69 Uboot Rulebook
69 Uboot Rulebook
2
Player Panels
2.Components
The following list will let you familiarize yourself with the
box contents of the game. These tiles are placed on the player panels and help play-
ers track their crew status. They contain geometrical sym-
Hull Section Cards bols for each sailor, as well as their specialization icons.
These cards constitute the Technical View of the U-boat.
They are placed on both sides of the model to show sec- Player Aids
tion names and specialization icons indicating where par-
ticular orders are carried out. Consult the setup diagram ORDERS
Capta
in
Coordinate the crew
when you order:
Section(s) Requirements
Rulebook
The 3D Model The rules booklet that you are reading right now.
This is where most of the action takes place. The model
is a representation of the Type VII C U-boat and features Tactical Guide
all of its most important sections for the sailors to move A separate booklet containing gameplay advice.
about and carry out their duties.
3
The Captain’s Cards
Cards that are
played by the
__er
Be __
e
Captain to influ-
Retract th
morale trac
k by 3,
te
ence the morale
then activa
alL sail or s. of the crew.
Crew Tokens
16 tokens, each corre-
sponding to one of the
sailors’ base shapes and
colors. The Captain blind-
draws from among these tokens whenever sailors are to
The Navigator The Chief Engineer be affected by game effects.
4
Flooded Section Token sition of enemy vessels on the tactical map, as well as
This token is used whenever a hull intercept vectors to attack them.
breach occurs. If the breach is not
sealed in time, then the token is Distance Ruler
used to mark a flooded section.
Activation Tokens
These tokens are used to track how many The Navigator uses this ruler to plot the course on the map.
actions a particular crew member has taken. It can also be used to calculate distance covered in transit.
Observation tokens, Technical Conditions tokens and
Environmental Condition tokens also have ‘activation’ on 360 Degree Protractor
their back. Used when plotting the submarine’s course
on the strategic map.
Observation Tokens
These tokens are used by The Navigator to
mark who is performing observer duty. 3. GLOSSARY
Provision Tokens OF U-BOAT TERMS
These tokens repre-
sent the food supply Attack disk
that the crew has at The Navigator’s tool used to determine tar-
their disposal. get intercept vectors. It is composed of three
concentric disks and provides quick answers re-
garding enemy position and optimal torpedo attack solu-
Wounded / Fatigue Tokens tions. The Attack disk very closely resembles authentic
These tokens are used for sailors that get tools used by U-boat sailors to calculate targeting data,
sick or wounded in the line of duty. and mastering its use is absolutely essential for the Navi-
gator to be able to perform his tasks.
Medical Supply Tokens
These tokens are various ASDIC (active sonar)
supplies used by the First ASDIC was a device used for locating and tracking sub-
Officer to treat sick or merged U-boats. It emitted a highly concentrated sound
wounded sailors. wave that traveled through water, and, upon hitting an
object, bounced back to the transceiver, giving the opera-
tor a rough location and depth of the target. Initially, AS-
KIA Tokens DIC lacked precision, but later models could give a very
These tokens are used when a sailor has been precise reading of a submerged contact. The downside
killed in action. of ASDIC was that it could not detect surfaced U-boats.
Bridge
U-boat Marker When speaking of submarines of the WWII era, the term
This marker is placed on the tactical ‘bridge’ means the open platform at the top of the con-
map to depict where the U-boat is lo- ning tower. This is where observers perform their duties.
cated in relation to enemy vessels.
Hydrophone (passive sonar)
Enemy Marker A device that served as the U-boat’s ears. Whenever the
This marker is placed on the tactical submarine was submerged, it could use the hydrophone
map to depict a contact’s position be- to hear sound waves traveling through the water, enabling
fore it has been identified. the operator to calculate the bearing and distance of ene-
my vessels by listening to their propeller sounds. An ex-
Trophy Tokens perienced operator could even determine the course and
These tokens are placed on speed of the vessel. The hydrophone was a primary tar-
the tactical map to denote get acquisition system for the Type VII C U-Boat. In poor
identified enemy weather conditions it could provide a faster attack solu-
vessels. Each token has a GRT (gross reg- tion than attempting a visual solution.
ister tonnage) value which is scored by
the players after they sink it. GRT (gross register tonnage)
During WWII, The United Kingdom was
Attack Disk heavily reliant on its sea trade routes.
This component is used by the German submarine strategy focused
Navigator to determine the po- on cutting these supply lines, depriving
5
the UK of vital cargo in an attempt to starve the country The mission included in the preview is a ‘hunt’ type mission.
into submission. GRT refers to the amount of cargo (fuel, You have 4 days to sink as much allied GRT as possible. Once
munitions etc.) a merchant vessel could carry. Merchant the time passes, the U-boat will automatically return to base.
vessels were the primary target of U-Boat operations.
4.3 Real-time Gameplay Experience
Contact There are no defined player turns in UBOOT The Board
A detected surface, subsurface or airborne unit. Game. Instead, the pace of the game is dictated by the
companion app and the Captain’s orders. The app alerts
Enigma players to new threats and opportunities. The players
A cipher machine used extensively by German forc- then coordinate their response. It is important not to lose
es during WWII. It encrypted messages according to sight of the primary objective nor neglect urgent threats.
a ‘daily key’. The daily key contained rotor settings that
changed clear text into cipher text. The three rotor Enig- The app will also request specific players to update the
ma code was broken by Polish cryptanalysts before the situation on the technical view, the 3D model, or their
second world war. Using their method, the Allied crypt- panels. Such updates should be performed without delay,
analysts at Bletchley Park were able to break the German as they allow all players to have a live view of the U-Boat’s
four and five rotor enigma code and even the encoded condition. This game element, if neglected, could easily
and encrypted German Naval Enigma code. Early war put mission success at risk.
cryptanalysis was a time-consuming affair.
6
5.2. Prepare game components – Place the crew tokens in an opaque container next to
the Captain’s player panel.
1. Place the 3D model in the middle of the table and ar- – Shuffle all the Provision tokens and place them face
range the Hull Section Cards on both sides, lining up down on the Navigator’s panel in the Food Supply box.
with the sections as shown in the setup diagram. – Place all the Medical Supply tokens on the ‘Verbandkas-
2. Arrange the player panels as shown in the Setup dia- ten’ space on the First Officer’s panel.
gram (p. 8-9). – Place the Supply tokens on the toolbox spaces (Werkze-
3. Hand out each player’s components: ugkasten) on the Chief Engineer’s panel (at least two
Supply tokens per space). Then place the grey toolbox
The Captain marker in Officer’s Quarters and the green toolbox
l 4 sailor figures marker in the Bow Section on the Technical View of the
l The Captain’s panel U-boat on the board.
l The Captain’s crew tile
l The Captain’s player aid 6. Place the figures on the 3D model as shown on the
l 3 Order tokens Figures starting setup.
l Morale cards
l 16 crew tokens
l Captain’s cards
l 12 Activation tokens Figures Starting Setup
7
Setup diagram
5 4 35
3
6 7
8 9
34
2 1
19
34
31
21 22
20 23
24
35 5
8
12 10 11
35 5
13
12 14
34 17
18
17 15
34
32
16
25
26
30
27 28 29 33 5 35
9
l Medium: separate the 8 Health Condition cards from l The sailors are represented by plastic figures. The fig-
the Event deck. Pick 4 cards randomly and shuffle ures’ bases and colors correspond with those on the
them back into the Event deck, discarding the rest players’ crew tiles.
(they will not be used this mission). l The crew tiles are double-sided, and each side rep-
l Hard: do not remove any cards from the Event deck. resents either the first or the second watch. For the
first watch (beginning of the game), the crew tiles are
The Navigator placed on the player panels as shown below.
l Easy: if the ‘Today’s Meal’ space is empty when the
app asks about consumed food, advance the Morale
Track by one space instead of two spaces.
l Medium: prepare food, replace and rearrange tokens Second watch
(sailor tiles Sailor spaces
as written in the rules. at the top)
l Hard: discarding and substituting tokens in the ‘Avail-
First watch
able Products’ pyramid is not possible, but they may (sailor tiles
still be rearranged as written in the rules. at the bottom)
10
In simple terms, Mobilization is used for moving the sail-
ors around, while Orders are used for making them do
things.
6.4. Mobilization
l The Captain mobilizes the crew to enable players to
move their sailors around the U-Boat. The sailors are in their starting positions and The Captain
l The Captain must advance the order track by one announces mobilization to maneuvering stations: ‘Crew mo-
space for each mobilization. bilize! Engines, ballasts, helm, observers, man your stations!’
l The cost must be paid before players can move their
sailors.
l Do not activate the sailors who are mobilizing.
l Any number of sailors can be moved during a single
mobilization.
l Sailors can move from any number of starting sec-
tions to any number of destination sections which are
connected by an unbroken chain of adjacent sections.
Sailors cannot enter or move through flooded sections. The mobilization is now complete: the sailors have reposi-
See section 10.3.6 ‘Hull Breach’ for details. tioned in accordance with the Captain’s orders. The observers
l The Bridge and the Control Room are considered adja- are all on the bridge, the engine and ballast crew, as well as
cent, unless the submarine is submerged. In that case, helmsmen are all in position. The crew is now ready to carry
sailors cannot move between the Bridge and the Con- out orders.
trol Room.
l Orders can never be issued or carried out during Mobi- 6.5. Carrying Out Orders
lization. Only after Mobilization is finished can orders l The Captain issues orders to the other players.
be issued and carried out again. See ‘Ending Mobiliza- l The Captain must pay the order cost by advancing the
tion’ for details. Order Track by one space for each issued Order.
l Mobilization also allows the Chief Engineer to reposi- l Each order has requirements that must be fulfilled be-
tion his toolboxes. Any sailor moving from or through fore the order can be followed. To fulfill the specific
a section containing a toolbox may take it with him and order requirements, the sailor(s) carrying out the order
place it in the section where he finishes his movement. must:
See section 10.3.4. ‘Supplies and Toolboxes’ for details. – be present in the specified section(s).
– collectively match or exceed the required num-
Hazardous Sections ber of specialization icons required by the or-
A section becomes hazardous when there is a fire, toxic der.
gas, or electrical failure token placed in it. l All sailors carrying out an order must be activated (see
l Sailors may move into and through Hazardous Sec- section 6.6. ‘Activation’ for details).
tions. l
Sailors without the required specialization
l After finishing movement, resolve crew damage for icon may carry out the given order, yet they
each sailor who has moved into or through a Hazard- activate at a penalty of placing one addition-
ous Section. See section 6.11. ‘Resolving Crew Dam- al Activation token in their activation spaces
age’ for details. (one additional activation token per such sail-
l Resolve crew damage only once for each Environmen- or). Such sailors count as each having one icon
tal Condition token: all sailors who have moved into or required by the order.
through a Hazardous Section during the mobilization l Players should collectively confirm their sailors are
are affected simultaneously. ready to complete the order.
l The First Officer records the order in the app by press-
Ending Mobilization ing OK.
l Once all the sailors have finished moving and resolved l The available orders are listed below:
Crew Damage (if necessary), the Captain must receive
a verbal confirmation from each player. Maneuvering
l Once all the players involved have confirmed their • Engines
readiness, the Captain must announce the end of the • New course
current Mobilization. Once that happens, no sailors • New depth
can move until the Captain announces the next Mo- • Dive/resurface
bilization.
Navigation and Target Acquisition
The overall mobilization scheme is as follows: • Observers, watch your sectors
1. Announce Mobilization • Periscope
2. Move sailors • Hydrophone
3. Resolve crew damage (if necessary) • Sextant
4. End Mobilization
11
Armament
• TDC
• Flood tubes
• Fire torpedoes
• Reload tubes
The First Officer activates the sailors carrying out the order.
6.6. Activation
l Each time a sailor carries out an order, they are acti-
vated.
l Place an Activation token (or any other token with an ac-
Two helmsman are already in position when the Captain de- tivation side up) in that sailor’s empty activation space.
cides to change course. l If they do not have the required specialization icon for an
order they must be able to take two Activation tokens.
l A sailor with not enough empty activation spaces cannot
be activated until enough activation spaces are freed.
l A sailor can never have more than three Activation to-
kens.
l When placing a token in a sailor’s activation space,
make sure you place it on the respective side of the
panel (top or bottom, whichever the active watch is)
and in an empty activation space from among the three
activation spaces aligned with the particular sailor
space on the crew tile.
l If you ever run out of activation tokens, use suitable
He advances the Order Track by one and issues the order: substitutes instead. A pool of surplus activation tokens
‘New course: 330 degrees’. has been provided to reduce the chances of this ever
happening.
The First Officer has not yet carried out an order this watch,
so all his activation spaces are empty. The Radio Officer has
already carried out three orders and cannot carry out any
more as all his activation spaces are taken. The two sailors on
The First Officer quickly selects the order in the app and sets the right have performed one course change, so each of them
the given course. has a single Order token.
12
l Players remove Activation tokens when their sailors rest. 6.8. The Watch System
l Sailors rest when the watch changes. Watch change is The watch changes over at 0600, 1200, 1800 and 0000.
at 0600, 1200 1800 and 00:00. The app announces the change with a bell. When players
l Watch change is indicated by the app with a bell sound. hear the watch change bell:
See section 6.8. ‘The Watch System’ for details.
l If any sailors are located in Hazardous Sections, those
6.7 Busy Sailors sailors may get hurt. Resolve crew damage from those
l Observation and repairs differ from other orders in that environmental effects. See section 6.11. ‘Resolving
they take place over a longer time period, and sailors Crew Damage’ for details.
carrying out such orders are activated using the cor- l Each player then discards a single Activation token
responding observation or Technical Condition tokens from each sailor space on their player panel (no more
instead of regular Activation tokens. than one token is ever discarded per sailor).
l Observation and Technical Condition tokens are dou- l Place any transferred busy tokens in an empty activa-
ble-sided and have an activation icon on their back tion space of their next-watch counterpart. (the sail-
side, so make sure to flip such tokens to their activa- or’s colleague is taking over his duties). If there are
tion side once the order in progress has been carried not enough empty activation spaces or the next-watch
out or finished. counterpart is KIA, then the sailor cannot take over
l To activate a sailor for an observation or repair order, and the observation or repair value in the app must be
take the token corresponding with the order being car- updated as soon as possible.
ried out, placing it in an activation space the same way l Do not discard any additional Activation tokens from
you would normally place an Activation token, but with a busy sailor after transferring a token.
the order side up (e.g. if the sailor is repairing a Techni- l Incoming watch sailors that have received a transferred
cal Condition, then place a Technical Condition token token who don’t have the required specialization icon
of the matching color with the wrench side up in an take an additional Activation token.
empty activation space on his player panel). This is to
show that a given sailor is busy.
l If a busy sailor is mobilized, he immediately
stops carrying out his order. Update the repairs
or observation in the app and flip his ‘busy’ to-
ken to its activation side.
l A busy sailor may carry out orders in his current sec-
tion without flipping his ‘busy’ order token to its acti-
vation side.
l When activating sailors for observation or repairs, re-
member to place one additional Activation token in an
activation space of a sailor who doesn’t have the re- The sailors on the left are carrying out repairs, and the sailors
quired specialization icon in his sailor space. on the right have one Activation token each. It is now time for
l If a busy sailor dies or can no longer participate in car- the other watch to take over.
rying out the order, update the order information in the
app as soon as possible.
The three sailors with repair tokens are busy having been or-
dered to repair a Technical Condition. They have been activat-
ed using the appropriately colored Technical Condition tokens. The Technical Condition tokens are transferred to the new
watch, while regular Activation tokens are discarded.
13
The bottom bar of
a Health Condition card.
When the other watch takes over, only sailor(s) who received
the required medications can get rid of tokens resulting from
cards (one per sailor).
14
breaking down or requiring attention. They will increase ...The Captain draws
in severity with time if left unattended. See section 10.3.1. four crew tokens. Un-
‘Technical Conditions’ for details. fortunately, one of the
sailors from the en-
Environmental gine room is among
Conditions them!
Environmental Con-
ditions directly influence the crew’s health, morale, and he brown square
T
performance. They are placed on the 3D model of the sailor gets burnt and
submarine and must be dealt with using appropriate sup- receives a Wound
plies. Three of them (fire, electrical hazard, and toxic gas) card from the ‘Burns’
cause sections to become hazardous and may require deck. A Wound To-
players to resolve crew damage. See section 6.11. ‘Re- ken and an Activa-
solving Crew Damage’, and section 10.3.3. ‘Environmen- tion Token will need
tal Conditions’ for details. to be placed in his
activation spaces.
Hull Breaches
A breached hull is the most severe type of failure on 6.12. Timing Conflicts
a submarine. The integrity of the pressure hull has been There might be situations where several things happen with-
compromised and the U-boat is taking on water. Each in a very close timeframe. Whenever that is the case, then:
time a hull breach occurs, a countdown starts in the app;
this is how much time the players have to seal the breach. l The First Officer should remind players of any pend-
See section 10.3.6.‘Hull Breaches’ for details. ing issues, e.g. game effects to be resolved, cards to be
drawn, etc.
6.11. Resolving Crew Damage l Card effects (i.e. drawing and resolving event or Mo-
Crew damage must be resolved when sailors become ex- rale cards) must be postponed until you finish the cur-
posed to Environmental Conditions or enemy attacks. rent order or Mobilization, but after that they have to
Crew damage is resolved when: be resolved as quickly as possible.
l A fire, electrical hazard, or toxic gas Environmental l The order of dealing with pending issues is decided by
Condition token is placed in a section where one or the Captain.
more sailors are located. Such sections are referred to
as Hazardous Sections. Most importantly, do not forget about the golden rule as
l One or more sailors move into or through a Hazardous regards the real-time aspect of the game:
Section.
l One or more sailors are located in a Hazardous Section l Always finish carrying out one order / resolving one
when a watch changeover begins. game effect before moving on to the next.
l The app instructs the players to resolve crew damage
as a result of enemy attack. If, for example, you get caught off guard by an air patrol
while changing the watch, then you must continue with
Crew damage is resolved as follows: changing the watch and only then should you resolve
l The Captain draws as many Crew tokens as there are the effects of the air patrol (applying them to the new
sailors in the affected section. watch). The Captain should work closely with the First
l If any of the tokens drawn match any of the sailors in Officer and always be aware of how long it is until the
that section, the First Officer assigns a Wound card of next change of the watch.
the indicated type to each of those sailors. Fire causes
burns, electrical hazard causes electric shock, and tox-
ic gas causes poisoning. 7. THE CAPTAIN
l Assign Wound cards to sailors one by one, in the order
of your choice. Do not look at a Wound card before Playing as the Captain is one of the most demanding
choosing which sailor to assign it to. tasks in the game. It requires strategic planning, leader-
l When resolving crew damage in a section with more ship skills, and a rudimentary knowledge of WWII sub-
than one Environmental Condition token, resolve crew marine tactics. To get started, read the section below on
damage separately for each token in the order of your how to issue orders to fellow players. For a better expla-
choice. nation on how to carry out WWII submarine operations,
please consult the Tactical Guide included with the game.
A Fire token has just
been placed in the 7.1. Commanding the Crew
Engine Room. As
there are four sailors The Captain either mobilizes the crew or issues orders.
in that section... Mobilization enables the crew to move and complete
subsequent orders. Each captain will have their own style
and can issue orders however they like. The flowchart be-
15
low should help a new Captain determine when to order
or mobilize their crew.
YES NO l At the beginning of the game, the Order token is on the
blank space of the Order Track. When the Order token
reaches the end of the Order Track, further orders will
be paid for on the Morale Track. (See ‘Morale Track’
ISSUE ORDER MOBILISE below for details).
ACTIVATE CREW
IN POSITION?
YES As the Captain had reached the end of the order track, he
began paying order cost on the Morale Track.
The Order token is already in its last available space, but the
Captain still needs to issue an order. They advance the Morale
16
Track by one and draw a card because the token has land- faces. It involves switching propulsion from diesel to the
ed on a Morale card space (highlighted and connected to the electric motors (or the other way round), operating the
particular deck). ballast tanks, and setting depth on the helm. Make sure
both the First Officer and The Chief Engineer are ready
l After being resolved, Morale cards are discarded to the before ordering this. Be ready to dive at all times
bottom of their respective decks. when traveling on the surface.
l At the beginning of the game, the Order token is put on
the starting (empty) space of the Morale Track. New depth - assigned Officers: The First Officer
l The Morale Track never resets, but morale can be im- and The Chief Engineer
proved by certain actions. Retract the Morale Track This is less complex than a Dive/Surface order, since
when instructed by cards or the app. it does not involve switching between the two different
l Do not draw Morale cards when retracting the token means of propulsion (the U-Boat remains submerged
on the Morale Track. throughout the order). It requires both The First Officer
l Advance the Morale Track by two for each sailor and the Chief Engineer to have their crew members in
who is KIA. position.
l When the Order token on the Morale Track has reached
space XVIII and The Captain is required to advance 7.4.2. Navigation and Target Acquisition
it further, then the crew mutinies and surrenders the Observers, watch your sectors - assigned Officer:
U-Boat to the Allies. All players have lost the game. The Navigator
When on the surface, having observers on the bridge is
he Order token is al-
T crucial. The Navigator should provide an appropriately
ready on the last space skilled crew for the order. Once the sailors are in posi-
of the Morale Track. If tion, issue this order to start observation. Note, this will
the Captain is forced to cause activated sailors to be activated with an Ob-
advance the Order to- servation token and become ‘busy’.
ken any further, then it
is GAME OVER. Periscope - assigned Officer: The Captain
While at periscope depth (within 10 meters under the
7.4. Order List surface) it is used to acquire and attack surface targets.
All available orders are detailed below. They have been
organized into categories to help you learn more quickly. Hydrophone - assigned Officer: The First Officer
The list is also abbreviated on The Captain’s player aid for This detects contacts when the submarine is submerged.
quick reference. It is recommended to perform a full sweep before surfac-
ing; unless you are willing to take the risk of being sur-
l Each order is the responsibility of one or more players. prised on the surface.
Their sailors may need to be mobilized before the or-
der to be in position. Sextant - assigned Officer: The Navigator
l The assigned Officers ensure that the order is entirely To plot the position on the map, the U-boat must be sur-
completed before any other activity starts. faced and there must be a sailor on the bridge.
l The Captain must advance the Order token on
the Order Track by one each time the crew is mo- 7.4.3. Armament
bilized or an order is issued. This applies to each TDC - assigned Officer: The Captain
time you extend the periscope, use the hydrophone, The Torpedo Data Computer must be programmed be-
etc. fore torpedoes are launched. Carrying out this order
opens the torpedo attack menu in the app.
7.4.1. Maneuvering
Engines - assigned Officer: The Chief Engineer Flood Tubes - assigned Officer: The Captain
This order allows you to change the speed of the subma- Tubes must be flooded before torpedoes can be launched.
rine. The possible throttle settings are: Full Astern, Stop, You can flood as many tubes as you like with a sin-
Slow Ahead, Half Ahead, Full Ahead. The Chief Engi- gle order.
neer’s sailors have to be in the Engine Room or the Aft
Section for this order. Fire a torpedo - assigned Officer: The Captain
‘Torpedo... Los!’ Launching each torpedo is a sepa-
New course - assigned Officer: The First Officer rate order. The torpedoes are now in the water, and
The First Officer’s helmsmen have to be in position so rapidly closing in on the target. All that is left to do is to
that the course can be set in the app in accordance with wait for the explosion...
the Navigator’s plot.
Reload a torpedo - assigned Officer: The Captain
Dive/Surface - assigned Officers: The First Officer Once torpedoes have been fired, new ones must be load-
and The Chief Engineer ed into the tubes. You can reload only one torpedo
This is the most labor-intensive maneuver of all. It must per order. It requires considerable manpower, but is nec-
be performed each time the U-Boat submerges or sur- essary if you wish to press on with the attack.
17
7.4.4. Safety and Crew Management 8. THE FIRST OFFICER
Repairs – assigned Officer: The Chief Engineer
When anything requires maintenance or repairs, the The First Officer is the Captain’s second in command.
Chief Engineer will see to it. This includes Technical and They interact with the app to enter orders and report
Environmental Conditions, as well as Hull Breaches. events. They are also responsible for the helm and keep-
ing the crew in good shape by providing first aid.
First aid – assigned Officer: The First Officer
The crew is exposed to various illnesses and wounds, 8.1. Companion App Basics
collectively referred to as Health Conditions. These low-
er the crew’s combat efficiency, and may even result in Main Screen
death. Therefore, it is a good idea to monitor the health This is where the Information Feed, the maneuver but-
of the crew. tons (left), Target Acquisition (center), and other options
(right) are located. From here you will learn about all the
Address the crew – assigned Officer: The Captain threats and opportunities facing the U-boat.
This order allows play of The Captain’s cards to improve
crew morale. The Captain starts with a hand of cards Options menu Information
which can be added to. The cards are one-time use only feed
and they are removed from the game after being played. New Time
speed compression
Prepare Meal - assigned Officer: The Navigator
New Armament
This order allows the Navigator to prepare meals for the course
crew. It should be done once daily, or morale will suffer. Repairs
Sextant,
New Batteries, etc.
Mobilize - assigned Officer: all officers depth
Mobilization enables players to move their sailors around Target acquisition Observers on the bridge
the U-Boat and be in the right positions to complete sub-
sequent orders. A good Captain will use a single Mobi-
lization to get the sailors ready for multiple orders. The To be a good First Officer, make sure to:
Captain should announce all the orders that they are
planning to issue when mobilizing the crew. l Pay close attention to the Information Feed, it is the
primary source of information that the crew must re-
7.5. Crew Tokens act to.
l These tokens are used whenever a sailor is to be se- l Report EVERYTHING you learn from the app to the
lected for any game effect. These include Event and other players; they may also request access to the app,
Morale card effects, as well as crew damage resulting but they can do so only when sailors under their con-
from Environmental Conditions and enemy attacks. trol are carrying out the order in question. Don’t for-
l When a card instructs you to ‘assign this card to a ran- get to take control of the app after they are finished.
dom sailor’, draw a Crew token and assign the card to For example, the Navigator might want to see the view
the sailor whose symbol you have drawn from among from the bridge to get better situational awareness.
the Crew tokens.
Maneuvering:
7.6. Scoring Trophy Tokens
After a successful attack, the Navigator will pass the Tro- The three buttons on the left are your maneuvering op-
phy token(s) of sunken vessels to the Captain. These are tions: Speed, Course or Depth. Each option brings up the
used to determine the game-end score. Each time an necessary controls to input new orders. Rotate the com-
enemy vessel is sunk, retract the Morale Track by pass, drag the depth gauge arm, or choose the desired
3 spaces. speed option. Once a new order is entered correctly, con-
firm by pressing the ‘OK’ button.
For more information and advice on how to launch suc-
cessful torpedo attacks, refer to the Tactical Guide in- 8.2. The First Person View
cluded with the game. The app provides a first-person view (FPV) in three dis-
tinct situations: observer view, periscope view, and tar-
geting (TDC) view. Each view features a zoom function-
ality which is toggled with the zoom button (located at the
top of the screen). Please remember that you can switch
gyroscope functionality on or off in the in-game menu.
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l The Captain must order the observers to watch their The periscope and the binoculars FPV have a 360° view.
sectors. This view is aligned with the hull of the U-Boat. 0° is
l Each of the participating sailors must be activated with straight over the bow of the U-Boat, 180° is the stern,
an Observation token. etc. A contact at 90° has a bearing of 90° from the U-Boat
l The Navigator reports the number of observers cur- which is very useful information to the Navigator. Note,
rently on duty to the First Officer. The higher the num- these values have nothing to do with direction of travel.
ber, the more frequent and precise the reports will be.
l When there is at least one observer on the bridge, The 8.2.3. Engaging the Torpedo Data Computer (TDC):
First Officer can click on the binoculars button to enter The TDC FPV can be engaged by pressing the Attack
the Observer FPV and get a better picture of the tacti- button in both the Periscope FPV and the Observer’s FPV.
cal situation. Engaging the TDC is an order and must be paid for. The
l Entering the Observers FPV does not cost anything. sailor operating the TDC must be activated.
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The app will ask if Upon selecting re-
the operator is in po- pairs, the difficulty
sition. levels will be displayed
in the red boxes. Press
the red box next to the
Technical Condition
you wish to repair.
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when you have selected a contact within range and fir- After pressing the ‘Fire’
ing arc (light grey). The contact is now targeted with button, you can watch
the torpedo in that tube. the torpedo go towards
5. Press the tube icon to flood it. Flooding the tubes must the target.
be paid for as an order. The sailor carrying out the or-
der is activated once, regardless of how many tubes
you are flooding.
6. Press the ‘Fire’ button next to the ready tube. Every fired
torpedo is a separate order. For example, if you wish to The enemy has been
fire three torpedoes then the Captain advances the or- hit...
der (or morale) track by three. The sailor(s) operating
the tubes must also be activated a total of three times.
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8.9. First Aid 9.1. Strategic Navigation
When the mission begins, the Navigator calculates the
l The First Aid order is not managed by the app. Stan- optimum route towards mission objectives. The Mission
dard Order rules and their cost still apply to the Medi- briefing always indicates the submarine’s starting square.
cal Assistance order.
l The sailor Activated on a Medical Assistance Order l In order to set the course:
has to be in the same section as the sailor receiving
treatment. 1. Find the square where the submarine is located.
l Only one sailor can be treated for each Medical Assis- 2. Confirm the current destination with the Captain.
tance Order. However, it is possible to treat multiple 3. Find the destination square and draw a line between
Health Condition cards assigned to that sailor. the two squares.
l Each Health Condition card lists the Medical Supply 4. Measure the angle of the line you have drawn using the
tokens required to treat the condition. There are five protractor. This is the course that you want to follow.
kinds of medical supplies: pills, ointments, bandages, 5. Report the course to the Captain and the First Officer.
shots, and surgical instruments.
l After the First Aid order has been given, treat the sail-
or by placing the required Medical Supply tokens on
a sailor’s assigned Health Condition card(s).
l When a sailor’s Health Condition has been treated they
can discard Fatigue and Wound tokens the same way
as Activation tokens (i.e. one token per watch change).
l Once there are no more detrimental effects (i.e. tokens
resulting from the card) present in the sailor’s activa-
tion spaces, discard the Health Condition card and the
Medical Supply tokens used to treat it. They are re-
moved from the game.
l If a Health Condition card contains no Activation, Fa-
tigue, or Wound icons, then after it has been treated it The U-boat is located in AF76 (blue arrow) and the Navigator
can be discarded during a subsequent watch change- wishes to plot a course towards AE69 (red arrow).
over.
9. THE NAVIGATOR
The Navigator advises The Captain on how to steer the …and aligns the 360° protractor so that ‘360’ is aligned with
U-boat. This includes strategic plotting of transit routes the North, and make sure the drawn line goes through the cen-
to reach patrol areas and tactical maneuvering to acquire ter of the protractor.
firing solutions on a contact. The Navigator is also re-
sponsible for observers on the bridge and the crew’s food
consumption.
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received from the First Officer onto the tactical map (lo-
cated on his player panel). The information is comprised
of the following three components:
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The Navigator is now ready to update the tactical map. He The Navigator replaces the enemy marker with the appropri-
aligns the course of the U-boat with the front (although not ate Trophy tokens (two merchants and one escort). The Navi-
mandatory, it certainly makes life easier). The Navigator can gator draws them blindly, and flips them to the GRT side only
now see where the enemy is located (which is the direction after placing them on the tactical map.
where the black arrow is pointing, four miles away). After
placing the enemy marker, the last thing to do is to rotate it so 9.3.3. Tactical Navigation Notes
that it’s attitude reflects the ‘contact course’ (the yellow arrow l Course values (both of the U-boat and other vessels)
on the black disk). are read using the degree values on the white (outer-
most) disk.
The tactical map is now updated! l The bearing values are printed on the green (inner-
most) disc and MUST NOT be confused with the
9.3.2. Visual Identification course values.
l The tactical map does not need to be overly precise, as
Visual identification must be performed before an attack its role is to give players general situational awareness
can take place. It consists of updating the tactical map in combat. As the situation is constantly changing, it is
to reflect the composition of the enemy force in detail. better to provide approximate positions in time, than to
It can be done by observers on the Bridge, or through offer exact positions too late.
the Periscope. Either the First Officer or the Navigator
must look through the observer’s binoculars or through 9.3.4. Collecting Trophy Tokens
the periscope to determine the number and type of en- When a vessel has been sunk, The Navigator takes the
emy vessels encountered. The Navigator then replaces corresponding Trophy token and passes it to the Captain.
enemy markers that have been visually sighted with Tro- The Captain will keep these and add them up at the end
phy tokens. Trophy tokens are drawn blindly and placed of the game.
facedown on the tactical map. Once the tactical map has
been updated, flip the Trophy tokens to reveal how much 9.4. Food
GRT each target is worth. It is the Navigator’s duty to Other than navigation itself, The Navigator also manag-
update the tactical map to reflect the changing positions es the crew’s food consumption. Good food fosters good
of surface contacts. morale. Neglect this aspect and morale will quickly suffer.
A good meal will consist of 3 different ingredients which
In order to make sure which contact is which (and choose are represented by the following Provision tokens:
the biggest fish to catch) cycle through the available tar-
gets in the target acquisition space (either reported by
observers or detected with the Hydrophone). Comparing
their bearing values will let you make sure which contact
number(s) to focus on during attack. Above from left to right: onions, bread, lemons, eggs,
tinned fish, meat, potatoes.
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A meal has the following effects on the crew’s morale: 9.4.2. Food Getting Stale
Meal Size Effect Each time The Navigator goes through the entire food
no mealadvance the morale track by 2 supply, discard all tokens of one type from the pool per-
1 ingredient advance the morale track by 1 manently – they are removed from the game. The rest
2 ingredients no effect of the tokens are then returned to the food supply. This
3 ingredients retract the morale track by 1 reflects food going bad and will make it increasingly diffi-
cult to put together good combinations. Food Provisions
l Lemons are not used in combination with any other Tokens should be discarded in the following order:
products, but it is important to include them in the diet
(please see below for details). meat - onions - eggs - bread - lemons - potatoes - tins.
A very good draw, giving the He opts for the omelette and Make sure to update the engine room telegraph on
Navigator three different op- adds the obligatory lemon the Chief Engineer’s player panel after changing
tions. when preparing the meal. speed.
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l Technical Conditions
l Environmental Conditions
l Hull Breaches
26
At the beginning of the game, The Chief Engineer allo- Eliminated by: light bulbs
cates the supply tokens to each toolbox (green or grey). Leak
Each toolbox must contain at least two supply tokens. Effect: advance the Morale Track by one space,
and retract it by one when the leak is eliminated.
Eliminated by: water pump
Following is the list of possible Environmental Condi- Players have to assemble three adjacent sections of the
tions, their effects, and the supplies that are used to elim- puzzle. These sections are where the Hull Breach oc-
inate them: curred and the sections forward and aft. Note, that the
bow and aft sections have adjacent ‘sections’ at either
HAZARDOUS end of the U-Boat for the purposes of the Technical Puz-
Electrical Failure zle.
Effect: resolve crew damage in this section (elec-
tric shock). If players do not complete the Technical Puzzle before
Eliminated by: wire the countdown ends, they must isolate and flood the sec-
Fire tion where the Hull Breach occurred. This action is a last
Effect: resolve crew damage in this section ditch effort to save the U-Boat from sinking. Below is
(burns), then all sailors in that section must move a description of how the whole process is handled:
to one or more adjacent section(s). If they must
move to a Hazardous Section, then resolve crew l The difficulty of a repair order to seal a Hull Breach
damage as normal. is always 5 (i.e. 5 sailors are required to carry out the
Eliminated by: fire extinguisher* repair order for a Hull Breach).
Toxic Gas l The sailors must be in the section where the Hull
Effect: resolve crew damage in this section (poi- Breach occurred. They are activated using regular Ac-
soning) tivation tokens.
Neutralized by: absorbers l The Chief Engineer takes the pile of Technical Puzzle
Eliminated by: Surfacing** pieces and puts it in front of himself.
l All players may look through the pile and help the
NON-HAZARDOUS Chief Engineer.
Lighting Failure l Put the appropriate pieces over the Technical View of
Effect: one additional sailor is required to carry the U-boat to solve the puzzle.
out each order in this section (this also applies to l Three sections must be put together before the timer
dealing with this particular Environmental Con- runs out. For example, if there is a Hull Breach in Offi-
dition). cer’s Quarters, then the Control Room, Officer’s Quar-
27
ters, and the Bow Section need to be assembled to seal l Sections that have been cut off, but are NOT flooded,
the breach. may be used as normal.
l Once the puzzle is solved, press the ‘YES’ button in the l The app retains all its functionalities for the duration of
app and the timer will stop. a Hull Breach.
l If players fail to complete the puzzle in time, then all l After resolving a Hull Breach, collect the Technical Puz-
sailors who remained in the section where the hull zle pieces, flip them face down and shuffle thoroughly
breach occurred are considered KIA. Put a flooded before putting them away until the next Hull Breach.
section token into the section where the Hull Breach
occurred.
l Sailors can never move into or through a flooded sec-
tion. No game effects can target it and it is unaccessi- The below example shows how to complete the Technical Puz-
ble for sailors until the end of the mission. zle if the bow section was breached.
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CREDITS
Project Director: Bartosz Pluta
Creative Director: Artur Salwarowski
Artistic Director: Bartosz Pluta
Board Game & Companion app design:
Iron Wolf Studio S.A. Artur Salwarowski, Bartosz Pluta
Companion App development: Tomasz Chudy InImages
Artwork: Marcin Krawczyk, Jan Różański
Graphic design:
Marcin Krawczyk, Barbara Niklas,
Krzysztof Klemiński, Andrzej Musioł
Cover art: Chris Clor
Rules writing and translation: Artur Salwarowski
Proofreading and editing:
Aaron and Lauri Lillibridge, Mark Hathaway, Michał Ozon, Adam Kokoszka
Miniatures sculpts: HOLDEN8702
Kickstarter and Production: Michał Ozon