance. The Optimum Torpedo Range (indicated a grey striped area on the Tactical Battlefield) is only used for the bold variant of such torpedo attack (see 4.6.4.2).

All combat that occurs as a result of surprise or following the break out of the Rufiji River, begins at C-Range. (So, torpedoes may be fired in the first combat round already).

Any ship that is not in combat as a result of surprise may attempt to run after any combat round. Surprised ships may attempt to run after the first combat round is resolved. The attempt is resolved as previously discussed (See rule 4.6.3.1 – 4.6.3.2).

If the Allied player runs with British ships, check for Cowardice VP.

However, if the run attempt fails, the battle will continue at the next closest range - unless it is already at C-Range, in which case it will remain at C-Range.

Fire is handled 'simultaneously' each round and damage is assessed right away. Rounds continue until all ships on one side have been sunk or have run. After combat, surviving ships are repaired as far as possible at sea, and may face additional consequences (as per 4.6.4.3).

  1. In the first round only ships with a Gun Range of 'A' may fire. -> after firing, move all ships to the next smaller Gun Range
  2. In the second round only 'A' and 'B' Range ships may fire. -> after firing, move all ships to the next smaller Gun Range
  3. In the third round 'A', 'B' and 'C' Range ships may fire and all ships - except BB - may fire one torpedo now or in any later round (see 4.6.4.2).
  4. Continue firing rounds until all ships on one side have been sunk or have run.

Fire is resolved in each round by:

  1. Target Assignment: Each side assigns for each of the firing ships the target ship (use the colored cubes for Allied Target Assignments and the black, grey and white ones for the Germans, as shown in the example). The assignment can be changed only at the beginning of a new combat round, before any shot is fired.
  2. Fire Die Roll: Roll one die for each firing ship as assigned in the first step and apply the modified result (see 4.6.4.1) on the Damage Table (see Player Aid).

Note: If two ships are targeting the same opponent ship, and the opponent ship already sinks by the Fire Die Roll of the first ship, then the second ship cannot fire on a valid target for this battle round and therefor doesn't make a Fire Die Roll.

Damage is dealt by placing the appropriate damage point marker(s) under the ship that sustained the damage. A ship that sustains damage equal to or greater than its Damage Capacity has sunk and is removed from the map.

Ships may only fire once per combat round and up to 3 ships may target one ship at once.

Note the Victory Points for sunk ships as per the ships' VP value on the Ship Log and move the VP marker on the VP Track accordingly.

Rufiji River (7.2): Combat against a ship moving out of the river begins at C-Range and the Allied ships receive a +2 modifier to their Fire Die Rolls in the first combat round, if they catch the German ship on its attempt to leave the river (as described in 7.2.2).

So, each combat round plays through the following steps until all eligible ships have fired once:

  1. Choose and announce the firing ships and the target ships.
  2. Roll one die per firing ship, apply modifiers and assess the inflicted damage by applying the result to the Damage Table.
  3. Assign any damage by placing Damage markers under the target ship according to the result.

After combat is resolved, place all surviving ships back in the area with the Battle marker. Flip over all Allied ships that were involved. The involved German ships remain 90° rotated and on their ready side, as they are still able to fulfill their assignments and collect VPs during the next phase.

4.6.4.1 MODIFIERS TO THE FIRE DIE ROLL

The Fire Die Roll – which is applied to the Damage Table - is modified by the following modifiers (cumulative, until stated otherwise):

  • Ship's Fire Die Roll Modifier: Always applied: The firing ship's Fire Die Roll Modifier as noted on the counter.
  • Same Target: +1 (+): For every round after the first round that the same ship fires on the same target. (This modifier is applied only against the firing ship's own Fire Die Roll Modifier and accumulates every round until that modifier reaches zero. Thereafter this modifier no longer accumulates. Track the modifier on the corresponding track of the Tactical Battlefield on the map as per rule 2.2 - J)
  • Half damaged firing ship: -1: If the firing ship has sustained damage equal to or greater than one half of its Damage Capacity.
  • Half damaged target ship: +1: If the target ship has sustained damage equal to or greater than one half of its Damage Capacity.
  • Optimum Torpedo Range: +1: If the target ship has moved to Optimum Torpedo Range (see 4.6.4.2).
  • Run Attempt: -2: If the firing ship tried to run after the last combat round or in the Run & Chase Phase just before the current (first) combat round. (It does not count for any later round thereafter).
  • Multiple fire: -1: If more than two ships are firing at the same target.

4.6.4.1.1 RUFIJI RIVER MODIFIER

Rufiji River Breakout: +2: Allied ships receive a +2 modifier to their Fire Die Rolls in the first combat round, if they catch the German ship on its attempt to leave the river (as described in 7.2.2).

4.6.4.1.2 GERMAN MODIFIERS

  • Attrition and ammo shortage: -1 (-): If the firing ship is German and other than German Reserve: -1 for every previous naval combat the ship has been in (note down combats on the Ship Log in the corresponding Turn Box in the third row with an 'X', as they occur).
  • Scharnhorst or Gneisenau fires: +1: If the firing ship is the Scharnhorst or Gneisenau and it is firing on a ship that it hit in the previous combat round.

4.6.4.1.3 GERMAN SURPRISE MODIFIERS

  • German Surprise Attack: +2: Whenever a German Main Cruiser or squadron surprises an Allied ship or squadron, each German Main Cruiser gets a +2 die roll modification to its attack in the first round of combat.
  • German surprise torpedo: -2: A German Main Cruiser that surprises an Allied ship and makes a Bold Move Torpedo Attack straight away subtracts two from its Torpedo - 'Fire Die Roll'

4.6.4.2 TORPEDO ATTACK

After combat has advanced to C-Range, all ships except battleships (BB, 4 stars), may make one torpedo attack in this or any later combat round, but only once per combat. Mark ships that carried out their attack with a Torpedo Fired marker.

The target of a torpedo attack may be any one ship among the ships with which the attacking ship is in combat.

Note: Torpedo attacks can be very powerful, if they hit the target, as the damage assessment is carried out by rolling one die directly on the Damage Table with the chance of inflicting a maximum of 5 damage points to the target.

A torpedo can be fired in two different ways:

  1. C-RANGE: Torpedo attacks at C-Range are announced and resolved after regular fire for the round, but before damage is assessed. Such an torpedo attack is resolved by rolling one die: Result: 1 = a hit is scored.
  2. BOLD MOVE: A Bold Move Torpedo Attack must be announced prior to resolving regular fire. The player announces that the ship is bravely going to advance to Optimum Torpedo Range to attack with a more precise torpedo launch. Ships that advance to Optimum Torpedo Range in this way will score a hit on the target on a die roll of 3 or less but have damage from regular fire assessed against them before they can make their torpedo attack.

Beware: The pre-assessed Fire Die Roll(s) targeting the advancing ship receive(s) a favorable +1 modifier (as per 4.6.4.1 – common modifiers). So, there is a chance that the ship performing the torpedo attack may be sunk by the pre-assessed fire, causing the torpedo attack to fail and thus not being carried out at all.

BOLD MOVE in detail:

  • Announce the Bold Move of one or more ships and the respective target, prior to the combat round and advance the ship(s) to the Optimum Torpedo Range area on the Tactical Battlefield (2.2 - J).
  • Then the other player announces the ship(s) that will fire against the advancing ship and rolls the die(s), adding a +1 modifier to the Fire Die Roll (as mentioned above). Deal the damage right away. (Ships that fired are done firing for this combat round).
  • If the advancing ship(s) is/are not sunk at this time, it/they may roll one die per torpedo attack, scoring on a roll of 1-3.
  • Assess the damage right away and continue with the rest of the regular fire.
  • After the combat round is resolved, place any surviving ship of the Bold Move attackers back in the C-Range space. They are done firing for this combat round.

In case of a torpedo hit, damage is assessed by rolling one die straight on the Damage Table. No modifiers apply to this die roll.

DAMAGE TABLE

Die rollDamage
0 or less0 Damage Points
11 Damage Point
21 Damage Point
32 Damage Points
43 Damage Points
54 Damage Points
6 or more5 Damage Points

Note: This is the same Damage Table as for combat, which can also be found on the Player Aid.

4.6.4.3 REPAIR, LOSS AND CONSEQUENCES

After combat has been completed, surviving ships that sustained damage may remove one damage point due to repair work (this happens automatically: simply remove one damage point from surviving ships after combat, before placing them back in the area space of the battle). After removal of the one point the Allied player,

  • may choose to immediately remove any ship from the game that became damaged during this turn and is still damaged. No Victory Points are scored for a ship so removed.
  • must remove any Allied ship(s) that, at this point, still have damage equal to or greater than one half of their Damage Capacity from the game. No Victory Points are scored for a ship so removed. If, after repairing one point, a German Main Cruiser has damage equal to or greater than one half its Damage Capacity, its Speed rate is reduced by one level, except that no ship can have a Speed rate less than 3. In addition to that, those German Main Cruisers cannot surprise an enemy anymore in any way.

Note: The new Speed rate of German Main Cruisers that have suffered damage equal to or greater than half of their Damage Capacity can be tracked on the Ship Log under the line ‘Battles / Speed / RTB’ and by placing a Reduced Speed marker on top of the ship counter. If a ship of either side, already damaged from a prior combat, is engaged in another combat, it cannot repair the damage from the first combat after the second combat – even if it took no damage in the new combat.

Note: Any German or British battlecruisers (BCs) damaged in combat during the ‘Breakout of the German BCs’ (optional) or ‘Raid on England’ (optional) that has damage remaining after the one-point removal is removed from the game: No Victory Points are scored for ships so removed.

Note: Any intervention attempt against Allied ships capturing a colony is carried out now. Read rule 6.4.2.

4.6.5 GERMAN SURPRISE ATTACK

After the Allied player has completed all searches and combats, the German player may conduct a Surprise Attack with any Main Cruisers or squadrons, using beneficial Fire Die Roll Modifiers, subject to the following limitations: The German player may conduct only one Surprise Attack per Game Turn, and each German Main Cruiser may only participate in one Surprise Attack per Game (so in total there may be a maximum of 8 Surprise Attacks throughout the whole game; once used for a Main Cruiser, check the corresponding box on the Ship Log).

Note: Thus, a squadron with a Main Cruiser that had already participated in a Surprise Attack could not carry out a Surprise Attack, even if there were Main Cruisers in the squadron that had not participated in a Surprise Attack, yet. The target of a Surprise Attack can be any Allied ship or squadron,

  • not on Merchant Escort Duty or Convoy Duty
  • that has not attempted to run and
  • that moved during the current OB into the same area or within it. So, for example, Allied ships On Station or capturing a colony or searching the area are eligible targets.

4.6.5.1 PRECONDITIONS FOR GERMAN MAIN CRUISERS

The following conditions must be met by the German Main Cruiser(s) that attempt(s) to attack:

  • it must have moved during this OB
  • it must not have already been discovered by the Allied Search
  • if the German Main Cruiser is operating alone: it may only attempt to surprise Allied ships operating alone with damage capacity no more than one greater than the damage capacity of the German Main Cruiser.

Note: That means, each area with a red pawn should bear the potential for such a surprise attack.

4.6.5.2 SURPRISE ATTACK PROCEDURE

The German player conducts a Surprise Attack by simply announcing which Main Cruiser or squadron is attacking and which ship or squadron is being surprised.

  • There is no Search die roll as discovery is automatic.
  • The surprised Allied ship or squadron may not attempt to run until the first round of combat is resolved. From the second combat round on it may attempt to run as usual.
  • Combat begins at C-Range. Resolve combat as per rule 4.6.4 between the involved ships. Don’t forget to apply the German Surprise Modifiers to the Fire Die Roll! (+2 in first round; -2 on initial Bold Move Torpedo Attack; details in rule 4.6.4.1.3).

Reminder: Remove the red pawn of an area, after all search attempts have been played through in that area and all conflicts are resolved. Then move on to the next area with a red pawn, until all of them are cleared. After all conflicts have been resolved and all red pawns have been removed, flip over all remaining Allied ships that were moved to an area with a Search assignment (and are therefore still rotated 90°) but could not conduct the search due to the absence of a valid target (i.e., no moved German ship present).

4.7 PHASE 5: GERMANS HIT AND GO HOME

During this phase the VPs for Merchant Captures are scored (adjust the VP marker accordingly and note them into the box on the Ship Log accordingly), the Raiding Points are scored and the German Main Cruisers or squadrons in Area 13 may attempt to return to Germany. The assignments, that were not revealed within PHASE 3 - ‘German Movement’ (4.5), must be revealed now.

Reminder: Now the German player decides for Main Cruisers with the abbreviations ‘-Att’ or ‘-RTB’, whether they will stay put, attempt Merchant Captures, attack a convoy (if possible) or return home. Place the ship counters as follows:

  • Main Cruisers going for Merchant Captures (which are still eligible to do so as per rule 4.7.1) are placed into the Merchant Capture Box of the area.

  • Main Cruisers attacking a convoy (as per rule 6.3.3) are placed next to the convoy (touching sides or stacking with it).

  • Main Cruisers that are attempting to return to Germany simply stay in Area 13 neutrally placed. Simply follow the procedure as mentioned in 4.7.3.

  • Ships without any assignment should be placed as neutral as possible towards all possible assignments within that area (e.g. somewhere in the water zone of an area, clearly separated from the station(s) and/or the Merchant Capture Box).

Note: Once done with an assignment (as per the following rules) and the VP collection for those, flip the German ship counters to their backside, as a reminder that they exhausted all their options for this Game Turn.

4.7.1 GERMAN MERCHANT CAPTURES

The German player may make Merchant Captures up to the Merchant Shipping Density Number of the area per Game Turn. One Merchant Shipping Density Point equals 1 VP. Main Cruisers that

  • ran,
  • were involved in combat or
  • raided a station during the current turn may not make Merchant Captures. Additionally, a Main Cruiser, that just made Merchant Captures is automatically coaled for the next turn. Place a Coal marker in the corresponding place on the Ship Log.

Note: Even though it may appear on the map that ships on Merchant Escort Duty and merchant capturing ships are in the same location and should potentially discover each other, the Merchant Capture Box is an abstract concept in this game and does not automatically result in an encounter. Think of it as Allied ships in the area being on Merchant Protection Duty are making it more difficult for German ships to locate and capture unprotected merchant ships (easy prey).

Only ships or squadrons that moved during the current OB may make captures.

  • Each German ship that is now present in a Merchant Capture Box and rotated 90° due to its movement might capture Merchant VP up to the density number of the area.

Note: AMCs can capture a maximum of 1 Merchant VP per turn.

  • The German player need not do all possible Merchant Captures in one OB. It’s possible to split them over several OB’s during the same Game Turn. (e.g. taking less than maximum of 2 in an area, to bind resources of the Allied player, who still would have to think about assigning ships for Merchant Escort Duty in that area, in case another German ship is about to enter that area later.)
  • Place a Merchant Density Reduction marker as a reminder next to the number of the Merchant Box, if applicable. Every Allied ship on Merchant Escort Duty in an area reduces the Merchant Shipping Density Number of the area by one, if the ship on Merchant Escort Duty was assigned for this task during the current Game Turn in the current or any previous OB.

Example: If the number of the Merchant Capture Box in an area is 2 and there is one Allied ship with a Gun Range of A or B or with a Speed of 3+ or less in the area and it is on Merchant Escort Duty, then the Merchant Density is reduced by 1. The German player now will not be able to make more than 1 Merchant Capture in this area and likewise will receive only 1 VP.

Note: Ships that are eligible to go on Merchant Escort Duty are marked with a lighter colored stripe behind their name. Note the so-scored VPs on the Ship Log and move the VP marker on the VP Track accordingly. If multiple German ships qualify to make captures in the same area, the German player may assign the points and the coal to any of those ships freely.

4.7.2 SCORING RAIDING POINTS

A Main Cruiser or squadron that raided a station without being discovered, or which survived combat with Allied ships protecting the station, may score Raiding Points at this time (which are printed in the red box next to the station’s name). The points are recorded on the Ship Log in the corresponding box and the VP marker is moved accordingly. A station may be raided only once per game. Place a Raided Station marker on a station, once it has been raided.

4.7.3 RETURN TO GERMANY

At the end of any OB, any German Main Cruiser or squadron in Area 13 may attempt to return to Germany. The attempt for individual ships is resolved by rolling one die:

  • on a roll of 5 or 6 the ship makes it home safely to Germany.
  • On any other result the ship is sunk. Reduce the VPs of the German player accordingly. The attempt for a squadron requires a result of 6 on one die for the entire squadron to make it safely to Germany. If the roll fails, then each ship rolls again as if it were attempting to make it alone (see above). Each ship that makes it safely to Germany is removed from the map and cannot reenter the game. The German player scores the Victory Points for the ships that returned successfully as per its VP value multiplied by 3 and notes them on the Ship Log and adjusts the VP marker.

Note: If you are playing with Optional rule ’7.4 - Return to Germany with escort: Breakout of German Battlecruisers’, and you are trying to bring home a squadron, you must take your choice before the return attempt. So better read that rule now.

Note: If you are playing with Optional rule ‘7.5 - Raid on England’, the decision to raid England should be considered, before the attempt to return ships to Germany, so please read that rule now.

4.8 END OF THE OPERATIONSBEFEHL

Note: Allied ships that are still On Station or on Merchant Capture Duty or on Convoy Duty at this point are still protecting their objective until the end of the Game Turn. So, leave them rotated 90° at their current place until the end of the turn, as a reminder for their protecting functionality, and only flip them after the last OB of the current turn. Now you finished one OB and new OB’s will be played until all German ships have moved. Make sure, all ships that completed their assignment of that OB (except the Allied ships on protectional assignments as mentioned above) are flipped to their backside, so there won’t be any confusion in the next OB.

Note: Remove all black pawns now.

4.9 BEGIN A NEW GAME TURN

After all German Main Cruisers have moved, the turn is over.

  • The Allied player may now verify the German moves by reviewing the Ship Log.
  • Remove all Merchant Density Reduction markers from the map, if any. Begin with a new Game Turn by moving the Game Turn marker forward to the next turn on the Game Turn Record Track. At the beginning of each new Game Turn all ships, except those designated to capture colonies, are flipped to their frontside again, as they become eligible for their next move. If the last turn was also the last capturing turn for any colony, move those ships from the Colony Holding Box to the area of the colony on the map on their frontside side and collect the respective counter as a reminder for the sucessfull capture. Sudden End: if the Germans should have more than 80 VPs at any time throughout the game, the game is over, and the German player is the winner.

5.0 AREA MOVEMENT RESTRICTIONS AND REINFORCEMENTS

Some ships arrive in later turns as reinforcements, entering the map in the designated area, as specified in the following tables and in the additional information of the Turn Track and on the backside of the respective counters. They will be placed at the beginning of the turn they arrive before any movement for that turn is done. Some ships may enter the game voluntarily at the Allied player's discretion during the Allied player's Movement Phase (British Holding Boxes 1 and 2).

Some Allied ships have movement restrictions (refer to the tables below). Unless otherwise noted, these restrictions are discretionary and can be violated in a trade for a VP penalty as stated below. Rules that cannot be violated are marked in a red color. (The rules in the 'Starting Area and Turn' column can't be violated. Rules that can't be violated are colored in a darker shade than the others.)

Note: Reminders for each rule are placed on the Turn Track and next to the holding boxes on the map and ships that are subjects to movement restrictions have a red dot on their counter.

Record penalty VPs immediately on the Ship Log under the 'Movement Violation' line. Penalty VPs are only scored once, regardless of the ship's subsequent movements.

Note: To prevent accidental double VP scoring for a ship (e.g., if a Japanese ship that has already left the Japanese area re-enters and exits the region again), you can track restriction violations on the back of each Ship Log. Simply check the box once a violation occurs and the corresponding VPs have been recorded.

Chapters 5.1 - 5.3 contain the Restrictions and Replacement rules for the Basic Game. Chapter 5.4 contains only the adjustments for those ships mentioned there, when playing with the Advanced Rules (6.0). Adding or not adding Optional Rules (7.0) has no impact on Chapter 5 and therefore there are no more adjustments.

5.1 BRITISH SHIPS

Violation penalty in each case: the German player scores the ships' VP value (as stated).

British ship(s)Starting area and turnRestrictionsViolation penalty (score ships' VP value)
Black Prince, Duke of EdinburghStarting Game on Turn 1 in Mediterranean SeaOn Turn 2 they must move to Area 22 (Red Sea), where they remain* for the rest of the game.If they move otherwise, the German player will score Victory Points for the ships per their VP value.
Defence, Chatham, Weymouth, GloucesterStart in the Mediterranean Sea on Turn 1From Turn 4: the Allied player may move these ships freely without penalty.Each ship that moves before Turn 4 will score VPs as per their VP value for the Germans.
Invincible, Inflexible, Kent, Princess RoyalStarting Game on Turn 1 in England (HB2)On Turn 2, or on any turn thereafter, the Allied player may put them into play by placing them, during the Allied Movement Phase of any OB, in any area adjacent to England. They can move from that area during the OB of placement.The German scores VP for each ship brought into play, as per their VP value immediately.
Canopus, Albion, Glory, Goliath, OceanStarting Game on Turn 1 in England (HB1)Beginning on Turn 2 the Allied player may put them into play, without penalty, by moving them during the Allied Movement Phase of any OB, to any area adjacent to England. They cannot move further that turn; however, they could be placed on Merchant Escort Duty.

5.2 JAPANESE SHIPS

Japanese ship(s)Starting area and turnRestrictionsViolation penalty
All Japanese shipsN.A.No Japanese ship can move into areas other than those marked with a small Japanese flag (rising sun symbol).If Japanese ships move into an area without that symbol, the German player immediately scores VPs for this ship as per their VP value.
All other Japanese shipsTurn 2, Area 31They may move out of Area 31 only on the turns given below. On: Turn 2: Idzumo, Ibuki, Chikuma. Turn 4: Kurama, Tsukuba, Asama, Nisshin. Turn 5: Satsuma, Yahagi, Hirado. Turn 6: Tokiwa, Yakuma, Hizen. Turn 8: Iwate, Ikoma.If any ship moves out of the given area before the given turn, the German player receives VPs as per the ships value.

5.3 FRENCH SHIPS (REINFORCEMENTS)

French ship(s)Starting area and turnRestrictionsViolation penalty (score ships' VP value)
Bruix, Admiral Charner, Friant, Cassard, CosmaoTurn 2, Area 18Must stay in their starting area for the rest of the game.If they move out of Area 18 the German player scores VPs as per the VP value of the respective ship.

Note: Ships that are restricted to remain in a certain area may still move within that area, and thus may Search, go On Station, go on Merchant Escort Duty, Convoy Duty, be assigned to Capture German Colonies, and have combat within their restricted areas.

5.4 ADJUSTMENTS FOR ADVANCED RULESET (6.0)

If playing with the Advanced Ruleset (6.0), the restrictions for the following ships are different:

British ship(s)Starting area and turnRestrictionsViolation penalty (score ships' VP value)
Challanger, CumberlandTurn 2, Area 18No restrictions (Reinforcements).Cannot be violated.
TriumphTurn 2, Area 31No restrictions (Reinforcements).Cannot be violated.
French ship(s)Starting area and turnRestrictionsViolation penalty (score ships' VP value)
Bruix, Admiral Charner, Friant, Cassard, CosmaoTurn 2, Area 18No restrictions (Reinforcements).Cannot be violated.

6.0 Advanced Ruleset

6.1 COALING

Note: One of the primary logistical problems the Germans had was coaling. There were only a small number of German colliers and stations available to supply the cruisers. Otherwise, they had to rely on coal from captured ships.

German Main Cruisers (not AMCs) must be coaled, to be able to move secretly that turn. The usage of one pile of coal per ship is sufficient to be coaled for the turn.

A German Main Cruiser that is not coaled at the beginning of a turn, still is able to move in the current OB and to fulfill an assignment, but it does not move secretly. So, the counter of such a Main Cruiser must be moved within PHASE 1 ('Recording German Movement'), before the Allied player's Movement Phase. So it is not nessessary to note down the destination area number, but the assignments that the Main Cruiser shall acomplish, will still be secretly noted on the Ship Log.

Note: Rotate the counter of the so moved ship 90° after the movement of the counter, to display that it still might have a secretly planned assignment.

Note: AMCs are also cruisers that need coaling in the real world, but as they are not moving secretly in this game anyway, there is no need to track coaling for AMCs in this game; as per rule 'Restrictions for AMCs (6.2.2)'.

6.1.1 COALING OPPORTUNITIES

German Main Cruisers have to use the following opportunities, to receive coal throughout the game:

  • All Main Cruisers are coaled for Turn 1.
  • Each Main Cruiser has got three piles of coal per game each for a single use (non-replenishable). One pile of coal should be crossed out on the Ship Log next to the name of the cruiser as these are used.
  • Any individual Main Cruiser or Main Cruiser in a squadron that has made one or more Merchant Capture(s) in the previous turn is coaled for the current turn without having to use a free coaling (take a Coal marker and place it on the corresponding place holder of the capturing Main Cruiser on the Ship Log, and remove it before the next movement to coal the Main Cruiser; the so obtained coal cannot be accumulated or saved for later, it has to be used on the next move, even if the Main Cruiser has free coaling opportunities by the location or Ship Log available).
  • Any Main Cruiser that starts the turn in an area containing one of the following symbols is coaled for that turn. Beware though, of the restrictions regarding the colony coaling areas caused by colony capturing Allied ships (rule 6.4.1 and 6.4.3).
    • Areas with coaling opportunities, but without a German colony, are marked with a pile of coal in a circle.
    • Areas with the coaling symbol on a grey background are marking the areas where coaling is possible, restricted by the rule for German Overseas Colonies (6.4). These coaling areas are not counting as coaling areas, if you are playing the Basic Game (1.2.2.1)

6.1.2 CORRELATION WITH GERMAN OVERSEAS COLONIES RULE

The areas containing German Overseas Colonies

  • Area 4: Samoa
  • Area 18: Kamerun
  • Area 31: Tsingtau
  • Area 32: New Guinea

will supply German Main Cruisers with coal, unless they are blocked by Allied ships that are designated to capture those colonies (as per rule 6.4.1).

The colony areas cannot be used for Coaling throughout the rest of the game, once the colony in the area has been sucessfully captured.

If for any reason the number of ships capturing the colony should become less than the required number, coaling will be possible again, until the required number of ships is restored.

Place a No-Coal marker on the coaling symbol as a reminder.

6.2 GERMAN ARMED MERCHANT CRUISERS (AMC'S)

In addition to the eight Main Cruisers, the German player will also control five Armed Merchant Cruisers (AMC).

6.2.1 MOVEMENT OF AMCS

AMCs do not use hidden movement, but instead they are moved after the Main Cruisers' hidden movement is recorded, and before the Allied player moves.

All AMCs must be moved by the end of the move of the last Main Cruiser; The German player may not wait to move any of the AMCs until after all the Main Cruisers have been moved. If an AMC has not moved before the last Main Cruiser, treat it as moved within its current area and rotate its counter accordingly.

Mark moved AMC(s) with a black pawn until the end of PHASE 5.

Each AMC

  • May stay in place or move to an adjacent area or within the area itself.
  • The German player may move some, none, or all the AMCs per OB.
  • Each AMC can only be moved once per Game Turn.

6.2.2 RESTRICTIONS FOR AMCS

AMCs cannot:

  • make Station Raids,
  • Surprise Attacks,
  • Attack Convoys,
  • move into the Rufiji River or
  • join squadrons
  • or attempt to go home

AMCs are limited to do Merchant Captures, and they can do only one Merchant Capture per Game Turn, even if the area they are in has a Merchant Shipping Density greater than 1.

AMCs cannot participate in combat and are automatically sunk if they are discovered by Allied ships or squadrons and forced to combat (e.g. because the discovered AMC is too slow, to escape by running). If they are discovered, however they must attempt to run.

6.2.3 INTERNING AMCS

Within the German Movement Phase, the German player may voluntarily intern AMCs that moved during that OB, by removing them from the game.

Note: Some AMCs were surrendered to neutral countries until the end of the war. The Kronprinz Wilhelm and Prinz Eitel Friedrich even were interned in America. The crews faced imprisonment for the rest of the war and the ships were under the control of the neutral countries.

AMCs may only be interned from areas with the depicted AMC symbol on the map.

Neither side scores Victory Points for interned AMCs.

6.3 BRITISH CONVOYS

During the game the Allied player has several important convoys that must be moved and protected. Each convoy consists of 15 transports (indicated by the Transport marker), each transport equalling 1 VP.

At the beginning of Turn 2, all convoys are placed in their start countries, which are noted on the corresponding Convoy marker on the first blue dot of the blue convoy route. Place a Transport marker underneath each convoy, ensuring the number 15 is visible above the Convoy marker.

For each sunk transport of a convoy, the German player scores 1 VP immediately.

For each convoy that does not reach its destination by the end of the game, the German player scores VP equalling the number of remaining transports of that convoy, as indicated by the Transport marker of that convoy.

6.3.1 MOVEMENT AND RESTRICTIONS

Convoys are handled in the game as per the following rules:

  • There is no set start turn for any of these convoys, so the Allied player may decide, in which turn they shall be started.
  • No more than two convoys can be started per Game Turn. A convoy is started by moving it from its start country to the first blue dot on its route.
  • Once started, a convoy must be moved in the Allied Movement Phase one area per Game Turn along its convoy route (from dot to dot) until it reaches its destination (as per the routes on the map).
  • After reaching its destination the convoy is removed from the board.

Note: It takes one turn to move from the Start Dot at land to the first dot on the sea and also one turn from the last Sea Dot to its destination.

6.3.2 CONVOY DUTY

Convoys must be individually protected. Ships on Merchant Escort Duty do not protect them. Any ship in the same area may protect a convoy, while the following rules apply:

  • Protecting ships are stacked with the convoy or are placed next to the convoy (touching sides), depending on the space within the area.
  • Convoys can move in any OB and ships on Convoy Duty can move with it or leave or join it in any OB, as long as no ship moves more than once per Game Turn.
  • Ships on Convoy Duty cannot carry out searches.
  • Ships on Convoy Duty protect it for the entire Game Turn (and not only during the OB, in which they received the assignment unless the convoy moves on without its escort for any reason).

6.3.3 ATTACKING A CONVOY

German Main Cruisers may attack convoys. Attacks on convoys are carried out during the Merchant Capture Phase (4.7.1).

  • Main Cruisers that run, make Station Raids, Merchant Captures, or are forced to combat before that phase cannot attack convoys.
  • Main Cruisers intending to attack a convoy are to be noted in PHASE 1 (Record German Movement) with '-Att' after the area number. The German Main Cruiser need only be in the same area as the convoy at the end of the Allied move to carry out its attack.
  • The convoy need not have moved during the current OB for German Main Cruisers to attack it. However, German Main Cruisers must have moved during the current OB to be able to attack.
  • All ships on Convoy Duty must be sunk before the convoy can be attacked, if the Germans do not surprise the convoy (see next rule, 6.3.3.1). Simply place ships on Convoy Duty and German ship or squadron on Tactical Battlefield and resolve combat as per 4.6.4.
  • An unprotected convoy or a convoy whose escort has been eliminated is entirely destroyed by any attacking German forces automatically and is removed from the game immediately.

6.3.3.1 SURPRISING THE CONVOY

Before attacking a convoy and thus getting engaged with its escorts, the German player may try to surprise the convoy by rolling one die for each attacking ship or squadron, to check for the success of the surprise attempt. Apply the following modifier to the die roll and then check the result:

Modifiers:

  • Main Cruisers with a Speed of 4 add one to this die roll.
  • Main Cruisers with a Speed of 4- add two.
  • Squadrons modify the roll according to the slowest ship in the squadron.

Result:

  • 1-3: The German Main Cruiser or squadron attacking the convoy has surprised it and closed in before the escort could intercept.
  • 4-6: Surprising the convoy failed; the attacker must engage the convoy escort in combat. German Main Cruisers may attempt to run after the first round of combat.

If the surprise attempt was successful, the German player rolls one more die for each ship that surprised the convoy. The total of all those die rolls is the number of transports sunk before the attacker escapes.

6.3.3.2 SURVIVING CONVOYS, LOSSES AND VPS

Any surviving part of a convoy may continue its route to its destination, unless its total losses were fifteen or more, in which case it is removed from the game.

The losses are tracked by reducing the visible number of the 'Transport marker' underneath the Convoy marker. Adjust the VP marker on the VP Track accordingly (1 transport = 1 VP). Note the VPs, equalling the number of transport losses of each convoy, at the end of the game into the corresponding boxes ('convoys destroyed') of the Ship Log.

6.4 GERMAN OVERSEAS COLONIES

During the game the Allied player must capture certain German colonial holdings to avoid the German player gaining Victory Points per uncaptured colony at the end of the last Game Turn. The colonies are:

  • Tsingtau
  • Kamerun
  • Samoa
  • New Guinea

6.4.1 CAPTURING A COLONY

To capture a colony the Allied player must hold a certain number of ships in the corresponding Colony Box without moving for a certain number of turns before a certain turn has passed (see table below). These ships may not search for German ships, be on Convoy Duty, Protect Stations or Escort Convoys during that time.

Ships that are in the area containing the colony may be assigned to capture it. They are designated by placing them in the corresponding Colony Holding Box on the map at the beginning of any Game Turn before any other movement.

Ships in a Colony Holding Box are automatically in a squadron. When capturing Kamerun, the limit of 5 ships per squadron (see 4.2) must be accounted for when stacking by placing them in two squadrons.

Flip the counters to their backside, as the capturing ships have exhausted all their options for this turn and at the end of this turn flip them to their ready side again.

They may be moved off the Colony Holding Boxes any turn (even in the current turn), but if they move off the Colony Holding Box before the capture is successful, they will not count toward the capture of the colony anymore. The capture will continue however, if the Allied player manages to reinforce the colony capturing ships up to the required amount in the same or next turn. If failing to reinforce them on time, the capture attempt failed. If there is still enough time, it can be tried again.

Note: It is also possible to switch out ships in the same turn.

Ships that are leaving the Colony Box may move to the area of the colony or in any adjacent area and be assigned to tasks.

The turn, in which the required number of ships are moved onto a Colony Holding Box counts as the first turn of the capture. Count from that turn being the '1' the required number of turns forward and place the colony counter on the so counted last turn. At the end of the so found turn, the colony is successfully captured, and in the next turn the ships are starting on their fresh side and are ready to be moved.

The colonies are captured as follows:

  • Tsingtao: 5 VP. 2 ships for 6 turns; must be captured no later than the end of Turn 8
  • Kamerun: 10 VP. 7 ships for 7 turns; must be captured no later than the end of Turn 9
  • Samoa: 5 VP. 2 ships for 1 turn; must be captured no later than the end of Turn 3
  • New Guinea: 5 VP. 3 ships for 1 turn; must be captured no later than the end of Turn 4

6.4.2 GERMAN INTERVENTION

German Main Cruisers may interfere with the colony capturing ships by initiating a Surprise Attack (see 4.5.6) on those ships. Main Cruisers intending to do so are indicated by writing '-Int' after the area number of their move in PHASE 1 (Recording German Movement).

Note: Ships capturing a colony are in a squadron, meaning a single German ship won't be able to attack (see 4.6.5).

6.4.2.1 ELIGIBLE MAIN CRUISERS

The attacking Main Cruisers cannot raid stations, attack convoys, or make Merchant Captures in the same move and must still be undiscovered.

Main Cruisers that ran or were brought to combat by the Allied player during this OB may not carry out any Intervention Surprise Attack.

6.4.2.2 COMBAT

Their attack takes place after the Combat Phase of the OB, after all Allied moves and assignments and combats are done in that area, in the Surprise Attack Phase of the German player.

Combat must be accepted by both sides; however, ships may attempt to run after the first round of combat. Combat continues until all ships on one side have run or been sunk.

6.4.2.3 CONSEQUENCES FOR THE SUCCESS OF CAPTURING

Allied ships that sink or run do not count toward capture of the colony. The capture will continue, once the Allied player has managed to reinforce the colony capturing ships up to the required amount within the same or next turn. If not reinforced at least in the next turn, the attempt to capture the colony failed. If there is still enough time, the capturing procedure can be tried again.

6.4.3 CORRELATION WITH COALING RULE

Whenever a colony is under siege by the required number of ships for the capture, the colony in question cannot supply German Main Cruisers with coal anymore. If for any reason the attempt of capturing the colony should fail, coaling will be possible again.

Place a No-Coal marker on the coaling symbol on the map if coaling is not possible.

7.0 Optional Rules

7.1 BOER REBELLION

Note: One of the primary concerns of the British was that the German cruisers would aid the fledgling Boer Rebellion. The German player can gain Victory Points by starting the Boer Rebellion. It is done by raiding

  • Capetown (as per rule 7.1.1) or
  • Lüderitz Bay (as per rule 7.1.2). The German player receives 15 VP if successful. Note them into the corresponding box on the Ship Log and adjust the VP marker accordingly.

7.1.1 RAIDING CAPETOWN

After successfully raiding Capetown the German player rolls one die. On a roll of 1-3 the Boer Rebellion spreads. If the raiding force is a squadron with at least one AC (Scharnhorst or Gneisenau), one is subtracted from the roll.

7.1.2 RAIDING LÜDERITZ BAY

After successfully raiding Lüderitz Bay the German player rolls one die. On a roll of 1 the Boer Rebellion spreads. Lüderitz Bay is German and the German player gains no Victory Points for raiding it.

Note: The Lüderitz Bay can be protected by an Allied ship in the same way as any other British station on the map. Sure, raiding your own station sounds crazy — but hey, it’s much simpler and less confusing than introducing a whole new “instigate rebellion” rule, which functions exactly the same way as raiding a station. Just consider it a covert mission with a dramatic name and the Allied ships are not protecting but preventing.

7.2 RUFIJI RIVER

Area 21: The Rufiji River is a special area which can be entered by both sides.

7.2.1 MOVEMENT

  • Of the German Main Cruisers only Königsberg, Nürnberg, Leipzig, Dresden, Emden and Karlsruhe can move into the Rufiji River (as stated in the box on the map).

  • A Main Cruiser moving into the Rufiji River (from Area 21 or any adjacent area of Area 21) is placed into the corresponding box on the map.

  • However, there can never be more than one German ship on the river at the same time.

  • Among Allied ships, only British ones may enter the Rufiji River.

  • If more than one Allied ship moved into the Rufiji River, they automatically become a squadron.

7.2.2 SEARCH, ENCOUNTER, COMBAT

The Allied player has to place ships into the Rufiji River Box to be able to search the Rufiji River. All Allied ships searching the Rufiji River are in a squadron and one is subtracted from their search die roll for every ship above one in the squadron. AUTO -DISCOVERY If British ships are already in the Rufiji River or move into it during the same OB in which the German player announced to move out of it, they automatically discover the German ship during the Search Phase (4.6.2). In the latter case, the out-moving German ship and the in-moving Allied ship(s), as a squadron)) will conduct the Encounter (4.6.3), and, if applicable, Combat (4.6.4) in Area 21. ENCOUNTER If Allied ships discover a German Main Cruiser in the Rufiji River, they cannot attack it. However, a German Main Cruiser discovered there cannot attempt to run (e.g. to move out of the river). BREAKING OUT OF THE RUFIJI RIVER, ONCE DISCOVERED IN THE RIVER:

  • The German ship cannot move out of the river secretly if discovered in the river. So, the counter of the ship must be moved within PHASE 1 (‘Recording German Movement’), before the Allied players Movement Phase and will be automatically discovered in the Allied Search Phase (4.6.2).
  • Encounter (4.6.3) and, if applicable, Combat (4.6.4) will be conducted in Area 21.
  • Combat against a ship moving out of the river begins at C-Range and the Allied ship(s) receive a +2 modifier to their Fire Die Roll(s) in the first combat round, if they catch the German ship on its attempt to leave the river.

7.3 PROPELLANT ACCIDENT - RP C/12

The Propellant Accident is a randomized event, that might happen to a German Main Cruiser during the game or not.

Note: There are no VPs scored by either side for a ship that is lost due to such an accident.

7.3.1 DESTINY IS CALLING

To simulate this event, at the beginning of the game the German player rolls one die. One Main Cruiser may be lost to accident

  • on Turn 6, if the result is 1 or 2
  • on Turn 7, if the result is 3 or 4
  • on Turn 8, if the result is 5 or 6

The so determined turn is recorded on the Ship Log and marked with the Propellant Accident marker on the Turn Track.

7.3.2 SHOW TIME

At the beginning of that determined turn the German player carries out two die rolls secretly one after another:

  1. Roll one die to determine the Main Cruiser in question and compare the result to the Ship Log: The Main Cruiser with the corresponding 'RP C/12 number' on the Ship Log is the Main Cruiser in question.
  2. Roll another die. On a result of:
    • 1 - 4: The Main Cruiser in question just exploded and sinks (if it is still in the game).
    • 5 or 6: No accident has occurred in this game.

The result is kept secret from the Allied player. Also, if the Main Cruiser determined to be lost has already been sunk or returned to Germany, this is kept secret from the Allied player.

There is no reroll of any of those die rolls.

For a Main Cruiser that is sunk due to an accident counts: On that turn and thereafter, the sunken Main Cruiser may move 'normally' but cannot raid stations or accept combat. If discovered, it must run; if it cannot run or is caught, the German player must reveal that it is the lost Main Cruiser and remove it from the game without any VP penalty for the Germans.

Until revealed as the lost Main Cruiser, the Main Cruiser may 'make' (fake-) Merchant Captures, but any captures made by it on or after the turn it was lost are subtracted from the Main Cruiser's total captures when calculating total Victory Points.

To record the outcome of the die rolls either place the corresponding Main Cruiser chit-pull counter or a Dummy counter hidden underneath the RP C/12 marker or note it down on a peace of paper that stays hidden until the end.

Note: The Scharnhorst and the Gneisenau cannot be lost to accident, and AMCs are also not subject to this rule.

7.4. RETURN TO GERMANY WITH ESCORT: BREAKOUT OF GERMAN BATTLECRUISERS

When there is a German squadron in Area 13 that includes at least one AC (3 stars; so, one of Scharnhorst or Gneisenau), the German player may elect in the 'Return to Germany'-Phase (4.7.3) to break out the reserve ships from the German Reserves Box to bring the squadron home. If so elected, carry out the following procedure (instead of rolling a die as per rule 4.7.3).

  1. The German player places a squadron of at least two of the Reserve ships in Area 14 and merges them immediately into a single squadron with the returning squadron (not more than 5 ships in a squadron).
  2. The Allied player may then place the
    • Reserve battlecruisers (BC, 5 stars) (from the British Reserves Box), and
    • any BCs (5 stars) that started the game in England, and which have not yet been placed in play, into Area 14 also in squadrons (need not place all eligible ships). The following limits apply:
      • not more than 5 BCs into a single squadron
      • not more than 2 squadrons may be formed
  3. Once the squadrons are placed, the Allied player may search for the German squadron, as follows.

Note: The use of the ships of British Holding Box 2 (HB2) under this rule does not constitute putting them into play (thus not causing a VP penalty) and they are always returned to England (unless sunk), from where they can be put into play as per the rules of 5.1 – Movement Restrictions of British ships.

7.4.1 MODIFICATIONS OF SEARCH PROCEDURE AND SURPRISE

Search: The Allied player must conduct the search as if there were two German squadrons: one with the homecoming cruisers and one with the BCs (even though, the squadrons just have been merged).

Note: This is a modification designed to balance the search odds. The German player will have to consider wisely, how many BCs shall be used, as the Allied player receives a -1 modifier on the Search Die Roll for every German Main Cruiser in the squadron above one. On the other hand, fewer ships are increasing the danger of being outgunned too easily in the event of a battle. A squadron that discovers either one of the (former) German squadrons, discovers the united German squadron. Only one British squadron may discover the German squadron. Roll one Determination Die (e.g. 1-3 is squadron A and 4-6 is squadron B). Surprise: There are no surprise attempts for either side.

7.4.2 ALLIED DISCOVERS NO GERMAN SQUADRON

If neither German squadron is discovered the Main Cruisers make it home safely and the returning Main Cruisers and the German Reserves are placed back into the German Reserves Box on the map. Score Victory Points for each safely returned Main Cruiser (3x the Main Cruisers’ VP value; move the VP marker and note them on the Ship Log). The British BCs from England are returned to England.

7.4.3 BRITISH DISCOVERS EITHER GERMAN SQUADRON: COMBAT AND RUN ATTEMPTS

If either German squadron is discovered, the discovering British squadron proceeds to combat with the united German squadron.

Both players must accept combat. However, either player may attempt to run the ships after the first round of combat. Running:

  • German returning Main Cruisers that successfully run make it safely to Germany and are removed from the map (Scoring 3x the VP value of the ship). The German Reserves, in this case, are returned to the German Reserves Box.
  • British ships that successfully run return to England or to the British Reserve Box (wherever they came from). Combat proceeds until all the ships from one side have run or sunk. Surviving ships:
  • German Main Cruisers that survive combat return safely to Germany and are removed from the board (Scoring 3x the VP value of the ship). The German Reserves, in this case, are returned to the German Reserves Box.
  • British ships that survive return to England or to the British Reserve Box (wherever they came from). Any German or British ships damaged in combat during the ‘Breakout of the German Battlecruisers’ that still have damage remaining after the one-point removal (as per rule 4.6.4.3 ‘Repair and Loss’) are removed from the game: no Victory Points are scored for ships so removed. VPs are scored for any ships sunk during the combat according to number of stars on ship counter.

7.5 RAID ON ENGLAND

If this rule is in effect, the German Reserves, that are placed in Germany, can raid England. This can be done in any turn after the German player has finished making Merchant Captures and Station Raids, if the following conditions are met simultaneously:

  • No German ship is attempting to return to Germany (as per rule 4.7.3 or 7.4).
  • The number of British battlecruisers ( ) in the England Holding Box 2 and British Reserves combined is 5 or less (because of putting British battlecruisers into play as per rule 5.1).

7.5.1 RAID

To carry out the Raid on England, there are two variants:

  • Either place the German Reserves as one squadron into the English Channel. The German player scores 2 Victory Points for the raid immediately and notes them on the Ship Log accordingly and adjusts the VP marker.
  • Or, place the German Reserves as a squadron into Area 14 and score 1 VP immediately.

7.5.2 COUNTERATTACK

The Allied player may now perform the counterattack.

7.5.2.1 VARIATION: ENGLISH CHANNEL

If the German chose to Raid England from the English Channel, the Allied player may counterattack the German squadron, by placing all the battlecruisers from HB2 (only those still in there) and the British Reserve Box as one squadron into the English Channel, too.

  • Discovery is automatic; there is no search or surprise.
  • The German player can accept combat or attempt to run (as per rule 4.3.3).

7.5.2.2 VARIATION: AREA 14

If the Germans chose to Raid England from Area 14, the Allied player may counterattack the German squadron by placing all the battlecruisers ( ) from HB2 (only those still in there) and the British Reserve Box as one squadron into Area 14, too.

  • Discovery is not automatic; search will be handled as usual.
  • The German player can accept combat or attempt to run (as per rule 4.6.3).

7.5.2.3 SURVIVING SHIPS AND LOSSES

After the resolution of combat, surviving British battlecruisers are returned to England and surviving German Reserve ships are returned to Germany. Any German or British ships damaged in combat during the ‘Raid on England’ that still have damage remaining after the one-point removal (as per rule 4.6.4.3 ‘Repair and Loss’) are removed from the game: no Victory Points are scored for ships so removed. VPs are scored for any ships sunk during the combat according to number of stars on the ship counter.

8.0 HOW TO WIN

Only the German player gains Victory Points. However, for each German ship sunk, the Allied player subtracts that ship's VP value from the German total. Beyond that, the Allied player's success depends on preventing the German player from scoring those points in the first place.

Points are awarded as follows:

  • Sinking Allied ships (number of VPs on ship counter; 1 star = 1 VP)
  • Raiding Stations (stations value)
  • Capturing Merchant ships (up to Merchant Capture Box Maximum; AMCs only 1)
  • Sinking British Convoys (up to 15 VP each)
  • Convoy not reaching destination until the end of the game (for each remaining transport: 1 VP)
  • Allied Cowardice (number of stars on ship counter)
  • Preventing Allied capture of German colonies within the allotted time frames (25 VPs max.)
  • Returning to Germany (3x number of stars on ship counter)
  • Surviving in the Rufiji delta (number of stars on ship counter)
  • Inducing the Boer Rebellion to spread (15 VP)
  • Allied deciding to take free use of certain restricted ships (number of stars on ship counter)

And points are lost when:

  • German ship is sunk by enemy action

So, no points are scored in the following events:

  • Propellant Accident
  • Interned AMC
  • Removed, because of remaining damaged after battle caused by Raid on England (7.5.2) or Breakout of German Escorts (7.4.3)

Ship values are as follows (VP / Ship Class):

  • 5 stars: Battlecruiser (BC)
  • 4 stars: Battleship (BB)
  • 3 stars: Armored Cruiser (AC)
  • 2 stars: Cruiser (C)
  • 1 star: Light Cruiser (CL)
  • 1 star: Protected Cruiser (PC)
  • 1 star: Armed Merchant Cruiser (AMC)

The German player totals the points in each category and makes any subtractions called for to arrive at a grand total, which determines the victory.

The levels of victory are as follows:

VPsDescriptionMeaning
30 or lessTriumph of Allied ArmsAllied Win
31-40Moral Victory for the GermanDraw
41-50Embarrassment to Royal NavyGerman Win
51-60Scandal in the AdmiralityGerman Honor
61-70Public OutcryGerman Triumph
71-80Shake-up in the War CabinetGerman Legend

Sudden End: if the Germans should score more than 80 VPs at any time throughout the game, the game is over, and the German player is the winner.

Note: Historically, the scattered German cruisers caused significant disruption early in the war— Emden, Spee’s squadron, Königsberg—all embarrassed the Royal Navy before being gradually hunted down. If you are the Allied player, and your final score lands in the “German Win” or even “Draw” range, you’re already doing better than history. A ‘German Win’ (41-50 VP) simply simulates what it must have felt like to be a Royal Navy commander back in the day. So, no shame in falling short of a full Allied triumph!

9.0 Solitaire Play

The Far Seas can be played as a solitaire game, even though there is hidden movement of the German Main Cruisers. The player takes control of the Allied side. All solitaire rules are simulating the behavior of the German player. It can be played in the basic version, with Advanced Rules, and/or with Optional Rules. The relevant paragraphs are color-coded for easy reference. (So, if not playing with those rules, simply ignore the so colored text). Additionally, you can choose one of three solitaire approaches, which differ mainly in how gradually the German decisions are taken and thus in the number of rules and procedures involved. The first approach plays like a full bot opponent, whereas the second approach plays like a multi-handed style (except for secret German movement). The third approach is a hybrid version: like the first approach it provides a procedure for almost every German decision, but it omits all advanced rules meant to make German play more strategic, resulting in more randomized German movement in exchange for a quicker game play. The main movement engine used for German movement is the Dummy Procedure (Dummy counters plus the cruiser are placed face down in potential destination areas and then get flipped over; the area containing the real counter is the destination area). As this procedure causes totally random movement of the German ships, we added some advanced rules, which increase the simulation of a more strategic movement of the German player (marked as ‘advanced’). APPROACH 1 - ADVANCED BOT The above mentioned Dummy Procedure is supplemented by the advanced rules. Use all rules, including any rules marked “advanced”. APPROACH 2 – MAX MULTI-HANDED (SWITCHING ROLES) This approach is for players who like to play both sides in a solitaire game by switching roles: Naturally this approach would not need any of the Solitaire Play rules at all. The only issue is that the movement of the German Main Cruisers is meant to be hidden information during the Allied Movement Phase for the Allied player. To solve this issue, we recommend to use at least the rules that simulate the German movement. There are two approaches to simulate the German movement:

  • Dummy Procedure without Plotting Phase (Use only the Dummy Procedure in the German Movement Phase - PHASE 3) MULTI-HANDED DUMMY PROCEDURE: When placing the Dummy counters and the Main Cruiser/AMC in question face down into the possible destination areas, feel free to skip the least favourable area for the Main Cruiser/AMC. Instead, place that counter as a second one into the most favorable area (increasing the chance of moving there). If several areas are equally promising, repeat this by skipping the next least favorable area and placing the counter in the other favorable area, and so on. Determine the favorability of each area using common sense and remember that the German moves becomes more predictable by each area you skip.
  • Advanced German movement (Use all rules of chapter 9.1 and 9.3, incl. those marked as ‘advanced’). APPROACH 3 – SIMPLIFIED BOT Use all solitaire rules, except those marked as ‘advanced’. These three approaches may help you find your preferred way to enjoy the solitaire play of THE FAR SEAS. You may mix and match them individually if you wish. And remember in either case, your opponent is just a bot - running on logic, not brilliance. So maybe cut it some slack when it makes a ‘creative’ move.

Note: As the advanced rules are partially interdependend throughout the chapters, you should either use all of them or none.

The five phases of the multiplayer game remain basically the same. Follow the procedures as described in the following subchapters:

  1. PHASE 1: PLOTTING GERMAN MOVEMENT Main Cruiser Selection (9.1.1); Identifying Tempting Areas (advanced, 9.1.2); Return to Base Order (9.1.3); AMCs (Selection & Move, 9.1.4); Coaling (9.1.5 ).

  2. PHASE 2: ALLIED MOVEMENT The Allied player performs the Movement Phase as usual (see 4.4).

  3. PHASE 3: GERMAN MOVEMENT Main Cruiser Movement (Tempting Area Die Roll advanced / Dummy Procedure, 9.3.1); Assignment ChitPull and Formation Die Roll (9.3.2); Interning AMCs (9.3.3).

  4. PHASE 4: SEARCH, SURPRISE, ENCOUNTER, COMBAT Mark Conflict Areas with a red pawn and proceed with Search, Surprise, Encounter, Combat. Remove red pawn(s), once done.

  5. PHASE 5: GERMANS HIT AND GO HOME Collect German VPs and resolve Return to Germany Attempts and remove black pawn once done. Prepare for play as usual (3.0) and adjust the German setup as follows: Due to the activation mechanism described in the following subchapters, it matters how the German Main Cruisers starting in Areas 9 and 32 are organized, as it may be possible - by chance - to activate one or more Main Cruiser(s) or squadron(s). Roll one Determination Die for each area as follows:

  6. Area 9:

  • 1-3: place Main Cruisers separately
  • 4-6: place them as a squadron
  1. Area 32:
  • 1-2: place all three Main Cruisers separately
  • 3-4: place two of them in a squadron and one separately by choice (alternatively: draw chits to randomize - first two drawn are placed together in a squadron)
  • 5-6: place all of them in one squadron When using the optional Propellant Accident rule (7.3), it applies as written, with the exception that if the accident occurs on a Main Cruiser still in play, the ship is immediately sunk and removed from the game. At this point, determine the turn on which the accident will occur (if any), as per 7.3.1.

9.1 PHASE 1: PLOTTING GERMAN MOVEMENT

Begin with the Main Cruiser Selection (9.1.1) to determine how many and which of the German Main Cruisers will move and how many AMCs (if rule 6.2 is in use). Then check for the Return to Base Order (9.1.3). Then follow the instructions for AMC movement (9.1.3) in the given order.

9.1.1 MAIN CRUISER SELECTION

Roll one die to determine the number of individual Main Cruisers or squadrons that are going to move this OB: (active Main Cruiser)

  • 1-2: 1 Main Cruiser or squadron and 1 AMC
  • 3-5: 2 Main Cruisers or squadrons and 2 AMC
  • 6: 3 Main Cruisers or squadrons and 2 AMC

Put all chits of Main Cruisers that have not moved yet in a cup (for squadrons only a chit of one of the Main Cruisers of the formation). Pull a number of chits from the Main Cruiser chit cup based on the die roll result, and place black pawns next to the (or on top of the) corresponding Main Cruisers on the map. These will be the ones moving in PHASE 3.

2

If the result exceeds the number of available Main Cruisers, squadrons or AMCs, simply select the remaining ones of the respective type.

9.1.2 IDENTIFYING TEMPTING AREAS (ADVANCED)

Here, in PHASE 1, tempting areas (those, offering many VP opportunities) are identified and marked with cubes. Later, during the German Movement Phase (PHASE 3; 9.3.1.1), the German cruisers may move based on a die roll that is modified by the number of cubes in the target area, thereby eventually making the standard dummy-movement procedure obsolete. This way there is an increased chance for the German cruisers to move to an area that offers more VP opportunities. Mark each area adjacent to the active Main Cruiser(s) (identified in 9.1.1) - and the current area, if applicable – with a coloured cube as stated below.

  • Check all criteria in each table row (1 to 3), one row at a time and in order. Within a row, evaluate every criterion, even if a previous criterion in the same row has already caused the placement of one yellow cube, since additional criteria in that row may require placing a second cube. Once a row causes the placement of one or two yellow cubes in an area, do not evaluate any criteria in the remaining rows for that area. Then continue resolving the next area, if applicable.
  • Then check for the condition of the Main Cruiser (damaged or not) and place cubes into the respective area, (only) if it contains none so far.
  • You may also mark areas as tempting that are not explicitly mentioned here but seem tempting for the Cruiser(s) in question. Place cubes as follows (rows 1 to 3 are evaluated in order):
RowConditions regarding areaNumber of cubes
1Place 1 cube, if the area contains a convoy with 2 or less Allied escorts; place 1 additional cube if that convoy has already moved in the current turn.1x / 2x
2The area contains one or more Station(s) that are protected by single Allied ship(s) and the Main Cruiser or squadron in question is (still) capable of carrying out a Surprise Attack (as per 4.6.5); add cubes as follows: Place 1 cube, if (one of) the active Main Cruiser(s) has at least 2 more Damage Capacity and 1 grade better on the Fire Die Roll Modifier than (at least one) of the protecting single Allied ship(s). Place 1 additional cube, if this check is for a squadron that includes both ACs (Scharnhorst and Gneisenau).1x / 2x
3The station VPs of all present stations in that area combined >= 2 and additionally there is a Merchant Box with current density >0.1x
Conditions regarding active Main Cruiser(s)Number of cubes
If the respective Main Cruiser is damaged / or of a squadron at least one Main Cruiser is damaged: Place 1 cube into the area that can be reached by the fewest amount of unmoved Allied ships compared to the other adjacent areas. In case of a tie choose the area with more available VPs or roll a Determination Die (as in 4.6.2.2). Place 1 additional cube inside this area, if the damaged Main Cruiser has reduced Speed already.1x / 2x

Example: The Gneisenau is adjacent to Area 29, so the German player now performs a check for Area 29. First, the criteria in row 1 are evaluated: the convoy-related criteria are not met, because there is no convoy in Area 29. Next, the player proceeds with the criteria in row 2: both British Stations are protected by single Allied ships. In this situation, the Gneisenau is still capable of executing a Surprise Attack (see 4.6.5). Compared to the Pegasus, the Gneisenau has 4 more Damage Capacity and is two grades better on the Fire Die Roll Modifier. Therefore, one yellow cube is placed in Area 29. The second bullet point of row 2 is also checked, but it does not apply, since this check is only for the Gneisenau alone and not for Scharnhorst and Gneisenau operating as a squadron. Because row 2 has placed a cube in Area 29, the criteria of row 3 are not evaluated for this area. The area is now considered complete, and the player may continue with the next area, beginning again with row 1 of the table.

9.1.3 RETURN TO BASE (RTB) ORDER

The German player receives VPs for returning Main Cruisers to Germany from Area 13. The following rule will increase the chances for German Main Cruisers to move towards Area 13 and then to attempt to return to Germany. Each Main Cruiser or squadron may receive a Return to Base Order, which makes it more likely for them to move towards Germany during the Movement Phase (PHASE 3).

Note: Don’t use this procedure on a Main Cruiser that would not be able to make it to Area 13 on the fastest route before Turn 9. If the fastest route requires passage through the Panama Canal, a German cruiser disregards the RTB order when any of the following conditions apply:

  • Main Cruiser has reduced Speed caused by a battle
  • If current position is Area 3 and Areas 9, 10 and 11 contain a total of at least 4 unmoved Allied ships

9.1.3.1 ROLL A RTB DIE TO CHECK FOR THE ORDER:

  • 1: no RTB Order; reset the RTB modifier
  • 2-5: no RTB Order
  • 6 or more: RTB Order was issued: Execute the order via 9.1.3.2 (advanced) or 9.1.3.3 and note for the ship (or in case of a squadron for both ships) on the Ship Log in the corresponding space: 'RTB +1'

Modifiers for RTB Die Roll (cumulative):

  • For each previous RTB Order: +1 (track RTB-Orders on the Ship Log in the line of Battle/Speed/(RTB)
  • If the ship is in one of the following Areas: 8, 9, 17, 18: +1 (as indicated on the map next to the area numbers)
  • If ship is in one of the following areas (adjacent to Area 13): 12, 15, 16: +2 (as indicated on the map next to the area numbers)

9.1.3.2 EXECUTE RTB ORDER STRATEGICALLY (result 6 or more; advanced)

Place a colored cube in each area right now (additionally to cubes of 9.1.2, if applicable) that

  • is reducing the distance to Germany on the fastest route to Germany and
  • contains 3 or fewer unmoved Allied ships.
  • If due the number of unmoved Allied ships no area was marked, place one cube in each area, that is not increasing the distance to Germany (in regard of the fastest route), if any of them contains 2 or fewer Allied unmoved ships.
  • If no area was marked by the process above, ignore the RTB Order this time.

OR

9.1.3.3 EXECUTE RTB ORDER RANDOMIZED

If you are not using the advanced mode (9.1.3.2) but the result is 6 or more, then during the German Movement Phase (PHASE 3) alter the Dummy Procedure in the Movement Phase (PHASE 3) as follows:

Only use areas for placing the face-down counters, that are not routing the ship further away from Germany (also the current area) and place a second face-down counter in any area reducing the distance to Germany by areas on the fastest route to Germany. (Only use that many Dummy counters for this procedure).

Note: if you have already used the advanced rule for identifying tempting areas above (9.1.2), it makes sense to also use the advanced rule for the execution of the RTB order described in rule 9.1.3.2, as the mechanism complements it.

9.1.4 DETERMINE MOVING AMC(S) AND THEIR MOVES

AMCs already move during this phase. There are two alternatives:

  • Random mode: Simply carry out an AMC chit pull (drawing chits in a number corresponding to the result of Main Cruiser Selection, 9.1.1). The pulled AMCs are determined to move. Then use the simple Dummy Procedure (9.1.4.3) to determine the destination of the move.
  • Alternatively use the advanced mode: Instead of using the random mode, use the strategic AMC selection (9.1.4.1), and the strategic movement procedure (Tempting Areas 9.1.4.2). (mark any determined AMC also with a black pawn):

9.1.4.1 STRATEGIC AMC SELECTION (ADVANCED)

Select the AMC(s) by the following priorities. If the first situation does not apply, proceed to the second, and so on, until the required number of AMCs - one or two, as determined by the die roll in rule 9.1.1 - has been selected:

  1. Select any AMC(s) that is/are in the same area as the moving Main Cruiser(s).

Select any AMC(s) that is/are within a range of 1-2 areas (with an adjacent area counting as 1) toward the drawn Main Cruisers/squadron, starting with the closest by area distance.

Select by chit pull or Determination Die Roll (if applicable).

If more than two AMCs could be selected due to the same priority: Distribute the selections as evenly as possible among the Main Cruisers before selecting two AMCs from the same area or near the same Main Cruiser (e.g. if two Main Cruisers are determined to move which are on different edges of the map).

9.1.4.2 AMC MOVE DETERMINATION (ADVANCED)

  1. Tempting Area Die Roll: First mark each tempting area (as detailed below) with grey cubes. Tempting areas are containing 1 or fewer Allied ship that has not yet moved and
    • a Merchant Capture Box with at least 1 available VP or
    • an Interning-AMC symbol or
    • an already moved Main Cruiser
  2. Roll a die and move to the tempting area on a roll of 4 - 6. Start with the most tempting area (e.g. 1. furthest from Allied reach and 2. most opportunities) then the next most promising and so on.
  3. If multiple areas are equally favourable, choose the order freely or roll a Determination Die, if applicable.

Die Roll Modifiers (not cumulative):

  • +1: If 1 search eligible Allied ship + two of the criteria of no. 1 are applying
  • +2: If 0 search eligible Allied ships + two of the criteria of no. 1 are applying
  1. Remove the respective cube after the die roll. If this procedure did not result in a move to any tempting area use the Dummy Procedure of the next step to determine the move.

9.1.4.3 AMC - DUMMY PROCEDURE

(If no result on above die roll or if not playing with the advanced rules) - Use the Dummy Procedure to determine the move: Flip the AMC counter and one Dummy counter per adjacent area (as per 4.2) to their reverse side (face-down) and shuffle them. Then place one counter - face down - in each adjacent area and in the current area. Now, flip all counters to find the destination area of the AMC and remove all Dummy Counters afterwards.

9.1.5 COALING

When using the Advanced Ruleset, which includes the Coaling Rule (6.1), any Main Cruiser without coal supply for the current turn must be moved during the current PHASE 1 instead of PHASE 3 (see 6.1).

Note: Note: Any attempt by the solitaire player to manage coaling for the German player would make German movements far more predictable, turning the German cruisers into easy targets. For this reason we provide the following simplified abstract No-Coal Die Roll starting from Turn 6. This way coaling still has an impact on the game, as if your German opponent manages coaling well until Turn 6 and then slowly gets into trouble with coaling here and there (as the 3 free coal piles probably would have been used up by that time).

9.1.5.1 NO - COAL DIE ROLL

Starting from Turn 6, check for the coal supply status of the Main Cruisers one by one, rolling a No-Coal die (as indicated on the Turn Track). If the result is ‘Out of Coal’ the Main Cruiser must be moved now.

  • 1: Out of coal for this turn
  • 2-6: Main Cruiser is coaled Die Roll Modifier:
  • On Turn 7 and 8: -1
  • On Turn 9: -2

9.1.5.2 OUT OF COAL

If any Main Cruiser needs to be moved now because of no coal do the following:

  • If not playing with the advanced rules for Tempting Areas (9.1.2), use the procedures described in PHASE 3 to move the not coaled ships right now.
  • If playing with the advanced movement rules using Tempting Areas (9.1.2 and 10.3.2.1): simply play the tempting area procedures now and then - for any ship without coal - play the procedures of PHASE 3 right after that. This way the not coaled ships are moved openly, before the Allied player makes his moves, as indicated by 6.1. Each Main Cruiser can only be out of coal once for the entire game. Therefore, mark each Main Cruiser, that ran out of coal with a Coal marker on the Ship Log, by placing it into the coaling area of the respective Main Cruiser and from then onwards do not roll a No-Coal die for those ones anymore. Once a ship has been determined to be out of coal in a given turn, beginning with the next turn it will be coaled for the rest of the game.

9.2 PHASE 2: ALLIED MOVEMENT

The Allied player performs the Movement Phase as usual (see 4.4).

9.3 PHASE 3: GERMAN MOVEMENT

The activities, assignments and target areas of German ships will be determined:

  • Main Cruiser Move (9.3.1)
  • Assignment chit pull (9.3.2)
  • Interning AMC(s) (9.3.3)

9.3.1 MAIN CRUISER MOVEMENT

If playing with advanced rules start with the Tempting Area Die Roll. Otherwise use the Dummy Procedure of 9.3.1.2 only.

9.3.1.1 TEMPTING AREA DIE ROLL (ADVANCED)

Note: Precondition for this die roll is that you identified tempting areas during the Plotting Phase (PHASE 1) as per rule 9.1.2.

For each tempting area determined in 9.1.2, roll one die—starting with the most tempting area (1st - which grants a greater modifier to the die roll, 2nd - the one with fewer unmoved Allied ships in reach, 3rd - the one with more different opportunities for VPs); alternatively, roll in any order or roll a Determination Die.

  • 1-4: Do not move; roll for the next tempting area, if there is any
  • 5-6: The Main Cruiser follows the temptation and moves into the promising area Die Roll Modifier: +1

For any additional cube in that area

If this procedure did not result in a move to any tempting area, use the Dummy Procedure of the next step to determine the move. Remove the colored wooden cubes from the map.

9.3.1.2 MAIN CRUISER DUMMY PROCEDURE

Flip the counter of the ship in question, or in case of a squadron the counter of one ship from the squadron, onto its backside. Then flip Dummy counters onto their backside according to the number of adjacent areas (as per 4.2) and mix them all together. Then place one counter face down in each area the German ship or squadron could move into (yes, also in the current area) and turn them back to their frontside again until you found the real ship counter in the area, it moved to.

9.3.2 ASSIGNMENT CHIT- PULL AND FORMATION

First, check the formation for squadrons (as below) and then any assignments will be given randomly to the individual Main Cruisers or squadrons by drawing an Assignment chit. Note down the so determined assignments on the Ship Log.

9.3.2.1 FORMATION DIE ROLL

Determine by die rolls as follows, whether a squadron will be formed or broken up (if applicable):

  1. If two individual German Main Cruisers have just entered the same area during this OB: roll die: 1-3 = form squadron; 4-6 stay separate.

If a squadron just moved into or within an area: roll a die to see if they break up: 1-3 = breaking up; 4-6 stay in squadron. If broken up, check in the next round where each ship moves.

9.3.2.2 ASSIGNMENT CHIT-PULL

Then check for each Main Cruiser or squadron one after another in their current area, which chits will get into the assignment decision cup and do the chit pull:

Note: Some rules refer to Allied behaviour that happened in a previous OB (and not the current one), to simulate the lack of knowledge that the German player would have in the plotting phase, in which the assignments would be planned usually.

  • For each unprotected station: take a number of Station Raid chits in the amount of stations’ VPs. Do the same for each protected station - if they became protected during the Allied Movement Phase of the current OB. If playing with Boer Rebellion (7.1) and for one of the stations in Area 19 a chit would be added to the cup: do the raid right away (no chit pull); if protected with only 1 ship with equal or smaller Damage Capacity than the German ship: 2 more Station Raid chits.

  • For each Merchant Density Point that is available or got negated during the Allied Movement Phase of the current OB: 1x Merchant Capture chit.

  • If there is one or more single Allied ship with lower Damage Capacity in the area, that just moved (rotated 90°) and the Main Cruiser or squadron in question is (still) capable of carrying out a Surprise Attack (as per 4.6.5): 1x Surprise Attack chit; add more chits as follows (not cumulative; use the highest one if multiple are applicable):

    • If this check is for a German squadron: 1 more Surprise Attack chit
    • If the squadron includes both ACs (Scharnhorst and Gneisenau): 2 more Surprise Attack chits
    • If the German ship has 2 more Damage Capacity and at least 1 grade better on Fire Die Roll Modifier: 1 more Surprise Attack chit
  • In areas with a contested colony, other than Area 18 (Kamerun) and the chit pull is for a squadron: If there are not more than 3 Allied ships capturing the colony and at least 2 of the German ships have a better Damage Capacity than at least one of the Allied ships and the other Allied ships do not have a higher Damage Capacity than the strongest German ship: x1 for each Allied ship with lower Damage Capacity than the strongest German ship.

  • If entering Area 21 with Rufiji River: If the German ship is full strength: 1x Rufiji River chit; if damaged: 2x Rufiji River chit.

  • If convoy present: If not more than one Allied ship is guarding: 2x Convoy Attack chit; if two or more Allied ships guarding: 1x Convoy Surprise Attack chit.

  1. If ‘Station Raid’ was drawn and there is more than one station in the area: roll Decision Die (e.g. 3 stations A, B, C: station A: 1-2; B: 3-4; C: 4-6 or 2 stations A, B: A: 1-3; B 4-6) The German ship or squadron will attempt to pursue the assignment in the phase of its revelation as per 4.3.1. If the drawn assignment became impossible due to events in PHASE 4, the ship or squadron stays put. If the result is obviously a very bad idea (keeping in mind that your opponent is a moderately smart AI), draw another chit until the result is more reasonable.

9.3.3 INTERNING AMC(S)

If the current area contains an Intern-AMC symbol, roll a die. If the result is:

  • 1-5: no interning
  • ≥ 6: intern the AMC Die Roll Modifiers (cumulative):
  • +1 for each unmoved Allied ship or squadron in that area
  • +1 for every 2 adjacent areas with unmoved Allied ships (rounded down)
  • -1 for each German ship or squadron within the same or adjacent area

9.4 PHASE 4: SEARCH, SURPRISE, ENCOUNTER, COMBAT (RULES FOR GERMANS)

Conduct any possible searches during this phase as usual (4.6) and use the following rules to determine German behaviour. Mark conflict areas with a red pawn. In case of a discovery and/or combat the German ship(s) will always attempt to run, if possible at all, by Speed comparison (4.6.3.2), unless the odds are fair enough (see 9.4.1 for Encounter and 9.4.2 for Run Attempts and torpedoes during combat). If not discovered by the end of the phase the Germans may try a Surprise Attack or intervention to interrupt the capture of a colony (9.4.3).

9.4.1 ENCOUNTER

First check, if the Main Cruiser will attempt to run or stay for combat.

9.4.1.1 RUN OR COMBAT

  1. If one Allied ship is about to encounter one Main Cruiser, compare the Damage Capacity, roll a die if applicable and refer the modified result to the GermanSink-Risk Table (below):
  • Main Cruiser Damage Capacity ≤ Allied ship Damage Capacity: Germans always attempt to run if possible by Speed.
  • Main Cruiser has 1 more Damage Capacity than the Allied ship: Roll a die on the High-Column of the German-Sink-Risk Table.
  • If the Main Cruiser has 2 more Damage Capacity than the Allied ship: Roll a die on the MiddleColumn of the German-Sink-Risk Table.
  • If the Main Cruiser exceeds the Damage Capacity of the Allied ship by 3 or more: Roll a die on the Low-Column of the German-Sink-Risk Table.
  1. If one Allied ship is about to encounter a German squadron of any size: German accepts combat
  2. If an Allied squadron is about to encounter a German squadron:
  • German squadron has less ships: Germans always attempt to run if possible by Speed.
  • German squadron has more ships: Combat!
  • Both squadrons have the same number of ships: Compare the Damage Capacity of the weakest ship of each squadron and roll on the German-SinkRisk Table.
  1. If an Allied squadron is about to encounter a single German Main Cruiser: Germans always attempt to run if possible by speed!
  2. German-Sink-Risk Table:
Die RollHigh (DE: 1 more Damage Capacity or less)Middle (DE: 2 more Damage Capacity)Low (DE: 3 or more more Damage Capacity)
1Run Attempt*Run Attempt*Run Attempt*
2Run Attempt*Run Attempt*Run Attempt*
3Run Attempt*Run Attempt*Accept Combat
4Run Attempt*Accept CombatAccept Combat
5Accept CombatAccept CombatAccept Combat
6Accept CombatAccept CombatAccept Combat

*Not, if success is not possible due to Speed advantage of chasing ship by 2 or more (automatic success). In that case combat is inevitable.

Die Roll Modifiers (cumulative):

  • +1/-1: If Main Cruiser has better/worse Gun Range
  • +1/-1: If Main Cruiser is at least 2 better/worse on the Fire Die Roll Modifier

9.4.1.2 RUN ATTEMPT

If a squadron is running, re-organize it as follows:

  • For all ships in the squadron with same Speed: roll a die: 1-3 = running as squadron; 4-6 = running separately
  • For all ships in the squadron with different Speed: break them up In case of a successful Run Attempt use your preferred German Movement procedure. If there was an RTB – Order this turn for this ship, move it into any area bringing it closer to Germany on the fastest route (9.1.3.2 or 9.1.3.3).

9.4.2 COMBAT

If there are multiple ships in combat on either side choose targets for the German ship(s) by 9.4.2.1, determine running attempts by 9.4.2.2 and when a torpedo could be launched 9.4.2.3

9.4.2.1 CHOOSING TARGET OF FIRE DIE ROLL (IN CASE OF MULTIPLE TARGETS IN THE COMBAT):

  • One German ship in combat: Target weaker Allied ship first (if multiple German ships, focus all fire on it)
  • For ties: roll a Determination Die (for each firing ship)

9.4.2.2 RUNNING ATTEMPTS AFTER COMBAT ROUNDS

As per the column of the German-Sink-Risk Table by which the combat was initiated:

  • If in a high-risk combat: ACs (Scharnhorst, Gneisenau) will attempt to run after each round (if possible by Speed) as soon as they suffered the first hit. All others will attempt to run after each round despite of hits.
  • If in a medium-risk combat: ACs will attempt to run after each round (if possible by Speed) as soon as they suffered 2 or more hits. All others will attempt to run after each round despite of hits.
  • If in a low-risk combat: ACs will attempt to run after each round (if possible by Speed) as soon as they suffered 3 hits or more. All others will attempt to run after each round despite of hits. For conducting run attempts see 9.4.1.2.

9.4.2.3 TORPEDO ATTACK

In each combat the German initiates a torpedo attack in the first round where this is possible, if at all. Roll a Bold Move Die:

  • 1-4: normal attack
  • 5-6: Bold Move Die Roll Modifier (cumulative):
  • +1: if German ship is other than AC (Scharnhorst or Gneisenau) and Fire Die Roll Modifier of any ship of the opponent is -3 or better
  • +1: if German ship is AC (Scharnhorst or Gneisenau) and Fire Die Roll Modifier of any ship of the opponent is -2 or better
  • +1: if German is surprising the Allied

9.4.3 SURPRISE ATTACK/ INTERVENTION IN THE CAPTURE OF A COLONY

If there is an assignment for a Surprise Attack or the intervention to interrupt the capture of a colony, this assignment is carried out now, if (still) possible by rule 4.6.5 and/or 6.4.2.1. Whenever one of the two above-mentioned attacks occurs, roll a Determination Die for each German ship involved to determine whether it uses the initial Bold Move Torpedo Attack or attacks normally as per 9.4.2 (at the end). If normal attack was determined, the German will launch the Torpedo Attack right at the end of the first combat round. Combat: If the German ships are any other than the ACs (Scharnhorst and/or Gneisenau), they will attempt to run after each combat round - if possible - based on the Speed comparison (see 4.6.3.2). The ACs will behave the same way if the Allied has at any point more ships involved (e.g. in a combat of squadrons) or once they have sustained 2 or more damage points.

9.5 PHASE 5: GERMANS HIT AND GO HOME

Carry out any assignment which was determined in 9.3.2, that are to be revealed now (as per 4.3.1), if the ship is still eligible to do so (e.g. because the ship did not have to run in PHASE 4):

  • Capture merchant ships Attack a convoy: When attacking a convoy, the Main Cruisers will always try to surprise the convoy.

  • Attempt to return to Germany (if Return to Germany Chit was drawn). If the Optional rule Return to Germany with Escort (7.4) is in use, the Germans will always elect to return to Germany by rule 7.4 if its preconditions are met (squadron in Area 13 that includes at least one of Scharnhorst or Gneisenau). Raid on England (7.5): If playing with this Optional rule, roll a Raid on England die each time the preconditions described in 7.5 are met during Phase 5 (no returning home attempt and number of BCs in British HB2 and Reserves combined is 5 or less),:

  • 1-3: No raid

  • 4-5: Raid, carried out in Area 14 6: Raid, carried out through the English Channel AMCs will always go for Merchant Capture if possible.

Some situations are too specific to be fully covered by the rules. In such cases, let common sense be your guide — how much you adjust the rules is up to you, as everybody feels different about it. For example: Adjusting rules on a low level (only as a last resort):

  • If an AMC would definitely intern itself or go to an area, where it is possible, simply do it.
  • If an area would be suicidal for the German ship(s), it is not necessary to take and place a dummy counter for that area. Adjusting more (e.g. to make the Germans a more challenging opponent):
  • If the Germans would rather follow a general direction, limit the choices to that direction, by taking the number of dummies accordingly to the possible areas, or increase odds for a die roll.
  • If a specific move would be obvious, simply make that move, such as into Area 13 at the end of the game if there is no Allied ship in range or initiating the returning home procedure.
  • Join, form or break up a squadron (e.g. in area with chance to intervene a colony capture with weak ships: keep or form a squadron etc).
  • Going after a very vulnerable convoy, if possible.
  • Making an excellent Surprise Attack.
  • Attempting an easy-seeming intervention against ships capturing a colony. Make all decisions for the German player in his best interest, based on common sense.

10.0 Training Scenario: The Battle of Coronel

TIME EFFORT: 15 - 30 min PURPOSE: Learning the dynamics of the Tactical Battle on the battlefield of the map. INVOLVED SHIPS: GERMAN: Scharnhorst, Gneisenau, Dresden, Nürnberg, Leipzig ALLIED: Monmouth, Good Hope, Glasgow (and the Allied AMC Otranto, not represented in this scale of the game) and the Canopus (for training purposes, even though she was left behind by Cradock, as she was to slow and old) As von Spee’s fleet advanced eastward through the South Pacific, Rear Admiral Cradock was tasked with intercepting them before they could raid British shipping along the South American coast. Cradock’s orders were vague—he was to find the German squadron and engage it if conditions were favorable. However, his fleet was underpowered and outgunned, especially given the slow, outdated nature of HMS Good Hope and HMS Monmouth. In late October 1914, Cradock’s ships detected radio signals suggesting von Spee’s squadron was near the Chilean coast. The British fleet closed in, and on November 1, 1914, the two squadrons sighted each other off the coast of Coronel, Chile. At the time of the Battle of Coronel on November 1, 1914, HMS Canopus was stationed further south off the Chilean coast, as it had been detached from Cradock’s main force due to its slow speed and outdated design. This battle, fought on 1 November 1914, was a pivotal early engagement during the First World War. Taking place off the coast of central Chile, it saw the ill-fated squadron of Rear-Admiral Sir Christopher Cradock clash with Vice-Admiral Maximilian von Spee’s formidable East Asia Squadron. Outnumbered and outgunned, Cradock’s forces faced an uphill struggle against von Spee’s modern, wellequipped cruisers. The encounter, characterized by daring maneuvers and relentless firepower, resulted in a crushing British defeat, marking the first major naval loss for Britain in over a century. It set the stage for a dramatic pursuit across the seas, culminating later in the decisive Battle of the Falklands.

In this scenario, you will learn how initiating and fighting a surface battle works and how the Battle of Coronel plays out, which unfolded in the waters represented as Area 5 (potentially) during Turn 4 of the game.

10.1 SET- UP FOR THE TRAINING SCENARIO

Place Monmouth, Good Hope as a squadron and Glasgow and Canopus each as a single ship in Area 6 and place Scharnhorst, Gneisenau, Dresden, Leipzig as a squadron in Area 28 and Nürnberg as single ship into Area 4.

10.2 MOVE – SEARCH – ENCOUNTER

Follow the steps and see how the dynamics of the game are working.

Note: Excursuses are not less worthy of being trained, they are only implemented as excursions, in regard of the scenario that is set as a frame for this training.

10.2.1 MOVE

Start with PHASE 2 (Allied Movement):

  • Move all Allied ships from Area 6 into Area 5 and place all of them but the Canopus together in one squadron (= one stack). Rotate all moved ship counters 90° as a reminder for their so gained eligibility to perform searches in PHASE 4. Continue with PHASE 3 and act as if the Germans noted down in PHASE 1 the following moves in the Ship Log:
  • Scharnhorst, Gneisenau, Dresden, Leipzig: moving to Area 5 (without any assignment, as not needed for the current training)
  • Nürnberg: moving to Area 5 with the assignment to join the squadron (5-s) Now all German ships should be in a squadron within Area 5. Rotate the counter stack of the squadron 90° as a reminder that they moved (precondition for them to be a valid search target).

10.2.2 SEARCH

PHASE 4: Now the Allied player declares to search for the German squadron in Area 5 and rolls a Search-Die. Apply the Search Modifiers to the die roll as per the table (rule 4.6.2.1 / Player Aid). If done so correctly the following modifiers should have been applied:

  • -1 for one Allied searching ships / squadrons above one
  • -1 (x4) for each German ship above one in the targeted squadron So, in total the die roll is modified by -5, so the discovery of the German squadron is certain in this circumstance. Now roll a Determination Die to determine, which Allied ship has discovered the German squadron. Choose which die roll results are for the Canopus and which one are for the Allied squadron (e.g. 1-3 = Canopus; 4-6 = squadron or even = Canopus; odd = squadron etc.). If the die roll determined the Canopus to be the locating ship, a wise decision could be to abort the encounter. The German player receives 4 Cowardice VPs for this decision. After noting down the VPs, the Allied player (still on fire to intercept the German squadron) may roll another Search Die applying the same modifiers as before (equaling auto detection in these circumstances).

Note: The Canopus still counts for the modifier as per rule 4.6.2.1.

10.2.3 ENCOUNTER

Which of the now involved ships will end up on the Tactical Battlefield is depending on the decisions of the players regarding running and staying for combat. (As we are simulating the Battle of Coronel right now, we will act as if both parties would take decisions, that are leading there. We still recommend playing the suggested excursuses).

  • First, the German player must decide between attempting to run or staying for combat. To be one step closer to the Battle of Coronel, the decision would obviously have to be to stay for combat.

  • Excursus: If the Germans decide to attempt to run, the Allied player may roll a die for surprise (6 = success, leading straight to combat with all involved ships). Should the surprise fail, or the Allied player decide to not try to surprise, the run attempt will be played though as mentioned in rule 4.6.3. Play the running attempt as a training and see what happens.

  • The Allied player may now decide, if he would like to attempt to run himself, because of the threat imposed by the boldness of the German player and their cruisers, or to stay for combat. The Allied player accepts the combat to stand and fight in the Battle of Coronel.

  • Excursus: Feel free to play another running scenario, now the roles of the runner and chaser reversed.

10.3 SET- UP: THE BATTLE OF CORONEL

Both sides set up in the area “A” of the Tactical Battlefield map. They then move to range “B” automatically (without a shot fired), as this was the intention of both admirals (Cradock was well aware of what possibly waited for him and his men, but he thought that this was unavoidable). From then on, you are free to make the best of the situation, by using the rules of section 4.6.4.

10.4 AFTERMATH

Monmouth and Good Hope were sunk with the loss of more than 1.500 men including Rear-Admiral Cradock. Glasgow and Otranto escaped into the night. Scharnhorst suffered no telling hits and Gneisenau received a total of 4 shell hits (regarded as “1” damage point in game terms, to be repaired after the battle). However, nearly half of the shells of the main armament of Scharnhorst and Gneisenau (8 inch, 20.3 cm) had been spent and there was no replacement available. This would contribute most importantly to their demise a little later at Falkland.

11.0 Training Scenario: Battle of the Falkland Islands (“Sturdee’s Revenge”)

COMMENTS: This battle took place on December 8th, 1914, off Port Stanley, Falkland Islands. Von Spee’s squadron caught by the “chasing” reinforced squadron of Admiral Sir Frederik Doveton Sturdee. This scenario is another example of a surface battle with some distinctly different ships.

SPECIAL RULES: German ships: Scharnhorst, Gneisenau, Dresden, Nürnberg, Leipzig Allied ships: Invincible, Inflexible, Carnavon, Glasgow, Cornwall, Kent, Canopus, Bristol All Allied ships are in best condition. The German ships are all undamaged, but have taken part in one previous battle (Coronel).

AFTERMATH: The German ships were outgunned and the strongest ships, the armoured cruisers Scharnhorst and Gneisenau, were too slow to escape. So von Spee ordered the light cruisers to escape and offered battle to the Allied fleet with those armoured cruisers. They were quickly sunk without noticeable damage to the Allies. Of the light cruisers only Dresden escaped the carnage. REMARK: Each student of naval history will immediately see, that there is a major “problem” with our battle rules. The very fast battle cruisers would NEVER have voluntarily closed the range from A to B to get into the range of the smaller but also efficient German main guns. We know that, but have deliberately decided to do it our way in favour of a tense tactical game situation. Enjoy. SET- UP: Both sides set up in the area “A” of the Tactical Battlefield map as usual. There are no further special rules.

VICTORY CONDITIONS: Actually there is no way the Germans can “win” this battle. However, if they inflict some damage beyond one hit (i.e. not repairable) on one of the battlecruisers, this may be regarded as moral victory. A kind of tactical victory would be the escape of more than one ship (i.e. Nürnberg or Leipzig in addition to Dresden).

  • GERMAN COLONIES (6.4)’
  • CONVOY ROUTES
  • CAPETOWN AND LÜDERITZ BAY, BOER REBELLION (7.1)
    • 4.6.4.1 MODIFIERS TO THE FIRE DIE ROLL
    • 4.6.4.1.1 RUFIJI RIVER MODIFIER
    • 4.6.4.1.2 GERMAN MODIFIERS
    • 4.6.4.1.3 GERMAN SURPRISE MODIFIERS
    • 4.6.4.2 TORPEDO ATTACK
    • 4.6.4.3 REPAIR, LOSS AND CONSEQUENCES
  • 4.6.5 GERMAN SURPRISE ATTACK
    • 4.6.5.1 PRECONDITIONS FOR GERMAN MAIN CRUISERS
    • 4.6.5.2 SURPRISE ATTACK PROCEDURE
  • 9.1.5 COALING
    • 9.1.5.1 NO - COAL DIE ROLL
    • 9.1.5.2 OUT OF COAL
  • Yes
    attempt to return to Germany-RTBPHASE 5 (Germans hit and go home)Yes
    Cannot be violated.
    Challanger, CumberlandTurn 2, Area 18Must stay in their starting area for the rest of the game.If they are not so placed or move out of Area 18 the Germans scores VPs as per the VP value of the respective ship.
    TriumphTurn 2, Area 31Must stay in their starting area for the rest of the game.If it is not so placed or moves out of Area 31 the German player scores VPs as per the VP value of the ship.
    TigerTurn 7, Reserve BoxReinforcements (Can only be used if playing with Optional rule 7.4 - Return to Germany with Escort or 7.5 - Raid on England)Cannot be violated.
  • If in Area 13: 2x Return to Germany chit.