Uboot Rulebook v1.1 EN PDF
Uboot Rulebook v1.1 EN PDF
Rule
Willkommen an Bord, Herr Kaleun!
Thank you very much for purchasing U-BOOT The Board Game. When
we started this project, we set ourselves a goal: to create the
first ever tabletop submarine simulator. A game that would let
players experience World War II submarine warfare like no other
game before it. One that would explore various aspects of liv-
ing and fighting at sea, from dwelling inside an iron coffin to
playing a deadly game of cat and mouse with the enemy.
And the experience that U-BOOT can deliver is truly unique. Ap-
proaching targets without getting detected, lining up perfect
torpedo shots, and sneaking away from the escorts’ counterat-
tack… Or getting pounded by relentless depth charge attacks.
This game has it all and much more, so if you wish to savor it
to the fullest, be serious about your training.
Trust us: it will be worth it.
2
TABLE OF CONTENTS
3
1. INTRODUCTION
1.1. P
layer Roles and the Goal 1.3. Real-time
of the Game Gameplay Experience
U-BOOT The Board Game is a cooperative Because U-BOOT is app-driven and pro-
game for 1-4 players which lets play- ceeds in real time, it is different from
ers take on the roles of officers on a typical board game, as there are no
board a German U-boat during the Second defined player turns. Instead, the pace
World War. of the game is dictated by the companion
app and the Captain’s orders.
Players assume the roles of the Captain,
the First Officer, the Navigator, and The app alerts players to new threats
the Chief Engineer on board a Type VIIC and opportunities, and the Captain co-
U-boat. They coordinate their actions to ordinates the players’ responses. It is
fulfill mission objectives issued to them important to make decisions quickly,
by German U-boat HQ. They are a crew, while not losing sight of objectives or
and they all win or lose together. urgent threats.
The game requires a free download- Before reading on, you can watch our rules
able companion app. Please visit overview videos at uboottheboardgame.com.
uboottheboardgame.com or your preferred Once you have read and understood the
digital distribution platform (App rules, it is time to prepare for your first
Store, Google Play, or Steam) and search game. If you have already decided who is
for ‘U-BOOT The Board Game’ to download going to play as each role, we suggest the
and install the app on your device. following:
Make sure you download and install the The above steps will prepare each player
app on your device before you continue. to perform their most mission-critical
The app is available for Android, iOS, tasks. After that, a quick explanation
Mac, and Windows PCs. To find out how to of core rules and components will allow
use the app during gameplay, see the everyone to start playing.
First Officer’s rules in section 8.1.
2. COMPONENT LIST
The following list will familiarize you with the box contents of U-BOOT.
The model is a representation of the Type VIIC U-boat and features all of its most
important sections for the sailors to move about and carry out their duties. Before
your first game, assemble the model as instructed in game setup in section 5.
4
Hull section cards
Captain
6
Section 6
Player panels
Chief Engineer
ORDER SECTION(S) REQUIREMENTS NOTES ORDER SECTION(S) REQUIREMENTS NOTES ORDER SECTION(S) REQUIREMENTS NOTES ORDER SECTION(S) REQUIREMENTS NOTES
All sailors may move. Confirm the new course with Technical condition:
none Activate the participating Only one repair
Mobilization all sections New
No sailors are activated. Course 3 the Navigator. Assign Max 6x app repair menu
sailors using tokens. may be carried out
Observation 8 If there is at least one busy Environmental condition: per order. If repairing
Repair any +required supply token a technical condition, activate
New Depth observer, then more can join
Functional up to 10 meters under Confirm readiness with the Sectors
Chief
Periscope 3 if activated. Hull Breach: participating sailors
the surface. & Dive/ 3 Engineer, and the depth
with tokens.
Resurface with the Captain.
Activate the sailor one
Allows for locking onto
TDC (torpedo Allows for detecting and tracking additional time to swap New Speed
tokens When surfaced, use diesels
3 torpedo targets if in firing arc
Hydrophone 2 5
targeting) and range. Prepare
enemy vessels. Functional only meal 4 or discard and replace a- token
surfaced in section 5.
under the surface. on the Available Products
pyramid.
Flood Flooding any number of tubes New Speed When submerged, use e-motors
1 and/or 6 Only one sailor per order can 6
Torpedo Tubes requires only one activation. - Map
Reveals your Strategic submerged in section 6.
be activated. He can decipher/
Enigma 2 encipher multiple messages.Sextant
Each 8 position. Functional only
More than one sailor can partic- if the sky is clear. Used when crossing
message requires one activation.
Fire Torpedoes 1 and/or 6 the waterline.
The anti-aircraft gun. Dive /
ipate. Activate a participating
sailor once for each torpedo fired. 3, 5, 6 Make sure that you have
Resurface
Only one sailor per order 20mm
can be gun 8 Can be manned without stopping one sailor in section 5
observation. and another one in section 6.
Reload activated. He can treat multiple
1 or 6 First
Only one torpedo may be reloaded Aid any sailors in his section. Each treat-
a Torpedo per order.
ed sailor requires one activation. Used for changing depth
Always remember to: New Depth 3 under the surface.
Address Allows you to play
3 one captain’s card. 88mm The anti-ship gun. Useful only
gun 7
the Crew • Be aware
of what course the U-boat is following.
against lone, unarmed merchants.
Tokens and enviromental Always remember to:
•
Activate your sailors when they are carrying out orders.
•
Activate sailors without the required specialization icon one additional time. effects • Be aware of what repairs are needed
Always remember to: •
Ensure there are enough observers on duty when sailing on the surface.
most.
Always remember to: •
Get your observers inside before the Captain orders a Dive. Non-hazardous Countermeasure
• Activate sailors when they are carrying
•
Be aware of where the enemy is.
out orders.
• Pay for the orders you issue.
•
Relay all the information from the app to the remaining players.
Mark enemy bearing on the green disk and their course on the white disk. lighting failure
• light bulbs
• Activate sailors without the required
• Activate your sailors when they are carrying out orders.
•
Activate your sailors when they are carrying out orders. •
Prepare a meal once daily.
leak water pump specialization icon one additional time.
• •
First Officer
Activate sailors without the required specialization icon one additional time.
•
Activate sailors without the required specialization icon one additional time. Monitor the Technical View and remind
• Move the token on the Order Track to the left when you hear the watch change
•bell. of what time it is and how much longer it is till the next watch.
Be aware Using the attack disk Plotting a course
Hazardous Countermeasure other players of the threats on board.
• Mobilize the observers and get them inside before you order a Dive.
•
Take a good look at enemy vessels before you report what they are.
electrical
• Plan your repairs and maximize the
• Decrease morale by 2 per each KIA sailor.
•
Make sure an enemy vessel is unarmed before recommending an 88mm gun attack.
U-boat course: 290° 1 Bearing: 40° 2
failure
wire repair crews’ efficiency.
•
Have your helmsmen at the ready in Section 3 whenever possible.
fire • Notify the Captain to decrease or
fire increase morale when environmental
extinguisher
Full order list Torpedo attack conditions affect it.
Maneuvering Armament procedureOptions The watch toxic gas absorbers • Be aware of where your resources are
menu Information located.
changes at: • Be ready for maneuvering, especially
• New Speed • TDC feed
In case of a Hull Breach when sailing on the surface.
• New Course • Flood Tubes 1. Acquire target New Time
• New Depth • Fire Torpedoes 2. Maneuver into approachspeed
position compression
• Dive/Resurface • Reload a Torpedo 3. Calculate intercept vector
Preparing a meal6 6 5 5 4 4 3 3 2 2 1 1
• 88mm gun
4. Dive to periscope depth Distance: 4 miles 3 Enemy course: 70° 4
Targeting, • 20mm gun Armament
H G F E D C B A
New + = wurst with bread
navigation, (during the day) 6:00 12:00
course
and mission intel Safety and 5. Approach target Repairs + = tinned fish sandwiches
Player Aids
Rulebook
Tactical Guide
Each player uses a panel to track their
resources and sailors’ status. A separate booklet con-
taining gameplay advice.
Crew tiles
5
88mm gun
20mm gun
This plastic
gun should be mounted on
Sailor Figures the bridge (i.e. the con-
ning tower platform) of
These figures represent the sailors serv- the model, facing back-
ing on the U-boat. Each player controls wards.
a group of 4 figures with bases in a giv-
en color: Event cards
lW
hite: Captain Cards with
Cook Burns
_________
lB
lue: First Officer positive and
_____
Dinner
lG
reen: Navigator negative
Decrease morale
lB
rown: Chief Engineer by 1. events for
Prevent: the crew.
Please note that each figure has a dif- Activate
the sailor with
ferent base shape from the others in its the icon.
group.
9
34
Wound cards
Cards with
health prob-
lems which
Minor Burns
might occur
Assign this card when sailors
are exposed
to a random sailor.
to dangerous
Minor Burns situations.
61
6
U-boat marker Merchant marker Escort marker
This marker represents the This marker represents This marker represents an
U-boat on the Tactical Map. a merchant vessel on escort vessel on the Tacti-
the Tactical Map. cal Map.
+1
___________________
+2 If there are at least
two sailors in the
repair crew, one of
Only the is
activated with a .
The remaining sailors
them is activated with in the repair crew are
a instead of . activated using .
88 85
7
Health condition tokens
BE
RI N
AR
BEA
ING
BEA
AR
RI N
BE
These tokens
represent
the food
supply that The Navigator uses these to plot the
the crew has course on the map. The ruler can also
at their be used to calculate distance covered in
disposal. transit.
8
360 degree protractor
IDENTIFICATION SHEET
ESCORT VESSEL TYPES:
Strategic Map
Flower-class
corvette
GRT: 1000
Town-class
Identification
destroyer
GRT: 1190
Black Swan-class
sloop
Tribal-class
destroyer
GRT: 2500
Fishing boat
A sheet con-
1940-07-21 IHO 1940-09-11 AZT 1940-11-02 HTB 1940-12-24 BPX
1940-07-22 KBK 1940-09-12 SJW 1940-11-03 ILK 1940-12-25 DMX
1940-07-23 WCS 1940-09-13 ERH 1940-11-04 NNE 1940-12-26 FXF
1940-07-24 IJX 1940-09-14 REA 1940-11-05 LJA 1940-12-27 IDK
1940-07-25 ZOA 1940-09-15 PKE 1940-11-06 HSN 1940-12-28 WOO
taining Enigma
1940-07-26 NSO 1940-09-16 TDM 1940-11-07 UJX 1940-12-29 TSK
1940-07-27 XEY 1940-09-17 RZM 1940-11-08 AKR 1940-12-30 OZF
1940-07-28 IRU 1940-09-18 RJR 1940-11-09 TOB 1940-12-31 MIJ
1940-07-29 MFS 1940-09-19 FIT 1940-11-10 LWF 1941-01-01 ZWZ
1940-07-30 DRM 1940-09-20 LDR 1940-11-11 DDI 1941-01-02 LBG
____________________________________
IMPORTANT: When you run out of captain’s log or map charts, you can download them
from uboottheboardgame.com.
____________________________________
The Navigator’s tool is composed of ASDIC was a device used for locating
three concentric disks and provides and tracking submerged U-boats. It emit-
quick answers regarding enemy position ted a highly concentrated sound wave
and optimal torpedo attack solutions. which traveled through water, and, upon
hitting an object, bounced back to the
The Attack disk very closely resembles transceiver, giving the operator a rough
authentic tools used by U-boat sailors location and depth of the target.
to calculate targeting data, and mas-
tering its use is absolutely essential Initially, ASDIC lacked precision, but
for the Navigator to be able to perform later models could give a very precise
effectively. reading of a submerged contact. The down-
side of ASDIC was that it could not de-
tect surfaced U-boats. If ASDIC detects
9
you, then you will hear the characteris- the country into submission. GRT refers
tic ‘ping’ of the sound wave hitting the to the amount of cargo (fuel, munitions
U-boat’s hull. etc.) a merchant vessel could carry.
Merchant vessels were the primary target
Bridge of U-Boat operations.
During WWII, the United Kingdom was The U-boat is divided into eight sec-
heavily reliant on its sea trade routes. tions. Six of them are inside the hull,
German U-boat strategy focused on cut- and the remaining two are outside. Below
ting these supply lines, depriving the is a diagram of how they are numbered
UK of vital cargo in an attempt to starve and where each section is located.
6
Aft Torpedo
5
Diesel
4
Crew’s
3
Control
2
Officers’
1
Bow
and E-motor Engine Quarters Room Quarters Torpedo
Room Room Room
10
4. GAMEPLAY OVERVIEW
4.1. The goal of the game Your goal is to achieve the best result
possible. If you truly seek fame and
In U-BOOT, players are young German sub- glory, then settling for anything less
mariners who strive for the fame and is not an option!
glory of the greatest U-boat aces. They
must prove themselves by fulfilling 4.2. Returning to base
missions, thus earning victory points
called Renown. Renown is scored by: You can return to base by choosing to do
so in the app menu, as long as the U-boat
• completing mission objectives, is not engaged by the enemy. This ‘fast
• sinking enemy shipping. travel’ option has been included if you
wish to end the game before mission time
Each mission has a primary objective runs out. You may want to finish a mis-
and one or more secondary objectives. sion early because you are already happy
The primary objective is explained in with the result, or, conversely, abandon
the pre-mission briefing, while second- the mission if all hope of success has
ary objectives will be sent by HQ during been lost.
the course of the mission. Fulfilling the
primary objective enables scoring large When returning to base, all your achieve-
amounts of Renown, while secondary ob- ments during the mission (i.e. the GRT
jectives provide additional scoring op- which you sank and the objectives which
portunities. you fulfilled) are recorded by the app.
The final score can also be vastly im- 4.3. Game modes
proved by sinking encountered enemy
shipping. The amount of Renown scored Single Mission
this way is determined by how much GRT
players sink before the mission ends. Single Mission is the simplest game
mode. You can choose any mission avail-
Ending a mission able in the game and attempt to obtain
the best score you can. Try out differ-
The mission ends when any of the follow- ent tactics, improve your strategy, and
ing happens: find out about new secondary objectives.
Once you feel comfortable playing single
• mission time has run out, missions, it is a good moment to give
• the U-boat has returned to base, the other game modes a try.
• the U-boat has been destroyed or oth-
erwise lost. In that case, all play- Linked Mission
ers lose the game. This happens when:
• the U-boat is rammed by an enemy ves- Linked Missions are full-scale patrols
sel, taking place over a couple of weeks.
• the U-boat hits an underwater object As they may be too long for a single
or runs aground in coastal waters, gaming session, they have been divided
• the U-boat sustains enough structural into several missions. Each of them may
damage to be sunk by flooding, be played in Single Mission mode, but
• an enemy attack kills the entire crew. they may also be linked together to give
a complete patrol experience over a few
When the mission ends, the app will cal- gaming sessions.
culate your total Renown and evaluate
your efforts. The possible mission re- The game’s app lets players save the
sults are: game state between sessions, and the
Captain’s log is used to note down all
S - superb D - unsatisfactory the essential in-game information.
A - excellent E - bad
B - good F - mission failed Linked missions are much more demanding
C - decent than single missions, because they re-
11
quire players to survive at sea for much GRT, and your evaluations for each mis-
longer. In return, they deliver a more sion. All missions featuring the linked
complete experience and allow more sea- mission mode will be played in accor-
soned crews to put their skills to a real dance with linked mission rules. On top
test. Some linked missions may require of that, you will need to achieve at
completing the primary objective to ad- least an ‘E’ at the end of a mission to
vance to the next mission. advance to the next one.
12
4
1. Choose roles
2. Prepare game components
3. C
hoose game mode and difficulty
levels
4. Read mission briefing
Please note that the black disk is dou- • Captain – for natural-born leaders
ble-sided. One of its sides has numbers and quick decision-makers.
in red and green, while the other side • First Officer – for players with solid
doesn’t. The side with the numbers is communication and some software skills.
recommended for experienced navigators, • Navigator – for players with good
as it is mostly used on hard difficulty. spatial awareness (or sailing expe-
The side without the numbers is recom- rience).
mended for beginner navigators, as the • Chief Engineer – for players who ex-
additional information could needlessly cel at resource management and pri-
confuse them. Please bear that in mind oritizing.
when assembling your Attack Disk.
If there are fewer than four players,
Place the disks on top of each other as then we recommend:
shown in the diagram (with the largest at
the bottom and the smallest on top). Place • setting all difficulty levels in the
the arrow on top of the three disks. Now, app to easy or medium, especially
thread the connector through the center when learning the game,
and snap it together with its other half. • distributing the roles as follows:
Your Attack Disk is now ready!
3 Players
Attach the depth gauge and engine room
telegraph arms to the Chief Engineer’s One of the players controls the Captain,
player panel as shown in the diagram: as well as the Chief Engineer or the
Navigator.
2 Players
1 Player
13
Those recommendations are not mandatory;
as you gain experience, you may distrib-
ute the roles as you wish. The Navigator
For ease of reading and clarity, the • 4Navigator’s
sailor figures with green bases
rules assume that four players are play- • Navigator’s panel
ing the game. The only difference when • Navigator’s crew tile
playing with fewer than four players is • Strategic Mapplayer aid
that all ‘per player’ rules and effects • Attack Disk
should be applied as ‘per role’. • Pencil, 360 protractor,
• and distance ruler
5.2. Prepare game components
• Provision tokens
1. P
lace the 3D model in the middle of the • 12 Observation tokens
table and arrange the section cards on • Uthe
-boat marker, Enemy marker, and
both sides, lining them up with the remaining Tactical Map markers
sections of the model as shown in the • 2 cigarette tokens
setup diagram (pp. 16-17).
2.
Arrange the player panels as shown in
the setup diagram.
3. Hand out each player’s components: The Chief Engineer
•
4 sailor figures with brown bases
The Captain •
Chief Engineer’s panel
•
Chief Engineer’s crew tile
• 4Captain’s
sailor figures with white bases •
Chief Engineer’s player aid
• Captain’s panel •
Technical condition tokens
• Captain’s crew tile (11 of each color)
• 2 plastic player aid •
Environmental condition tokens
• 3 decks oforder tokens •
Flooded section token
• 16 crew tokens
morale cards •
Supply tokens
• Cloth bag •
Toolbox markers
• Captain’s cards •
Chief Engineer’s cards
• 12 Activation tokens •
Technical puzzle pieces
• Captain’s log sheet •
2 cigarette tokens
• 2 cigarette tokens
•
4. S
huffle and place all card decks as
shown in the setup diagram. Specifi-
The First Officer cally:
• 4First
sailor figures with blue bases • Ddecks,
ivide the morale cards into three
• First Officer’s panel shuffle each separately,
• First Officer’s crew tile and place them in their designated
• DeviceOfficer’s player aid spaces on the Captain’s panel.
• Event cards
running the companion app • Shuffle the event cards and place
• Wound cards them in their designated space on
• Medical supply tokens the First Officer’s panel.
• Health condition tokens • Shuffle each wound card deck sep-
• KIA tokens arately and place each deck near
• 12 Activation tokens the First Officer’s panel.
• Medkit tokens (if campaign • Place the Captain’s cards near the
• /linked mode) Captain’s panel.
• Place the Chief Engineer’s cards
• Identification sheet near the Chief Engineer’s panel.
• Enigma code sheet
• 2 cigarette tokens 5. P
lace all tokens as shown in the setup
diagram. Specifically:
14
• P(or
lace crew tokens in the cloth bag
Sailor Starting Setup
other opaque container) next to
the Captain’s player panel.
• and
Shuffle all the provision tokens SECTION 4
place them face down on the (Crew’s Quarters)
Navigator’s panel in the Food Sup-
ply box. Next, draw 6 tokens one
by one from the Food Supply to fill
the ‘Available Products’ pyramid
SECTION 3
(The Control Room)
from top to bottom, from left to
right on each row.
• Place all the medical supply to-
kens on the medkit space on the
SECTION 2
(Officers’ Quarters)
First Officer’s panel. If play-
ing in Linked Mission or Campaign
Mode, add one medkit token for
each additional mission you wish
SECTION 1
(The Bow Section)
to play after the first mission.
• Place all the Health Condition
and KIA tokens within reach of the
First Officer.
• Place the supply tokens and tool-
boxes on the Technical View. Place 5.3. C
hoose game mode
one of the toolboxes in section 2, and difficulty levels
and the other in section 4. The
supply tokens are placed however Launch the app on your device and choose
you wish in sections from 1 to 6, the desired game mode and mission. Next,
maximum one token per section. follow the in-app instructions and pro-
• Each player places 2 Cigarette to- ceed to difficulty settings. Each play-
kens near their player panel. er now selects the difficulty level for
their role(s) as they see fit. The app
6.
Place the sailor figures on the 3D model menu allows each player to choose their
as shown in the sailor starting setup. preferred level, listing all the game-
play differences between them. The app
7. P
lace all the remaining components ac- will also guide each player how to com-
cording to the setup diagram (p. 16- plete their setup. After each player se-
17), using player aids for reference. lects their difficulty level, players can
proceed with the next step.
15
SETUP DIAGRAM
3
6
7
8
9
34
5
36 4
35
1
2
19
37
5 34 35
21
22
20
23 24
10.
Tactical map markers
(plastic and cardboard)
11.
Observation tokens 38
1. 3D model and Hull Section cards 12.
Provision tokens
2. Device running the app 13.
The Navigator’s crew tile
3. Event cards 14.
The Navigator’s panel
4. KIA and health condition tokens 15.
Pencil
5. Activation tokens 16.
Strategic map
6. The First Officer’s crew tile 17.
360 protractor and ruler
7. Wound cards 18.
Attack Disk
8. Medical supply tokens 19.
Cloth bag with crew tokens
9. The First Officer’s panel 20.
The Captain’s cards
16
10
5
14
13
12
15
11 34 35 17
18
32 17
31
16
27 30
34
25 5 35
29
26 39 33
21.
The Captain’s panel 28
22.
Order tokens
23.
The Captain’s crew tile
33.
Technical Puzzle pieces
24.
Morale cards
34.
Sailor figures
25.
The Chief Engineer’s panel
35.
Cigarette tokens
26.
The Chief Engineer’s crew tile
36.
Enigma code sheet
27.
Technical condition tokens
37.
Identification Sheet
28.
Environmental condition tokens
38.
Captain’s Log Chart
29.
Flooded section token
39.
The Chief Engineer’s cards
30.
Supply tokens
31.
Toolbox (I)
32.
Toolbox (II)
17
6. CORE RULES
Second watch
(currently
inactive) Sailor spaces
First watch
(CURRENTLY
ACTIVE)
18
SPECIALIZATION ICONS • The lower sections 1, 2, 3, 4, 5, 6
are mutually adjacent in a long row.
The upper sections 7 and 8 are adja-
Meal
Periscope cent to each other. Sections 3 and 8
preparation
are adjacent only when the U-boat is
Address surfaced. While the U-boat is under-
Hydrophone
the crew water, sailors cannot move between
sections 3 and 8.
TDC Enigma
• Orders can never be issued or carried
out during Mobilization. Only after
Reload tubes First aid Mobilization is finished can orders
be issued and carried out again. See
Flood/Fire
Repair ‘ending Mobilization’ for details.
torpedoes
Ballast
• Mobilization also allows the Chief En-
Observation gineer to reposition their resource
tanks tokens (i.e. toolboxes and supplies).
Any sailor moving from or through
Sextant Helm
a section with a resource token may
take it with him and place it in any
20mm gun Engines section he moves into or through.
• Both the Chief Engineer’s and other
80mm gun players’ sailors may move resource
tokens.
• A given sailor can move only one re-
source token per Mobilization.
Hazardous sections
6.4. Mobilization
A section becomes
Mobilization must follow the sequence hazardous when there
below: is a fire, toxic gas, or electrical hazard
token placed in it.
1. P
ay for the order and announce Mobi-
lization. • Sailors may move into, through, and
2. Move sailors. out of hazardous sections.
3. Resolve crew damage (if necessary). • After finishing movement, resolve
4. End Mobilization. crew damage for each hazardous sec-
tion. Sailors who moved into or
• The Captain mobilizes the crew to en- through a hazardous section and all
able players to move their sailors sailors remaining in that section
around the U-boat. after movement has finished are af-
• The Captain must pay for the order fected by its environmental condi-
by moving the order token on the Or- tion effects simultaneously. See
der Track to the right by one space section 6.12. ‘Resolving crew dam-
for each announced Mobilization. This age’ for details.
cost must be paid before players can
move their sailors. Ending Mobilization
• Do not activate the sailors who are
mobilizing. • Once all sailors have finished mov-
• Any number of sailors can be moved ing and resolved crew damage (if
during a single Mobilization. necessary), the Captain must re-
• Sailors can move from any number of ceive a verbal confirmation from
starting sections to any number of each player.
destination sections which are con- • Once all the players involved have
nected by an unbroken chain of adja- confirmed their readiness, it means
cent sections. Sailors cannot enter the end of the current Mobilization.
or move through flooded sections. See Once that has happened, no sailors
section 10.3.6 ‘Hull Breach’ for de- can move until the Captain announces
tails. another Mobilization.
19
The sailors are in their starting
positions and the Captain announces
Mobilization to maneuvering stations:
1
‘Crew mobilize! Engines, ballasts,
helm, observers, man your stations!’
The Captain then asks: ‘Crew in position?’ and the remaining players confirm with
‘yes sir!’, ‘jawohl, Herr Kaleun!’, or any other way they wish. This is the end of
Mobilization.
6.5. Carrying out orders Track to the right by one space for
each issued order.
Carrying out orders must follow the se- • Each order has requirements which
quence below: must be fulfilled before the order can
be carried out. To fulfill the specif-
1. P
ay for the order and issue the or- ic order requirements, the sailor(s)
der. carrying out the order must:
2.
Select the order in the app (if nec- -
be present in the specified sec-
essary). tion(s).
3. C
onfirm verbally whether sailors are -
collectively match the number of
in position. specialization icons required
4. A
ctivate the sailor(s) carrying out by the order.
the order. • All sailors carrying out an order
5.
Carry out the order (in the app if must be activated (see section 6.6.
necessary). ‘Activation’ for details). If a sail-
or does not have enough empty activa-
• The Captain must pay for the order by tion spaces, he cannot be activated
moving the order token on the Order and cannot carry out the given order.
20
• Sailors without a required specializa- i.e. ‘First Aid’, ‘Enigma’, ‘Prepare
tion icon may carry out the given or- Meal’, and ‘Fire Torpedoes’.
der, but each such sailor receives one • Players should collectively confirm
additional activation token per acti- their sailors are ready to complete
vation. These sailors count as each the order. If they are, the order
having one icon required by the order. is carried out. If necessary, the
• Some orders allow a sailor to be ac- First Officer executes the order in
tivated more than once per order, the app.
Maneuvering Armament
REQUIRE- REQUIRE-
ORDER SECTION(S) ORDER SECTION(S)
MENTS MENTS
5 (diesels) or
New Speed TDC 3
6(e-motors)
New Course 3
Flood Tubes 1 and/or 6
Fire
1 and/or 6
New Depth 3 Torpedoes
Reload
1 or 6
a Torpedo
20mm gun 8
Address Periscope 3
3
the Crew
Prepare
4 Hydrophone 2
Meal
all
Mobilize none Sextant 8
sections
*
Technical condition: app repair menu
Environmental condition: +required supply token Enigma 2
Hull Breach:
21
6.6. Activation
22
6.7. Busy Sailors
23
• Each player then discards one acti- • If a sailor has a health condition AND
vation token from each sailor of the the required medical supplies have
active watch. been placed on the health condition
• If a sailor has a busy token in his card, then you can discard one of
space, transfer the busy token to the the health condition tokens resulting
next watch sailor on the opposite from this card instead of an acti-
side of the panel. If you transfer vation token. This health condition
a sailor’s busy token, then do not token is discarded EVEN IF you have
discard an activation token from that already transferred a busy token.
sailor.
• Place the transferred busy token
in an empty activation space of the
sailor’s next-watch counterpart. (the
sailor’s colleague is taking over his
duties).
• Incoming watch sailors who have re-
ceived a transferred token and do not
have the required specialization icon
take an additional activation token.
• If there are not enough empty ac-
tivation spaces or the next-watch
counterpart is KIA, then the sailor
cannot take over and the observation The sailors on the right each have
or Repair order in the app must be a Health Condition, but only one of them
updated as soon as possible. has received the required treatment.
The sailors on the left are carrying out When the other watch takes over, only
repairs, and the sailors on the right sailors who received their required med-
have one activation token each. It is now ications can get rid of health condition
time for the other watch to take over. tokens (one per sailor).
24
OPTIONAL RULE - Simple watch change tion token for each wound, fatigue
and activation symbol on the card and
Players who have chosen easy difficulty place them in the affected sailor’s
may slide their crew tiles instead of activation spaces.
flipping them when changing the watch. • If there are not enough spaces, then
This makes for an easier game with fewer discard enough activation tokens to
Mobilizations necessary. place all tokens listed on the card.
_________________ Wound tokens must be placed first,
followed by fatigue tokens, with ac-
DESIGNER NOTE: the differences in spe- tivation tokens placed last. Any ex-
cialization icon allocation between the cess fatigue and activation tokens
watches mean that the crew has to mo- are ignored and have no effect.
bilize before they can resume duty af- • ‘Busy’ tokens should only be dis-
ter a watch change. Although it might carded if there are no activation
seem like an abstract mechanic, it at- tokens left to discard. If a ‘busy’
tempts to portray the logistics part token is discarded, the sailor stops
of the watch change process with- carrying out the order, and it must
out complicating the rules too much. be updated in the app as quickly as
_________________ possible.
6.9. Health
• The information bar may contain ac- • Some health condition cards prevent
tivation icons , fatigue icons , a sailor from carrying out a partic-
wound icons , or special effect ular order. Such cards contain that
icons . particular order icon with a prohib-
• When a health condition card is as- itive sign over it.
signed to a sailor, take a corre- • Some health condition cards contain
sponding wound, fatigue or activa- a icon. Its effect is explained
25
on the card. This effect is active 6.11. Repairs
for as long as the card is assigned
to a sailor. The U-boat may suffer a variety of mal-
• Health condition tokens remain in ef- functions and damage. The Chief Engineer
fect until they are treated. See sec- manages repairs. There are three catego-
tion 8.6. ‘First Aid’ for details. ries of problems which a ‘Repair’ order
can resolve:
6.10. KIA
Technical Conditions
• If a sailor receives a second wound
token, then he is dead and removed
from the game. Place a KIA token
in one of his activation spaces and
remove his figure from the 3D mod-
el, placing it in the corresponding Technical conditions represent various
sailor space on the crew tile. This components of the U-boat requiring main-
sailor is no longer a part of the tenance or repairs. They will increase
game. in severity with time if left unattend-
• If a KIA sailor’s counterpart is ed. See section 10.3.1. ‘Technical con-
still alive, then when a watch change ditions’ for details.
brings the live counterpart back
into play, return the figure to the Environmental Conditions
3D model in a freely chosen section.
This is done at the end of the watch
change. Do not resolve crew damage
on a sailor returned in this way to
a hazardous section.
• Similarly, when a watch change would Environmental conditions directly in-
bring a KIA sailor back on duty, re- fluence the crew’s health, morale, and
move their figure again. performance. They are placed on the
• Each time a sailor becomes KIA, the Technical View and must be dealt with
Captain must decrease morale by two. using the appropriate supplies. Three
• All sailors in Section 7 and 8 become of them (fire, electrical hazard, and
KIA after the U-boat dives. Morale toxic gas) cause sections to become
cannot decrease by more than six when hazardous and may require players to
that happens. resolve crew damage.
Hull Breaches
26
6.12. Resolving Crew Damage • Resolve crew damage from each token
type per section in the order of your
Crew damage must be resolved when sail- choice. If there are multiple envi-
ors become exposed to environmental ronmental condition tokens of various
conditions or enemy attacks. Sections types in a section, the sailors will
with fire, toxic gas, or electrical haz- be affected multiple times.
ard tokens are called ‘hazardous sec- • If there are multiple environmental
tions’. condition tokens of the same type in
a section, then draw as many crew to-
Resolve crew damage when: kens per affected sailor as there are
tokens of that type (e.g. if there
• A fire, electrical hazard, or toxic are two ‘fire’ tokens and three sail-
gas environmental condition token is ors, then draw two crew tokens per
placed in a section where there are sailor for a total of six tokens).
any sailors. The section becomes haz- • When resolving crew damage in Sec-
ardous. tion 7 and Section 8, these sections
• Any sailors move into or through are treated as one section (i.e. all
a hazardous section. sailors located outside are affected
• Any sailors are located in a hazard- by crew damage from enemy attacks).
ous section at the end of a Mobili-
zation or when a watch changeover
begins.
• The app instructs the players to re-
solve crew damage as a result of en-
emy attack.
27
6.13. Cigarettes • All such pending cards must be re-
solved as quickly as possible once
Each player receives the Captain pauses and is not issuing
2 cigarette tokens orders.
during setup. They can • The First Officer should remind play-
be used to alleviate ers of any pending issues in the app.
crew stress. Regular checks of the last few en-
tries in the app’s information feed
are recommended, especially after
a moment of intense action.
• A player who has at least one of their • If there is any doubt or disagree-
sailors in sections 7 or 8 can dis- ment regarding the timing or order of
card one cigarette token. dealing with pending issues, then the
• This enables up to four sailors (not Captain decides how to resolve it.
necessarily that player’s) in Sec- • Certain player activities (such as
tions 7 and 8 to each discard one plotting the course) are not orders
activation token (but no other token and are completely cost-free. These
type) from their activation spaces. activities may be performed any time.
• Smoking can be done only once per
watch, but players can collectively Making mistakes
discard more than one cigarette to-
ken during that smoking break. Each If you have forgotten to resolve a card,
discarded cigarette token allows up some other game effect, or anything else
to four sailors in Sections 7 and 8 you should have done, then do your best
to each discard one activation token. to correct it. This is not a big deal.
Any excess has no effect. The game runs in real-time and there
• The player discarding a cigarette to- are various things to remember, so it
ken decides which sailors benefit from might happen that you occasionally for-
its effect. get something (especially during your
• A given sailor may discard only one first games).
activation token during a smoking
break. If you realize you have omitted some-
• Smoking is not an order, and it is thing, then correct your mistake and
completely cost-free. carry on with the game. As long as you
don’t intentionally cheat, then every-
6.14. Timing Conflicts thing is fine - what matters is that you
enjoy the game.
Due to the real-time nature of the game,
there might be situations where several In any case, follow this principle:
things happen within a close timeframe.
It might also happen that a player is • Always finish carrying out one order
required to draw and resolve cards while or resolving one game effect before
they are preoccupied with more pressing moving on to the next.
issues. Whenever this happens:
If, for example, you get caught off
• Resolving event, morale, and wound guard by an air patrol while changing
cards may be postponed until the Cap- the watch, then you must continue with
tain has stopped issuing orders. The changing the watch, and only after fin-
cards are nonetheless drawn as nor- ishing changing the watch should you re-
mal, but placed face down within easy solve the air patrol (applying its ef-
reach until they can be resolved. fects to the new watch).
____________________________________
DESIGNER NOTE: if you find any part of the game too quick (even on the slowest time
setting), you can always hit the pause button. Overdoing it will hurt the pace and
the mood of the game, but it is up to you to decide.
____________________________________
28
7. THE CAPTAIN
Playing as the Captain is one of the most demanding tasks in the game. It requires
strategic planning, leadership skills, and at least a basic understanding of WWII
U-boat tactics. The Captain is responsible for commanding the crew, tracking morale,
and executing torpedo attacks. To get started, read the section below on how to issue
orders to fellow players. For a detailed explanation on how to conduct successful
U-boat operations, please consult the Tactical Guide included with the game.
ACTIVATE CREW
IN POSITION?
YES
29
7.3. The Morale Track
30
Remove the order token from the Morale
Track and press ‘all hands lost’ in the
app menu. The mission is immediately over
and all players lose the game. Please
note that only environmental conditions
and hull breaches can cause this to hap-
pen. Any other game effects affecting
morale (e.g. food, event cards, KIAs,
etc.) DO NOT remove the order token from
the Morale Track, allowing the game to
continue.
31
7.5. Order List New Depth First Officer
and Chief Engineer
All the available orders are detailed Change depth when the U-boat is
below. They have been organized into cat- x2 already underwater. This does not
egories to help you learn more quickly. involve switching between die-
The list is also abbreviated on the Cap- sels and electric motors. To re-
tain’s player aid for quick reference. surface, the Dive/Resurface order
x2 must be used.
• Each order is the responsibility of
one or more players. Their sailors 7.5.2. T
argeting, Navigation
may need to be mobilized before the and Mission Intel
order to be in position.
• The assigned players ensure that the Assign Observation
order is entirely completed before Sectors Navigator
any other activity starts. Sailors in Section 8 start ob-
• The Captain must pay for each order max
6x
servation.
that is issued. This means each time
you extend the periscope, use the hy- Periscope Captain
drophone, etc. While the U-boat is at periscope
• For the purpose of all torpedo-re- depth (within 10 meters of the
lated orders, please bear in mind surface), enter the periscope
that torpedo tubes 1 to 4 are lo- first-person view.
cated in Section 1, while tube 5 is
located in Section 6. Therefore, if Hydrophone First Officer
you wish to fire, flood, or reload the While underwater, engage the hy-
stern torpedo tube to have a shot at drophone.
the enemies behind you, all of the
above orders will have to be carried Sextant Navigator
out in Section 6. The Navigator confirms the U-boat’s
position on the Strategic Map. The
7.5.1. Maneuvering U-boat must be surfaced and the
sky must be clear.
New Speed Chief Engineer
Change the speed of the U-boat. Enigma First Officer
The possible throttle settings The First Officer can send or re-
x2 are: Full Astern, Stop, Slow ceive messages to and from HQ.
Ahead, Half Ahead, and Full
Ahead. 7.5.3. Armament
32
like (including a full salvo from 7.6. Crew Tokens
the four bow tubes and the fifth
tube at the stern). Each torpe- • Crew tokens are used whenever a sail-
do requires a sailor activation. or is to be randomly selected for any
A single sailor may launch more game effect. These include event and
than one torpedo per order if morale card effects, as well as crew
he has enough activation spaces damage resulting from environmental
available. conditions and enemy attacks.
• When a card instructs you to ‘assign
Reload a Torpedo Captain this card to a random sailor’, draw
Reload one new torpedo into an a random crew token and assign the
x3 empty tube (only one per order). card to the sailor whose symbol you
drew.
88mm gun First Officer • When drawing crew tokens, remember
Fire the 88mm deck gun. that card effects cannot be resolved
on KIA sailors. For example, if a mo-
x3
rale or event card would affect a KIA
20mm gun Navigator sailor exclusively, it is discarded
Fire the anti-aircraft gun. without effect (there is no sailor
to resolve the effect on). If a card
x2
targets multiple sailors, non-KIA
7.5.4. Safety and Crew Management sailors are affected as normal.
_________________
DESIGNER NOTE: Captain’s cards, espe-
cially those improving morale, are much
more effective when paid for on the Or-
der Track than on the Morale Track. Keep
that in mind, so that you can use them
to their fullest!
_________________
33
8. THE FIRST OFFICER
The First Officer is the Captain’s second in command. The First Officer’s main task is
maintaining the flow of information and interacting with the app to enter orders and
report events. They are also responsible for the helm, the Enigma, the 88mm deck gun,
and keeping the crew healthy by providing first aid. On top of that, the First Officer
is tasked with target identification. A lot of what the First Officer does is connected
with the app, and is explained in detail in the in-app tutorial.
____________________________________
DESIGNER NOTE: it is important that the First Officer goes through the in-app tutorial
at least once before their first game. Learning the app interface and its particular
functions is much easier and more natural when using the device, and so we decided to
move all the app details to the tutorial. Therefore, this rulebook only gives general
information about app functions. To learn details, please use the in-app tutorial.
____________________________________
Options
menu Information
feed
New Time
speed compression
Armament
New
course
Repairs
New
Instruments
depth
34
menu. Instruments allow you to monitor
battery charge levels, check for incom-
ing and outgoing radio messages, as well
as use the sextant.
8.2. T
he First-Person View (FPV)
and visual identification
35
enter the observer FPV for a better Sextant
picture of the tactical situation.
• Entering the observer FPV is not an If the U-boat is surfaced and the sky is
order and is completely cost-free. clear, the app will reveal the U-boat’s
• While in observer FPV, you can access current square on the Strategic Map.
the TDC and the deck guns.
_________________ Repairing Technical Conditions
DESIGNER NOTE: As previously mentioned, When asked by the Chief Engineer, the
details regarding app functionalities are First Officer should check the repair
explained in the in-app tutorial. This ap- list by pressing ‘Repairs’ on the main
plies especially to the following section. screen. When a ‘Repair’ order is issued,
_________________ select the desired repair, input the
number of sailors assigned by the Chief
8.4. O
ther orders featuring app Engineer, and then confirm.
functionality
Repairing Environmental Conditions
Periscope and Hull Breaches
The app will inform the players if an in- Launching Torpedo Attacks
coming message has been received, or if an
outgoing message can be sent. This order Torpedoes are launched from the TDC view,
is used to decipher and encipher them, re- which can be engaged from the observer
spectively. Messages can be accessed from FPV or the periscope FPV. Press the red
the instruments menu by choosing ‘Enig- attack button and follow the Captain’s
ma’. Only one sailor may be activated by orders.
a single ‘Enigma’ order. However, that
sailor may be activated multiple times per Reloading Torpedoes
this order, with each activation allowing
him to send or receive one message. Select ‘Armament’ in the app and then
click on an empty tube to reload it.
TDC
8.5. Time Compression
This order allows access to the TDC FPV
by pressing the Attack button in either Setting the right time compression for
the periscope FPV or the observer FPV. the given situation is an important task
entrusted to the First Officer. It should
Deck guns always be discussed with the Captain.
There are 4 possible time compression
When the 88mm or the 20mm deck guns are settings:
to be fired, the gun crew must take their
position (the 88mm is on the foredeck; • real-time - perfect for combat sit-
the 20mm is on the bridge). Observers uations or making difficult decisions
may use the 20mm gun WITHOUT stopping • action - good for maneuvering or ap-
their observation. proaching the enemy
• fast-forward - recommended when you
Hydrophone plan to stalk a target for an extend-
ed time period
When the U-boat is submerged, the Hydro-
phone can be used to detect and track
• transit - suitable only for long dis-
tance travel
enemy vessels.
36
Changing time compression is not an or- Running out of medical supplies
der and is completely cost-free. In ad-
dition, time compression will automati- When playing a single mission, the First
cally revert to real-time whenever a new Officer’s supplies are limited by the num-
message appears in the information feed. ber of tokens in the medkit space locat-
ed on their player panel. In linked mis-
8.6. First Aid sions, however, additional medkits can
be opened to replenish the token supply.
• The First Aid order is not managed by This is done by discarding a medkit to-
the app. ken and returning all of the discarded
• A sailor activated to give First Aid medical supply tokens back to the medkit
must be in the same section as the space. Using a medkit token is not an
sailor receiving treatment. order and is completely cost-free.
• Only one sailor may be activated by
a single ‘First Aid’ order. Howev- 8.7. Event cards
er, that sailor may treat multiple
sailors located in his section, one The app will signal when event cards are to
sailor per activation. be drawn. The First Officer must draw the
• Any number of health conditions may top card from the event deck and resolve
be treated per sailor at a time. its effects. Some cards have an immedi-
• Each health condition card lists the ate effect, while others are added to the
medical supply tokens required to Captain’s hand of cards and can be played
treat the condition. There are five during an ‘Address the crew’ order. Once
kinds of medical supplies: pills, an event card has been resolved, return it
ointments, bandages, shots, and sur- to the bottom of the event deck. The Cap-
gical instruments. tain’s cards, including event cards added
• After the First Aid order has been to the Captain’s hand, are returned to the
given, treat the sailor by placing box after being played.
all the required medical supply to-
kens on the sailor’s assigned health 8.8. Wound cards
condition card(s).
• Once a card has been treated, one These cards comprise four decks and are
health condition token resulting from assigned to sailors affected by crew dam-
it can be discarded instead of an ac- age. When resolving crew damage, wait for
tivation token during a watch change. the Captain to draw Crew tokens. If any
A health condition token is discard- sailors should receive a wound, shuffle
ed EVEN IF a sailor has transferred the appropriate wound card deck once,
a ‘busy’ token during the current then draw and assign one card to each
watch change. sailor receiving a wound. When discard-
• Once a sailor has no more health con- ing wound cards, discard them to the bot-
dition tokens resulting from a par- tom of the appropriate wound card deck.
ticular card, discard the health con-
dition card they resulted from and If you ever need to assign a wound card
the medical supply tokens used to of a given type and there are no more
treat it. cards of that type, then choose a differ-
ent wound deck and draw a card as normal.
37
9. THE NAVIGATOR
The Navigator advises the Captain about steering the U-boat. This includes strategic
plotting of transit routes to reach patrol areas, tactical maneuvering to acquire
perfect firing angles on enemy contacts, and updating the Strategic and Tactical Maps.
The Navigator is also responsible for observers and the crew’s food consumption.
38
9.1.1. The Distance Ruler There are four parameters which must be
taken into account when updating the
The ruler’s scale equates to the U-Boat’s Tactical Map:
‘Ahead-Full’ speed on the Strategic Map
(surfaced on one side, and submerged on • U-boat course (the direction where
the other). This permits a dead-reck- the U-boat is heading)
oning of the U-Boat’s position if the • Enemy course (the direction where the
sextant is not an option. The submerged enemy is heading)
side may also be used to calculate dis- • Bearing (the direction where the con-
tances covered by convoys, as many con- tact has been detected)
voys traveled at roughly the speed of • Distance (the distance between the
a submerged U-boat. U-boat and the contact)
39
The U-boat is following course 290
(northwest) when the First Officer re-
ports a contact: Bearing 40 degrees
(ahead and to the right), distance four
miles, course 70 degrees (northeast).
40
marker and the enemy marker on the Tac- sitions. The Navigator then reports the
tical Map in a way that recreates the situation to the Captain.
current battlefield situation. This need
not be a precise representation as the
_________________
situation is constantly changing, but DESIGNER NOTE: You can orient the markers
should allow all players to have a gen- on the map in any way you like, as long
eral view of the situation. as you roughly recreate the relative po-
sitioning and facing of the U-boat and
The Navigator can tell the relative ori- the enemy. You can either assume that
entation and facing of the markers by the farther end of the map is the North
looking at the Attack Disk. The Navi- (and rotate the U-boat miniature accord-
gator first lays down the U-boat marker, ingly), or you can always point the bow
and then adjusts the position and fac- of the U-boat ‘forward’ and move the
ing of the enemy marker based on Attack contacts around it as the situation de-
Disk data. The final parameter is dis- velops. You could also use a combination
tance. The Navigator counts the number of both methods.
of squares between the U-boat marker and _________________
the enemy marker and corrects their po-
The Navigator places the U-boat marker on the Tactical Map, and then places the
enemy marker in a way that represents its location in relation to the U-boat.
2 Bearing: 40°
41
3 Distance: 4 miles
1 mile
1 mile
After placing the enemy marker, the last thing to do is to correct the dis-
tance and facing of the markers. The tactical map is now updated!
The enemy marker is used only initial- 9.3. Observers on the Bridge
ly, before target identification has
been carried out. Once the First Offi- Once sailors have been mobilized to
cer has had the chance to take a good Section 8, the Captain must issue the
look at enemy ships, they will tell the ‘Assign Observation Sectors’ order. The
Navigator what kind of other markers number of observers is then passed to
the enemy marker should be replaced the First Officer, who updates it in the
with. app. The more observers are on duty (up
_________________ to a maximum of 6) the more efficient the
observation will be.
DESIGNER NOTE: remember, there are no
strict rules on how the Navigator should • All observers on duty are considered
use the Tactical Map. It should give ‘busy’ and must be activated with an
the Captain and the rest of the play- observation token. Remember that car-
ers a clear view of the battlefield, so rying out the ‘Sextant’ order is pos-
the only real criterion is efficiency. sible without stopping observation.
_________________ • Observers must get inside before
the ‘Dive’ order is carried out. All
42
sailors located in sections 7 and 8 A meal has the following effects on the
are KIA if the U-boat dives. crew’s morale:
• If there is at least one busy observ-
er, then increasing the number of busy Meal Size Effect
observers does not require a separate
order. It is enough to activate addi- no meal decrease morale by 2
tional sailors in Section 8 with obser- 1 token decrease morale by 1
vation tokens to mark new observers. 2 tokens no effect
• When a busy observer moves out of Sec- 3 tokens increase morale by 1
tion 8, he stops observing. When that
happens, his observation token must • Lemons are not used in combination
be flipped to its activation side. with any other tokens, but they must
• Whenever the number of busy observers be included in the diet (see below
changes, the new number of observers for details).
must be updated in the app as quickly
as possible. 9.4.1. Meal Preparation
43
the next type of food, in order: on-
ions, eggs, bread, lemons, potatoes,
and tinned fish.
3.
After returning the spoiled food to
the box, flip the remaining tokens in
the discard pile face down, random-
ize them, and return them to the Food
Supply.
4.
Replenish the empty spaces of the
A very good draw, They choose the ‘Available Products’ pyramid.
giving the Naviga- omelette and add
tor four different the obligatory Once all food has spoiled, no further
options. lemon when prepar- meals may be prepared.
ing the meal.
9.4.2. Eating
1. E
ach time spoilage occurs, remove all
provision tokens of one type from the
‘Available Products’ pyramid and the
discarded food provision tokens. Re-
turn all tokens of that type to the
box. After that, the Navigator randomizes all
2. M
eat is the first type of product to the remaining tokens, forms a new ‘Food
spoil. Once meat has spoiled, each Supply’ and replenishes the ‘Available
successive spoilage will eliminate Products’ pyramid.
44
10. THE CHIEF ENGINEER
The Chief Engineer is responsible for operating and maintaining the U-boat’s propul-
sion and ballast systems. They also coordinate repairs, deal with hazardous occur-
rences on board, and may even have to patch up the U-boat after it sustains structural
damage. The Chief Engineer is responsible for marking all issues and threats appear-
ing on the Technical View and dealing with them swiftly. They have various resources
at their disposal and must use them wisely to maximize the repair crews’ potential.
• When the U-Boat is surfaced, it uses The Repair order has very broad appli-
diesel engines and charges the elec- cations. It is used to deal with three
tric motors’ batteries. different categories of problems:
• When the U-Boat is submerged, it uses
electric motors, drawing from the • technical conditions
batteries. • environmental conditions
• hull breaches
To change speed, the engines need TWO
sailors in the appropriate section: Sec- Technical conditions result from wear and
tion 5 (diesel) when surfaced, or Sec- tear. They begin as maintenance tasks,
tion 6 (electric) when submerged. Be but escalate over time. If unattended,
sure to update the engine room telegraph they can lead to a component’s complete
on the Chief Engineer’s player panel af- breakdown. Environmental conditions re-
ter changing speed. sult from enemy attacks and are much
more dangerous. They have a negative ef-
Each time the U-boat Dives from the sur- fect on morale, can cause crew damage,
face or Resurfaces, the Chief Engineer and will have disastrous consequences
must switch propulsion. This requires if the crew is exhausted. Hull breaches
one sailor in Section 5 and one sail- require immediate action and mean watery
or in Section 6. Merely changing depth death for the entire crew if not sealed
while submerged does not require switch- quickly.
ing propulsion: the U-Boat always runs
on electric motors when submerged. Regardless of which type of problem is
being handled, a single Repair order al-
For example, when the U-boat is running lows the Chief Engineer to tackle only
at periscope depth and the Captain’s or- one problem, i.e. one technical condi-
ders are to go deeper, there is no need tion, one environmental condition token,
to switch propulsion. However, if the or one hull breach.
dive were to be performed from the sur-
face, that would require changing from The Chief Engineer has various resources
diesels to electric motors. The Chief to help repair crews. These resources
Engineer must remember this difference can increase the repair crew’s efficien-
and always make sure that their sailors cy, or let them tackle otherwise unsol-
are where they need to be. vable problems.
45
Cards represent tools, spare parts, and remove the corresponding technical
other small helpful items. They are car- condition token from the Techni-
ried in two different toolboxes. Supplies cal View, and flip the repair crew’s
help with environmental conditions. Both technical condition tokens to their
supplies and toolboxes need to be moved activation side.
around the U-boat. See section 6.4.’Mo- • The number of sailors in a repair
bilization’ for details. crew may drop due to crew damage,
watch change, or because the Captain
10.3.1. Technical Conditions mobilizes the crew. If a technical
condition is being repaired and the
Technical Conditions have three levels number of sailors in the repair crew
of severity: drops below the level required by the
repair, then the order is stopped.
Maintenance: Routine tasks to • When repairs are stopped, all the
keep the U-boat in working or- technical condition tokens in the re-
der. If neglected, they will pair crew’s activation spaces must be
likely result in a failure. flipped to their activation sides, and
the repair must be paused in the app.
Failure: This is a more serious • A paused repair can be resumed if
condition – if left unrepaired, enough sailors are activated for re-
a major failure is imminent. pairs in the corresponding section.
It does not require another ‘Repair’
Major failure: The situation order from the Captain.
has gone from bad to worse. The
component is completely out of
• If a new watch is unable to contin-
ue the repairs (due to not having
order and will not work until enough activation spaces available),
repaired. then discard the technical condition
tokens instead of transferring them
10.3.2. Repairing Technical Conditions to the new watch.
• The Chief Engineer may play a card when
• As soon as the First Officer reports repairing a technical condition. See
a technical condition, the Chief En- the following paragraph for details.
gineer must mark it with the appro-
priate technical condition token on
the Technical View.
• Each technical condition has a sever-
ity level: green is minor, yellow is
moderate, red is most severe.
• More severe conditions require more
sailors for repair. The First Officer
will find the exact number needed in
the app Repair Menu.
• Activate each sailor in the repair When the First Officer reports a Technical
crew with a technical condition token Condition, place the required token in the
of the corresponding color (instead specified section on the Technical View.
of an activation token). Please note
that game components use to mean
‘a technical condition token of the
corresponding color’.
• As usual, if a sailor does not have
the necessary specialization icon REPAIR
46
cated, and cards from toolbox II only
where toolbox marker II is located.
1
• All sailors may carry the toolbox
markers around the U-boat.
• When the ‘Repair’ order has been is-
sued and the Chief Engineer is de-
claring the number of sailors in the
repair crew, the Chief Engineer can
play one card and apply its bonus.
• Cards which list specific repairs
(e.g. the periscope, the electric mo-
The Chief Engineer confirms the number of tor) can be used ONLY for the repairs
sailors in the repair crew and the First listed on them.
Officer inputs that into the app. • There must always be at least one
real sailor in the repair crew: a bo-
nus card alone cannot repair.
• Only one card per repair may be
played.
• When playing a +1/+2 card, place it
REPAIR face up in the section of the Tech-
Radio tuning required
1/1 Start
nical View where the ‘Repair’ order
- Officer’s Quarters
Working 5%
is being carried out. The card stays
Back there and its effect applies to that
particular repair (and no other re-
pair) until that repair is completed,
even if paused and then resumed. Once
Once the number is confirmed, the repair the repair is completed, the card is
starts immediately. Its progress can be discarded.
tracked in the Repair menu. • Cards with the may be used multiple
times and always stay in their tool-
10.3.3. The Chief diesel engine • electric motor • 88/20mM
box spaces on the Chief Engineer’s
Engineer’s cards ________
Bearings panel. When playing a card, flip
it face down for the duration of the
• The Chief En- +1
___________________
+2 repair, and flip it back face up if
gineer’s cards the repair is paused or completed. Do
give bonuses to 88 not move a toolbox marker if its cor-
a repair crew. responding toolbox space on the Chief
They either increase the effective Engineer’s panel has a facedown card.
number of sailors in the repair crew • When a new watch takes over the re-
(+1 and +2 cards) or modify the re- pairs, apply the effects of the
pair crew’s activation (cards with ‘U-boat blueprints’ card to the new
the icon). watch as well.
• Each card has a basic and an advanced
effect. The basic effect requires
that at least one sailor with the
specialization is in the repair
crew. The advanced effect requires
that the most experienced sailor from
the Chief Engineer’s current watch
( ) is in the repair crew.
• During setup, the cards must be even-
ly distributed between the two tool-
box spaces on the Chief Engineer’s
player panel. Each of these spaces The Chief Engineer is repairing a bro-
corresponds with one of the tool- ken diesel engine. As not many sailors
box markers located on the Technical are available, the Chief Engineer de-
View. Cards located in toolbox I can cides to play a card to boost the repair
only be played to boost repairs in the crew’s efficiency. The Chief Engineer
section where toolbox marker I is lo- makes sure that the required toolbox
47
is in place, that the card matches the cialization icon). One environmental
repairs to be done, and that there is condition token is then removed.
a sufficiently qualified personnel to use • When removing an environmental con-
the card’s ability (a sailor, or, dition token, increase morale by 2.
better still, the sailor). If every- • Dealing with environmental conditions
thing is correct, then the card’s bonus does not require the app.
is added to the number of sailors in • Having the necessary supplies does
the repair crew. not protect a sailor against the ef-
fects of fire or electrical hazard.
10.3.4. Environmental Conditions (Toxic gas is an exception.)
Environmental conditions directly in- The list below shows which supplies are
fluence the crew’s health, morale, and necessary to deal with each environmen-
overall performance. They are marked on tal condition and which wound deck to
the Technical View and must be solved draw from when resolving crew damage:
with appropriate supply tokens.
48
after surfacing. Therefore, rebreathers be isolated with a watertight bulkhead.
allow the crew in the affected section to If a second section becomes flooded, the
avoid resolving crew damage (it is enough U-Boat will sink!
for the rebreathers to be in the section
to prevent the crew from resolving crew A Hull Breach starts a countdown in the
damage from toxic gas). This environmen- app. The countdown shows the remain-
tal condition will linger until the crew ing time the Chief Engineer has to seal
can open the hatch and let in fresh air. the breach. This is done by solving the
If toxic gas ever occurs while the U-boat Technical Puzzle. The Technical Puzzle
is sailing on the surface, then resolve has 16 puzzle pieces showing the U-Boat
crew damage once in the affected section schematic in sections.
without placing a toxic gas token. The Chief Engineer must assemble three
adjacent sections of the puzzle. These
sections are where the Hull Breach oc-
49
5. O
nce the Chief Engineer has solved the puzzle and are used in the exact same
puzzle, they must flip the pieces to way as the remaining pieces. For ex-
confirm that it has been solved cor- ample: if a Hull Breach occurs in
rectly. If the puzzle has been solved Section 1, then the correct result is
correctly before the timer runs out, ‘C,B,A’, as seen on the diagram.
then the breach is sealed and players • A flooded section is inaccessible: sail-
can continue with the game. ors can never move into or through it.
No game effects can target it. It is
Failing to seal a Hull Breach inaccessible for the rest of the mis-
sion. For Linked Missions, that means
• If the puzzle has not been solved and until the end of the whole patrol.
flipped before the timer runs out, then • If Section 2, 3, 4 or 5 becomes flood-
the Chief Engineer has failed and must ed, then one part of the U-boat is
immediately stop solving the puzzle. cut off from the other part.
• If the Chief Engineer flips the pieces • Sections which have been cut off, but
to check their solution and an er- are NOT flooded, may be used as normal.
ror is found, then the Chief Engineer • The app retains all its functionalities
has failed and must immediately stop for the duration of a Hull Breach.
solving the puzzle. • The Chief Engineer may play a card
• All sailors and resources must be when sealing a Hull Breach. See
evacuated from the section using Mo- 10.3.3. for details.
bilization before the timer runs out.
• After the timer runs out, place a flood-
ed section token in the breached sec-
tion. Any sailors remaining inside are
now KIA, and any resources left inside
are lost and are returned to the box. 2 1
10.3.8. O
ther rules related
to Hull Breach C B A
• Sealing a breach requires a ‘Repair’
order.
• The Chief Engineer should have the The above example shows how to complete
Technical Puzzle pieces in a face- the Technical Puzzle if Section 1 was
up pile within reach. After each at- breached.
tempt to solve the puzzle, randomly
mix them again. 10.3.9. A
ccess to sections which have
• Three sections must be put together been cut off
before the timer runs out: the sec-
tion where the Hull Breach occurred, After Section 2, 3, 4 or 5 has been flood-
and the sections forward and aft of ed, the U-boat is split into two parts.
it. For example, Sections 1, 2 and 3 The flooded section cannot be entered,
must be assembled to repair a Hull but there is still a way to get to the
Breach in Section 2. other side. A mobilized sailor can by-
• A Hull Breach can occur only in Sec- pass the flooded section by using one of
tions from 1 to 6. Each section is com- the torpedo loading hatches (located in
prised of two puzzle pieces. The pieces the ceilings of Section 1 and Section
have letters on their back, so that 6). This is possible only if:
the Chief Engineer can use the diagram
on his player aid to make sure whether • the U-boat is surfaced, and
the puzzle has been solved correctly or • the sailor bypassing the flooded sec-
not. See the Chief Engineer’s player tion is activated. (This is the only
aid for a complete diagram of how to situation when players activate sail-
solve the Technical Puzzle. ors to move them).
• The bow (comprised of two ‘A’ puzzle
pieces) and the stern (comprised of If the above conditions are met, then
two ‘H’ puzzle pieces) are not U-boat the movement is otherwise carried out
sections, but they are a part of the as normal.
50
U-boat. Technical and Environmental con-
ditions must be marked for everyone to
see, and the Chief Engineer should moni-
tor the Technical View during Mobiliza-
tion to check whether any sailors move
into or through hazardous sections. If
so, the Chief Engineer must report it
immediately.
51
Mobilization 1. Pay for the order and announce Mobilization.
2. Move sailors.
3. Resolve crew damage (if necessary).
4. End Mobilization.
Carrying out orders 1. Pay for the order and issue the order.
2. Select the order in the app (if necessary).
3. Confirm verbally whether sailors are in position.
4. Activate the sailor(s) carrying out the order.
5. Carry out the order (in the app if necessary).
CREDITS
Board Game & Companion app design: Iron Wolf Studio S.A.
Artur Salwarowski, Bartosz Pluta
Project Director: Bartosz Pluta
Creative Director: Artur Salwarowski
Board Game development: Jaro Andruszkiewicz, Waldemar Gumienny, Michał Ozon.
Companion App development: InImages Sp. z o.o. Tomasz Chudy & Krzysztof Czerwieniec
Artwork: Chris Clor, Marcin Krawczyk, Jan Różański, Michał Sztuka, Dawid Wiącek
Graphic design: Bartosz Pluta, Krzysztof Klemiński, Marcin Krawczyk,
Barbara Niklas, Andrzej Musioł
Rulebook and Tactical Guide: Artur Salwarowski
Proofreading and editing: Aaron and Lauri Lillibridge, Mark Hathaway,
Russ Williams, Jesús Sánchez, Adam Kokoszka
Miniature sculpts: Luis Hidalgo (Holden8702)
DTP Specialist: Krzysztof Klemiński
Kickstarter and Production: Michał Ozon