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Sink the Bismarck

Making this game.


Print these rules for reference. If possible print the board and counters onto light card.
Cut the counters so that you have an aircraft and a torpedo joined along one side. Then
fold along the black line and glue into place so you end up with twelve double sided
counters, each with an aircraft on one side and a torpedo on the other.

Preparing to play.
Place the board on a flat playing surface, pile the counters next to the board and get your
self at least five standard six sided dice. You'll also need a pencil to record the score and
the number of torpedo hits. Then your ready to play.

Objective of the game.


In this game you take the part of the German Anti-Air controller on board the German
battleship “Bismarck”. You will be directing the guns on board the ship and try to bring
down the attacking British Swordfish torpedo bombers. Should any aircraft manage to
launch a torpedo you are able to direct your guns on the water in a last ditch effort to blow
the torpedo up before it hits your ship.
The game ends once 5 torpedoes hit the ship. You'll score points for each aircraft and
torpedo you destroy.

Turn Sequence

Step 1
Roll two dice to place attacking aircraft. Check the number on each die, if you roll a 1 or a
6 then no aircraft gets placed in play for that die. If on the other hand you roll a 2,3,4,5
then that die indicates that another aircraft is attacking. Place a counter, aircraft side up, in
the space on the board with the matching number. More than one aircraft ( or torpedo )
can occupy the same space on the board.

Step 2
Take four dice and place these in any of the spaces on the board. You can place as many
or as few of your dice in any space, there are no restrictions. Your trying to predict where
the aircraft will be after they have moved. Therefore it is best to place the dice in spaces
below the aircraft and torpedo's.

Step 3
Now you move aircraft and torpedo's. They move in different ways.
For each aircraft one at a time, roll a die. A result of 1 or 2 means the aircraft is moved one
row down board towards the ship and shifted a column to the left. A result of 3 or 4 means
the aircraft simply moves one row down and stays in the same column. A result of 5 or 6
means that the aircraft moves down a row and shifts a column to the right. If a move
would take the aircraft off of the board, then it moves down a row and you ignore the
column shift.
When an aircraft moves down a row and crosses the thick grey line into the “Torpedo
Zone” this means the aircraft has dropped it's torpedo. Flip the counter over to its Torpedo
side.
When moving a torpedo, do not roll a die. Simply move it down the board 1 row and stay
in the same column.
If a torpedo is in the bottom row ( the second in the Torpedo Zone ) and it's time to move it,
remove it from the board and score a torpedo hit. Remember, the moment the 5th torpedo
hits the ship the game ends.

Step 4
If any of the dice you placed on the board are in the same space as an aircraft or torpedo
counter roll that die. If the space is above the Torpedo Zone (thick grey line) a roll of 5 or 6
indicates a hit. In the Torpedo Zone (below the thick grey line) only a roll of 6 indicates a
hit. A hit only removes a single aircraft or torpedo, so if you roll a hit in a space that
contains 2 or more aircraft only 1 aircraft is removed.
Once you have rolled the four dice remove them from the board and start again from step
1.

Scoring
For each aircraft hit you score 1 point. For each torpedo hit, you score 5 points.
This is an FNH game.
Visit http://www.Bookranger.co.uk
This game is released under a Creative Commons Non
Commercial Attribution Share Alike UK license.

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