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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 that the game can be updated, improved,
of the Game and balanced as it evolves.
U-BOOT The Board Game is a cooperative game If, at any time, any rule in this rule-
for 1-4 players which lets players take on book contradicts a rule presented in the
the roles of officers on board a German app, then the app always takes precedence.
U-boat during the Second World War. Please make sure that you follow the most
Players assume the roles of the Captain, up-to-date difficulty level rules for the
the First Officer, the Navigator, and the best U-Boot experience.
Chief Engineer on board a Type VIIC U-boat.
They coordinate their actions to fulfill 1.4.
Real-time Gameplay
mission objectives issued to them by Ger- Because U-BOOT is app-driven and proceeds
man U-boat HQ. They are a crew, and they in real time, it is different from a typ-
all win or lose together. ical board game, as there are no defined
player turns. Instead, the pace of the
game is dictated by the companion app and
1.2. The Companion App
the Captain’s orders.
The game requires a free download-
The app alerts players to new threats and
able companion app. Please visit
opportunities, and the Captain coordinates
uboottheboardgame.com or your preferred
the players’ responses. It is important to
digital distribution platform (App Store,
make decisions quickly, while not losing
Google Play, or Steam) and search for
sight of objectives or urgent threats.
‘U-BOOT The Board Game’ to download and
install the app on your device.
The app is an integral part of U-BOOT and
1.5. Learning How to Play
Before reading on, you can watch our rules
you cannot play the game without it. The
overview videos at uboottheboardgame.com.
app provides real-time gameplay featuring
Once you have read and understood the rules,
dynamic enemy A.I., as well as many other
it is time to prepare for your first game.
essential gameplay functions. These all
If you have already decided who is going to
constitute a significant part of the expe- play as each role, we suggest the following:
rience and are meant to immerse you even
further in the role of a U-boat crew.
Make sure you download and install the app • CFaptain - read the Tactical Guide
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. Confi rm 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 Sectors observer, then more can join
Functional up to 10 meters under Confi rm readiness with the 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 fi ring arc
Hydrophone 2 5
targeting) and range. Prepare meal
enemy vessels. Functional only 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. - submerged
Reveals your Strategic Map in section 6.
be activated. He can decipher/
Enigma 2 Sextant
encipher multiple messages. 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 fi red. 3, 5, 6 Make sure that you have
20mm gun 8 Resurface
Can be manned without stopping one sailor in section 5
Only one sailor per order can be
observation. and another one in section 6.
Reload activated. He can treat multiple
1 or 6 First Aid
Only one torpedo may be reloaded 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:
• ctivate your sailors when they are carrying out orders.
A
• 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.
•
Be aware of what time it is and how much longer it is till the next watch.
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
• ecrease morale by 2 per each KIA sailor.
D
•
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’ effi ciency.
•
Have your helmsmen at the ready in Section 3 whenever possible.
fi re • Notify the Captain to decrease or
fi re 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 approach position
speed 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 fi sh 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 Make sure that at least
one player (preferably the
These tiles are placed on the player Captain) has read it before e
al Guid
panels. They contain geometrical symbols you begin your first game. TacticREAD BEFORE
PLEASE
YOUR FIR
ST GAM
E!
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
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.
Choose 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 • app
setting all difficulty levels in the
the arrow on top of the three disks. Now, to easy or medium, especially
thread the long connector through the cen- when learning the game,
ter and snap it together with its other • distributing the roles as follows:
half. 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 using short connectors: 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
•
4 sailor figures with white bases •
Chief Engineer’s player aid
•
Captain’s panel •
Technical condition tokens
•
Captain’s crew tile (13 of each color)
•
Captain’s player aid •
Environmental condition tokens
•
2 plastic order tokens •
Flooded section token
•
3 decks of morale cards •
Supply tokens
•
16 crew tokens •
Toolbox markers
•
Cloth bag •
Chief Engineer’s cards
•
Captain’s cards •
Technical puzzle pieces
•
12 Activation tokens •
2 cigarette tokens
•
Captain’s log sheet
•
2 cigarette tokens
4.
Shuffle 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.
Place all tokens as shown in the setup
diagram. Specifically:
14
Sailor Starting Setup
• (or
Place crew tokens in the cloth bag
other opaque container) next to
the Captain’s player panel. SECTION 4
(Crew’s Quarters)
• Shuffle all the provision tokens
and place them face down on the
Navigator’s panel in the Food Sup-
ply box. Next, draw 6 tokens one SECTION 3
by one from the Food Supply to fill (The Control Room)
the ‘Available Products’ pyramid
from top to bottom, from left to
right on each row. SECTION 2
• Place all the medical supply to- (Officers’ Quarters)
kens on the medkit space on the
First Officer’s panel. If play-
ing in Linked Mission or Campaign SECTION 1
Mode, add one medkit token for (The Bow Section)
each additional mission you wish
to play after the first mission.
• Place all the Health Condition
and KIA tokens within reach of the
First Officer. 5.3.
Choose game mode
• Place the supply tokens and tool- and difficulty levels
boxes on the Technical View. Place
one of the toolboxes in section 2, • choose
Launch the app on your device and
and the other in section 4. The the desired game mode and mis-
supply tokens are placed however sion. Next, follow the in-app in-
you wish in sections from 1 to 6, structions and proceed to difficulty
maximum one token per section. settings. Each player now selects the
• Each player places 2 Cigarette difficulty level for their role(s) as
tokens near their player panel. they see fit. The app menu allows each
player to choose their preferred lev-
6.
Place the sailor figures on the 3D model el, listing all the gameplay differ-
as shown in the sailor starting setup. ences between them.
• Certain game mechanics are toned
7. P
lace all the remaining components ac- down on ‘easy’ to allow for quick-
cording to the setup diagram (p. 16- er learning. For example, the Cap-
17), using player aids for reference. tain won’t need to worry about ex-
cess activations and will have
plenty of orders to spare on ‘easy’.
Once you learn how the game works, it
is recommended to switch to ‘medium’
or ‘hard’ for a more fulfilling expe-
rience.
• Regardless of the role and the lev-
el you play on, always make sure to
play in accordance with the difficulty
level rules in the app. The app will
also guide each player how to com-
plete their setup. After each player
selects their difficulty level, play-
ers 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
88mm gun players’ sailors may move resource
tokens.
• A given sailor can move only one re-
source token per Mobilization.
19
The sailors are in their starting ‘Crew mobilize!
positions and the Captain announces
Mobilization to maneuvering stations:
Engines, ballasts,
helm, observers,
1
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.
20
one: sailors who have the required ‘First Aid’, ‘Enigma’, ‘Prepare Meal’,
specialization do not activate when and ‘Fire Torpedoes’.
ordered, and sailors without the re- • Players should collectively confirm
quired specialization must be acti- their sailors are ready to complete
vated only once. the order. If they are, the order is
• Some orders allow a sailor to be acti- carried out. If necessary, the First
vated more than once per order, i.e. Officer executes the order in the app.
6.6. Activation
• der,
Each time a sailor carries out an or-
he is activated. Activation can
also result from card effects.
• To activate a sailor, place an acti-
vation token (or any other token with
its activation side up) in that sail-
or’s empty activation space.
• If a sailor does not have a required
specialization icon for an order,
Two helmsman are already in position when then he must be activated one addi-
the Captain decides to change course. tional time.
• When placing a token in a sailor’s
activation space, make sure you place
it on the corresponding edge of the
panel (top or bottom edge, for which-
ever watch is currently active) and in
an empty activation space from among
the three activation spaces aligned
with the particular sailor space on
the crew tile.
• If you ever run out of activation to-
He pays for the order and issues the or- kens, use suitable substitutes instead.
der: ‘New course: 330 degrees’.
21
6.6.1. Excess Activations vation each, and the
non-specialist will
• a
Excess activations take place whenever take two, so the Cap-
sailor does not have enough empty tain moves the acti-
activation spaces to take activation vation token on the
or other tokens that he should receive. Morale Track to the
• When playing the Captain on ‘medi- left by two spaces.
um’ and ‘hard’ difficulty, an activa-
tion token is placed in the rightmost • The same rule applies any time one or
space of the Morale Track to mark more sailors take one or more excess
excess activations. When playing the activations resulting from cards or
Captain on ‘easy’ difficulty, excess other game effects. If that happens,
activations are not tracked and each resolve each effect separately, mov-
sailor is limited to three activation ing the activation token on the Morale
tokens. Track to the left as appropriate. Ex-
• On ‘medium’ and ‘hard’ difficulty, cess activation tokens, excess fatigue
a sailor without enough empty acti- tokens, and activation tokens discard-
vation spaces can be activated, but ed in order to make space for other
each time one or more sailors take tokens - all of these count as excess
excess activations, the activation activations.
token placed on the Morale Track must
be moved to the left.
• The number of spaces the token must
move is equal to the highest number
of excess activations taken by a sin-
gle sailor involved in the order or
game effect being resolved.
22
6.7. Busy Sailors activation tokens and replace it with
the appropriate ‘busy’ token. Fatigue
• Observation and repairing technical or wounds cannot be replaced this
conditions differ from other orders way. Activating sailors like this
in that they take place over a longer also counts as an excess activation.
time period, and sailors carrying out See 6.6.1. ‘Excess Activations’ for
these orders are activated using the details.
corresponding observation or techni-
cal condition tokens instead of reg-
ular activation tokens.
• Observation and technical condition
tokens are double-sided and have an
activation icon on their back side.
Make sure to flip such tokens to their
activation side once the order in prog-
ress has been carried out or stopped. The three sailors with technical condi-
• To activate a sailor for an observa- tion tokens are busy, having been ordered
tion or Repair order, take the token to repair a technical condition. They have
corresponding with the order being been activated using the appropriately
carried out, placing it in an acti- colored technical condition tokens.
vation space the same way you would
normally place an activation token,
but with the order side up (e.g. if
the sailor is repairing a technical
condition, then place a technical
condition token of the matching color
with the wrench side up in an emp-
ty activation space on the player’s
panel). This is to show that a given When the sailors finish repairs or move,
sailor is busy. the technical condition tokens are
• If a busy sailor moves, he immediate- flipped to their activation side.
ly stops carrying out his order. Flip
his ‘busy’ token to its activation 6.8. The Watch System
side and update the repairs or obser-
vation in the app. Changing the watch must follow the se-
• A busy sailor may carry out orders in quence below:
his current section without flipping
his ‘busy’ order token to its acti- 1. Adjust the Order Track.
vation side. However, a sailor can 2. Resolve crew damage (if necessary).
never carry out two ‘busy’ orders at 3. Resolve excess activations.
the same time. 4. Manage tokens and flip crew tiles.
• When activating sailors for obser- 5. Return or remove KIAs (if necessary).
vation or repairs, remember to place
one additional activation token in The watch changes over at 0600, 1200,
an activation space of a sailor who 1800 and 0000. At those times the active
doesn’t have the required specializa- watch becomes inactive and vice ver-
tion icon in his sailor space. sa. The app announces the change with
• If a busy sailor dies or can no lon- a bell. When players hear this bell:
ger participate in carrying out the
order, update the order information • The Captain adjusts the Order Track by
in the app as soon as possible. moving the order token to space VIII.
• Updating order information in the app The order token can never go further to
may result in finishing observation or the left than space VIII of the Order
pausing repairs. For details, please Track.
see 8.3. and 9.3. ‘Observers on the • Players resolve crew damage from all
bridge’ and 10.3.2. ‘Repairing tech- hazardous environmental conditions.
nical conditions’. See section 6.12. ‘Resolving crew
• When fully activated sailors carry damage’ for details.
out busy orders, discard one of their
23
• The Captain checks the position of
the Morale Track’s activation to-
ken. If it is located to the left of
the Morale Track’s order token, then
a new activation token must be placed
on the rightmost empty space of the
Order Track. Afterwards, the Captain
resets the activation token on the The sailors on the left are carrying out
Morale Track to its rightmost space. repairs, and the sailors on the right
have one activation token each. It is now
time for the other watch to take over.
24
• vation
The First Officer updates the obser- • tivation
The information bar may contain ac-
and repair values in the app icons , fatigue icons ,
if they have changed for any reason wound icons , or special effect
(including when sailors from the in- icons .
coming watch cannot continue orders • When a health condition card is as-
due to lack of enough free activation signed to a sailor, take a corre-
spaces, or being KIA). sponding wound, fatigue or activa-
• Flip the crew tile over once you are tion token for each wound, fatigue
done with updating the tokens. The and activation symbol on the card and
new watch is now active. place them in the affected sailor’s
• If any sailors are KIA, sailor figures activation spaces.
may need to be returned to or re- • If there are not enough spaces, then
moved from the 3D model at the end of discard enough activation tokens to
a watch changeover. See section 6.10. place all tokens listed on the card.
‘KIA’ for details. Wound tokens must be placed first,
followed by fatigue tokens, with ac-
OPTIONAL RULE - Simple watch change tivation tokens placed last. Remember
that excess activation tokens, excess
Players who have chosen easy difficulty fatigue tokens, and activation tokens
may slide their crew tiles instead of discarded in order to make space for
flipping them when changing the watch. other tokens all count as excess ac-
This makes for an easier game with fewer tivations. Please see 6.6.1. ‘Excess
Mobilizations necessary. Activations’ for details.
_________________ • ‘Busy’ tokens should only be discard-
ed if there are no activation tokens
DESIGNER NOTE: the differences in spe- left to discard. If a ‘busy’ token is
cialization icon allocation between the discarded, the sailor stops carrying
watches mean that the crew has to mobilize out the order, and it must be updated
before they can resume duty after a watch in the app as quickly as possible.
change. Although it might seem like an ab-
stract mechanic, it attempts to portray the
logistics part of the watch change process
without complicating the rules too much.
_________________
6.9. Health
• Assigning a health condition card to One of the sailors is already fully ac-
a sailor indicates that he is sick or tivated when he becomes wounded and re-
wounded. ceives the corresponding health condi-
• Health condition cards are found tion card.
among event cards, morale cards, and
wound cards.
• mation
Health condition cards have an infor-
bar at the top and bottom. When
a sailor is assigned a health condition
card, tuck it under the affected sail-
or’s activation space, leaving the top
or bottom information bar visible.
• The information bars list a card’s
effects on a sailor, as well as the
medical supplies required to treat The health condition card requires plac-
it. When counting the number of icons, ing a wound token and a fatigue token,
use only one bar, not both. so two of his activation tokens must be
discarded and count as two excess acti-
vations.
The bottom bar
of a health • Some health condition cards prevent
condition card. a sailor from carrying out a partic-
25
ular order. Such cards contain that 6.11. Repairs
particular order icon with a prohib-
itive sign over it. The U-boat may suffer a variety of mal-
• Some health condition cards contain functions and damage. The Chief Engineer
a icon. Its effect is explained manages repairs. There are three catego-
on the card. This effect is active ries of problems which a ‘Repair’ order
for as long as the card is assigned can resolve:
to a sailor.
• Health condition tokens remain in ef- Technical Conditions
fect until they are treated. See sec-
tion 8.6. ‘First Aid’ for details.
6.10. KIA
Hull Breaches
26
6.12. Resolving Crew Damage • type
Resolve crew damage from each token
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 • solved
All such pending cards must be re-
as quickly as possible once
Each player receives 2 the Captain pauses and is not issuing
cigarette tokens during orders.
setup. They can be used • The First Officer should remind play-
to alleviate crew stress. ers of any pending issues in the app.
Regular checks of the last few en-
tries in the app’s information feed
• A player who has at least one of their are recommended, especially after
sailors in sections 7 or 8 can dis- a moment of intense action.
card one cigarette token. • If there is any doubt or disagree-
• This enables up to four sailors (not ment regarding the timing or order of
necessarily that player’s) in Sec- dealing with pending issues, then the
tions 7 and 8 to each discard one Captain decides how to resolve it.
activation token (but no other token • Certain player activities (such as
type) from their activation spaces. plotting the course) are not orders
• The Captain also removes the left- and are completely cost-free. These
most activation token from the Order activities may be performed any time.
Track.
• Smoking can be done only once per Making mistakes
watch, but players can collectively
discard more than one cigarette to- If you have forgotten to resolve a card,
ken during that smoking break. Each some other game effect, or anything else
discarded cigarette token allows up you should have done, then do your best
to four sailors in Sections 7 and 8 to correct it. This is not a big deal.
to each discard one activation token. The game runs in real-time and there
Any excess has no effect. are various things to remember, so it
• The player discarding a cigarette to- might happen that you occasionally for-
ken decides which sailors benefit from get something (especially during your
its effect. first games).
• A given sailor may discard only one
activation token during a smoking If you realize you have omitted some-
break. thing, then correct your mistake and
• Smoking is not an order, and it is carry on with the game. As long as you
completely cost-free. don’t intentionally cheat, then every-
thing is fine - what matters is that you
6.14. Timing Conflicts enjoy the game.
Due to the real-time nature of the game, In any case, follow this principle:
there might be situations where several
things happen within a close timeframe. • or
Always finish carrying out one order
It might also happen that a player is resolving one game effect before
required to draw and resolve cards while moving on to the next.
they are preoccupied with more pressing
issues. Whenever this happens: If, for example, you get caught off
guard by an air patrol while changing
• cards
Resolving event, morale, and wound the watch, then you must continue with
may be postponed until the Cap- changing the watch, and only after fin-
tain has stopped issuing orders. The ishing changing the watch should you re-
cards are nonetheless drawn as nor- solve the air patrol (applying its ef-
mal, but placed face down within easy fects to the new watch).
reach until they can be resolved.
____________________________________
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?
29
• The Captain can use the Order Track 7.3. The Morale Track
to pay for orders whenever there are
available spaces on the Order Track. The Morale Track functions like the Or-
If there are none, orders must be der Track and is also marked with an
paid for on the Morale Track. order token.
• The First Officer should make sure that
the Captain adjusts the Order Track • The Morale Track has 12 spaces, start-
each time the watch changes over. To ing with XI and ending with a blank
adjust the Order Track, the Captain space.
moves its order token to space VIII • If there are no more available spaces
during each watch change. on the Order Track, the Captain must
pay for orders on the Morale Track by
moving the order token one space to
the right per order.
• Morale decreases when the token moves
to the right, and increases when it
moves to the left.
• Morale can increase or decrease due
to other game effects, not just be-
cause of orders. Increase or decrease
morale when instructed by cards, the
It is 0600 and the Captain has heard app, or the rules.
the bell. The Captain adjusts the Order • When increasing morale, the order to-
Track to space VIII. ken can never go further to the left
than space XI of the Morale Track or
• The Captain can also adjust the Order affect the Order Track in any way.
Track to space VIII by declaring high • Increase morale by three each time
alert. To declare high alert, adjust you sink an enemy vessel.
the order token on the Order Track to • Decrease morale by two for each sail-
space VIII and place one activation or who becomes KIA.
token in the rightmost empty space • Whenever the order token moves to the
of the Order Track - the space is now right and goes into or through space
blocked until the token is removed. X, VIII, VI, IV, II or the final space
Please see 6.13. ‘Cigarettes’ for de- of the Morale Track, the Captain must
tails. High alert can be declared at draw and resolve a morale card from
any time, but the number of times it the connected card deck space. This
can be done during a watch depends happens both when the Captain pays for
on the chosen difficulty level (please an order and when the morale has de-
read the difficulty level rules in the creased due to any other game effect.
app carefully!). • Draw cards from the first deck for
spaces X and VIII, from the second
deck for spaces VI and IV, and from
the third deck for space II and the
final space of the track.
• Do not draw morale cards when in-
creasing morale.
• If morale decreases so that the order
token moves into or through more than
one space that instructs the Captain
to draw a morale card, then draw an ap-
propriate card for each of the spaces
and resolve them as soon as possible.
• When resolving a morale card, assign
it to a random sailor if instructed
The Captain has declared high alert, which by the card, or resolve its effect
allows them to adjust the Order Track to and discard it to the bottom of its
space VIII. Unfortunately, it also re- deck. Similarly if a sailor gets rid
quires blocking the final space of the Or- of a morale card which was assigned
der Track with an activation token. to him.
30
If an exhausted crew is faced with a new
environmental condition or hull breach,
they are unable to contain the threat.
Despite their struggle, all sailors per-
ish and the U-boat is sunk.
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.
• one
Each order is the responsibility of
or more players. Their sailors 7.5.2.
Targeting, 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. morale card effects, as well as crew
damage resulting from environmental
Reload a Torpedo Captain conditions and enemy attacks.
Reload one new torpedo into an • When a card instructs you to ‘assign
x3 empty tube (only one per order). this card to a random sailor’, draw
a random crew token and assign the
88mm gun First Officer card to the sailor whose symbol you
Fire the 88mm deck gun. drew.
x3 • When drawing crew tokens, remember
that card effects cannot be resolved
20mm gun Navigator on KIA sailors. For example, if a mo-
Fire the anti-aircraft gun. rale or event card would affect a KIA
sailor exclusively, it is discarded
x2
without effect (there is no sailor
7.5.4. Safety and Crew Management to resolve the effect on). If a card
targets multiple sailors, non-KIA
Repairs Chief Engineer sailors are affected as normal.
Repair technical and environmen-
tal conditions and Hull Breach- 7.7. The Captain’s Cards
es.
The Captain has
First Aid First Officer Beer a hand of Cap-
Deal with health conditions. o ral e
tain’s cards.
In crease m
by 3, th en
ea ch These cards
va tes
pl a y er acti represent spe-
r
two of th ei
Address the crew Captain sail o rs. cial resources
The Captain plays one Captain’s and abilities to
card. influence the crew
1 in various ways.
Prepare Meal Navigator
The Navigator prepares food for • The Captain can play one card during
the crew. each ‘Address the crew’ order. The
order must be paid for and the Cap-
Mobilize - all officers tain (or another sailor carrying out
Players can move their sailors this order) must be activated as nor-
around the U-Boat. They should mal before applying the card’s ef-
get into correct locations to fects.
fulfill subsequent orders. • Return the card to the box after
playing it.
• The number of cards the Captain re-
ceives during setup depends on the
chosen difficulty level.
_________________
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.
____________________________________
Information
Options feed
menu
Time
compression
New
speed
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; • uations
real-time - perfect for combat sit-
the 20mm is on the bridge). Observers 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- • transit - suitable only for long dis-
phone can be used to detect and track 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 and
8.6. First Aid campaign missions, however, additional
medkits can be opened to replenish the
• the
The First Aid order is not managed by token supply. This is done by discarding
app. a medkit token and returning all of the
• A sailor activated to give First Aid discarded medical supply tokens back to
must be in the same section as the the medkit space. Using a medkit token is
sailor receiving treatment. not an order and is completely cost-free.
• a
Only one sailor may be activated by
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 • U-boat
Distance (the distance between the
a submerged 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 sail-
42
ors located in sections 7 and 8 are A meal has the following effects on the
KIA if the U-boat dives. crew’s morale:
• If there is at least one busy observ-
Meal Size Effect
er, then increasing the number of busy
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
would normally have no effect, but as
they are the second and the third meal
of the day, they both receive a +1
bonus. The crew has been fed very well
and the morale increases by 3 in total.
The Navigator
removes all the
meat tokens and
returns them to
the box.
It is 22:00, so the app asks what the After that, the Naviga-
crew has eaten. The Navigator has three tor randomizes all the
meals in the ‘today’s meal’ spaces: the remaining tokens, forms
first meal has 3 ingredients, and the a new ‘Food Supply’ and
remaining two have 2 ingredients each. replenishes the ‘Avail-
The first meal will increase morale by able Products’ pyramid.
1, as normal. The remaining two meals
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.
Last, but not least, the Chief Engineer should have the Tactical Guide on hand and
assist the remaining players during combat by looking up any information they might
need in the Tactical Data reference on the back cover.
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
condition – if left unrepaired,
• A paused repair can be resumed if
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 the new watch does not have enough
activation spaces to continue the re-
order and will not work until pairs, they must take excess acti-
repaired. vations. Please see 6.6.1. ‘Excess
Activations’ for details.
10.3.2. Repairing Technical Conditions • The Chief Engineer may play a card when
repairing a technical condition. See
• As soon as the First Officer reports the following paragraph for details.
a technical condition, the Chief En-
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’ in this case), then the
sailor must be activated one addi-
tional time.
• A sailor with a technical condition
token is busy. See section 6.7. ‘Busy
sailors’ for details.
• The app will indicate when repairs The First Officer checks the severity
have been completed. You can then level in the repair menu.
46
cated, and cards from toolbox II only
where toolbox marker II is located.
• 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
face up in the section of the Tech-
nical View where the ‘Repair’ order
is being carried out. The card stays
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 if they don’t have the repair spe-
repairs to be done, and that there is cialization icon). One environmental
a sufficiently qualified personnel to use condition token is then removed.
the card’s ability (a sailor, or, • When removing an environmental con-
better still, the sailor). If every- dition token, increase morale by 2.
thing is correct, then the card’s bonus • Dealing with environmental conditions
is added to the number of sailors in does not require the app.
the repair crew. • Having the necessary supplies does
not protect a sailor against the ef-
10.3.4. Environmental Conditions fects of fire or electrical hazard.
(Toxic gas is an exception.)
Environmental conditions directly in-
fluence the crew’s health, morale, and The list below shows which supplies are
overall performance. They are marked on necessary to deal with each environmen-
the Technical View and must be solved tal condition and which wound deck to
with appropriate supply tokens. draw from when resolving crew damage:
10.3.5.
Dealing with Environmental Toxic Gas1
Conditions
Crew damage:
The Chief Engineer uses five supply tokens poisoning
to deal with environmental conditions. Neutralized by: rebreathers
During setup, they can allocate them in any Eliminated by: Surfacing
sections they wish on the Technical View.
Non-hazardous
Lighting Failure
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.
Once 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.
Other 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.
Access 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.
As Section 2 is flooded, several sailors Toolboxes and supplies are also placed
have been cut off in Section 1. When the on the Technical View, and the Chief
U-boat is surfaced, those sailors can Engineer should check which resources
leave Section 1 and other sailors may are needed for repairs and whether Mobi-
move into Section 1, as long as each of lization is necessary to move resourc-
those sailors is activated. es to a different U-boat section. The
Chief Engineer should always be aware of
10.4. The Technical View what is happening on the Technical View
and work closely with the Captain so
The Chief Engineer is also responsible that repairs and maneuvers can proceed
for monitoring the Technical View of the smoothly.
INDEX
Learning how to play . . . . . . . . . . . . 1.5
Activation . . . . . . . . . . . . . . . . . . . 6.6
. . . Mobilization . . . . . . . . . . . . . . . . . . . 6.4
Attack Disk . . . . . . . . . . . . . . . . . 9.2.1
. Morale Track . . . . . . . . . . . . . . . . . . . 7.3
Ballast tanks . . . . . . . . . . . . . . . . . . 10.2 Observers
Busy sailors . . . . . . . . . . . . . . . . . . . 6.7 - app . . . . . . . . . . . . . . . . . . . . . . . 8.3
Captain . . . . . . . . . . . . . . . . . . . . . . . 7.5.3 - board . . . . . . . . . . . . . . . . . . . . . . 9.3
Crew Damage . . . . . . . . . . . . . . . . . . 6.12
. . Orders
Crew Tokens . . . . . . . . . . . . . . . . . 7.6
. . . - carrying out . . . . . . . . . . . . . . . . 6.5
Difficulty levels . . . . . . . . . . . . 1.3, 5.3 - order list . . . . . . . . . . . . . . . . 7.5
. .
Enigma . . . . . . . . . . . . . . . . . . . . . . 8.4
. . . Periscope . . . . . . . . . . . . . . . . . . . . . . 8.4
Environmental Conditions . . . . . . . 10.3.4 Real-time gameplay . . . . . . . . . . . . . 1.4
. .
Food . . . . . . . . . . . . . . . . . . . . . . . 9.4
. . . Technical Conditions . . . . . . . . . . . 10.3.1
Hazardous sections . . . . . . . . . . . . . . 6.4 Toolboxes . . . . . . . . . . . . . . . . . . . . 10.3
.
Hydrophone . . . . . . . . . . . . . . . . . . 8.4
. . . Visual identification . . . . . . . . . . . . 8.2
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