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book

Rule
TABLE OF CONTENTS

1. Introduction ����������������������������������������������������������4 7.6. Crew Tokens ������������������������������������������ 33


1.1.  Player roles and the goal 7.7. The Captain’s cards ���������������������� 33
of the game ����������������������������������������������4
1.2.  The companion app �������������������������������4 8. The First Officer ��������������������������������������������� 34
Willkommen an Bord, Herr Kaleun! 1.3. Difficulty levels 4
���������������������������������� 8.1. Companion app basics ������������������� 34
1.4. Real-time gameplay ����������������������������4 8.2.  The First-Person View (FPV)
1.5. Learning how to play �����������������������4 and visual identification ��������� 35
8.3. Observers on the Bridge ������������ 35
2. Component List �����������������������������������������������������4 8.4. Other orders featuring app
Thank you very much for purchasing U-BOOT The Board Game. When functionality ������������������������������������� 36
we started this project, we set ourselves a goal: to create the 3. Glossary of U-boat Terms ����������������������������9 8.5. Time compression ������������������������������ 36
first ever tabletop submarine simulator. A game that would let 8.6. First Aid ������������������������������������������������ 37
4. Gameplay Overview ������������������������������������������ 11 8.7. Event cards ������������������������������������������ 37
players experience World War II submarine warfare like no other 4.1. The goal of the game ������������������� 11 8.8. Wound cards ������������������������������������������ 37
game before it. One that would explore various aspects of liv- 4.2. Returning to base ��������������������������� 11
ing and fighting at sea, from dwelling inside an iron coffin to 4.3. Game modes ��������������������������������������������� 11 9. The Navigator ���������������������������������������������������� 38
9.1. Strategic navigation 38
playing a deadly game of cat and mouse with the enemy.
�������������������

5. Setting Up the Game ������������������������������������� 12 9.1.1. The Distance Ruler ������� 39


5.1. Choose roles ��������������������������������������� 13 9.1.2. The Sextant ������������������������ 39
Now, after a lot of hard work and research, we are proud to 5.2. Prepare game components ��������� 14 9.2. Tactical navigation ���������������������� 39
5.3.  Choose game mode 9.2.1. Using the Attack Disk 39
present a game that redefines submarine board gaming, featuring and difficulty levels ������������������� 15 9.2.2. Updating


true to life navigation, visual identification of targets, and 5.4. Read mission briefing ������������������� 15 the Tactical Map ������������ 40
many other elements that you probably haven’t seen in a board 9.3. Observers on the Bridge ������������ 42
game yet. This might seem daunting, but rest assured: the game 6. Core Rules ������������������������������������������������������������ 18 9.4. Food ������������������������������������������������������������ 43
6.1. Player responsibilities ������������ 18 9.4.1. Meal preparation ������������ 43
comes with everything you need to become a U-boat ace in no 6.2. Sailors ���������������������������������������������������� 18 9.4.2. Eating ������������������������������������� 44
time. 6.3.  Basic gameplay elements: 9.4.3. Food getting stale ������� 44
Mobilization
and other orders 18 10.
The Chief Engineer 45
Firstly, a separate Tactical Guide booklet. It lays out the
������������������������������ ���������������������������������������

6.4. Mobilization ��������������������������������������� 19 10.1. Engines ���������������������������������������������������� 45


most important dos and don’ts without getting into unnecessary 6.5. Carrying out orders ���������������������� 20 10.2. Ballast tanks ������������������������������������� 45
detail, so you should quickly get an idea of how to conduct 6.6. Activation ��������������������������������������������� 22 10.3. Repairs and resources ������������������ 45
6.6.1. Excess activations 22 10.3.1. Technical Conditions 46
combat. Secondly, player aids that summarize the most impor- 6.7. Busy sailors
�������

��������������������������������������� 23 10.3.2. Repairing Technical




tant information for each role and, lastly, online videos that 6.8. The watch system ������������������������������ 23 Conditions ������������������������ 46
teach you how to play. All of these will help you understand 6.9. Health ������������������������������������������������������ 25 10.3.3. The Chief
the basics quickly. Once you do that, the rest will come with 6.10. KIA ������������������������������������������������������������ 26 Engineer’s cards ��������� 47
6.11. Repairs ���������������������������������������������������� 26 10.3.4. Environmental
experience. 6.12. Resolving Crew damage ������������������ 27 Conditions ������������������������ 48
6.13. Cigarettes ��������������������������������������������� 28 10.3.5. Dealing with
And the experience that U-BOOT can deliver is truly unique. Ap- 6.14. Timing conflicts ��������������������������������� 28 Environmental
Conditions 48
proaching targets without getting detected, lining up perfect
������������������������

7. The Captain ��������������������������������������������������������� 29 10.3.6. Hull Breach ���������������������� 49


torpedo shots, and sneaking away from the escorts’ counterat- 7.1. Commanding the crew ���������������������� 29 10.3.7. Sealing
tack… Or getting pounded by relentless depth charge attacks. 7.2. The Order Track ��������������������������������� 29 a Hull Breach ����������������� 49
7.3. The Morale Track 30 10.3.8. Other rules related
This game has it all and much more, so if you wish to savor it 7.4. Exhausted crew
������������������������������

���������������������������������� 31 to Hull Breach ��������������� 50


to the fullest, be serious about your training. 7.5. Order list ��������������������������������������������� 32 10.3.9. Access to sections
Trust us: it will be worth it. 7.5.1. Maneuvering ������������������������ 32 that have been
7.5.2. 
Targeting, navigation cut off ��������������������������������� 50
and mission intel ��������� 32 10.4. The Technical View ������������������������ 51
7.5.3. Armament ��������������������������������� 32
Artur Salwarowski & Bartosz Pluta 7.5.4. 
Safety and crew 11. Closing comments ������������������������������������������ 51
management ��������������������������� 33

2 3
1. INTRODUCTION Hull section cards

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- Captain
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
6
Section 6

best U-Boot experience. Aft Torpedo Section 8

the First Officer, the Navigator, and the and E-Motor Room Bridge First Officer
Chief Engineer on board a Type VIIC U-boat.
1.4. 
Real-time Gameplay
106 108

They coordinate their actions to fulfill


mission objectives issued to them by Ger- Because U-BOOT is app-driven and proceeds
in real time, it is different from a typ- These cards constitute the Technical View
man U-boat HQ. They are a crew, and they
ical board game, as there are no defined of the U-boat. They are placed on both
all win or lose together.
player turns. Instead, the pace of the sides of the model to show section names Navigator
game is dictated by the companion app and and specialization icons indicating where
1.2. The Companion App particular orders are carried out.
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 Player panels
uboottheboardgame.com or your preferred
the players’ responses. It is important to
digital distribution platform (App Store, Chief Engineer
make decisions quickly, while not losing
Google Play, or Steam) and search for
sight of objectives or urgent threats. for each sailor, as well as their spe-
‘U-BOOT The Board Game’ to download and
install the app on your device.
cialization icons. The terms ‘Captain’,
The app is an integral part of U-BOOT and
1.5. Learning How to Play ‘First Officer’, ‘Navigator’ and ‘Chief
Before reading on, you can watch our rules Engineer’ are used throughout the rule-
you cannot play the game without it. The
overview videos at uboottheboardgame.com. book to refer to players playing these
app provides real-time gameplay featuring
Once you have read and understood the rules, roles, but they also appear as individual
dynamic enemy A.I., as well as many other Captain
it is time to prepare for your first game. sailors on these crew tiles.
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 The Ca The Fi The Na The Ch
ptain rst Of vigato ief En
ficer r gineer

further in the role of a U-boat crew.


• CFaptain
ORDER SECTION(S) REQUIREMENTS NOTES ORDER SECTION(S) REQUIREMENTS NOTES ORDER SECTION(S) REQUIREMENTS NOTES ORDER SECTION(S) REQUIREMENTS NOTES

- read the Tactical Guide


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

Make sure you download and install the app


the surface. & Dive/ 3 Engineer, and the depth
with tokens.

• tutorial
Resurface with the Captain.
Activate the sailor one
Allows for locking onto
TDC (torpedo

irst Officer - go through the in-app


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 8 position. Functional only

on your device before you continue. The


encipher multiple messages. Each
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

app is available for Android, iOS, Mac,


3 The anti-ship gun. Useful only

• NDisk,
one captain’s card. 88mm 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

avigator - learn how to use the Attack


• 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


Prepare a meal once daily.

and Windows PCs. To find out how to use the


• Activate your sailors when they are carrying out orders.

Activate your sailors when they are carrying out orders.
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

as well as the Strategic and Tac-


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.

app during gameplay, see the First Offi-


Maneuvering Armament procedureOptions The watch toxic gas absorbers • Be aware of where your resources are

menu Information located.

tical Maps
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, • Armament

cer’s rules in section 8.1.


20mm gun

H G F E D C B A


New + = wurst with bread
navigation, (during the day) 6:00 12:00
course
Repairs

Chief Engineer - become familiar with


5. Approach target


and mission intel Safety and + = tinned fi sh sandwiches

• Assign Observation Crew Management 6. Man battle stations + = scrambled eggs


New
Sectors • Repairs 7. Program the TDC depth
Instruments
+ = ham omelette
• Periscope • First Aid 8. Flood torpedo tube(s)
• Hydrophone • Address the Crew 9. Fire! Target acquisition Observers on the bridge 18:00 00:00 1 mile 1 mile
+ = bangers and mash
1. Decrease morale by one. a) Solved: the Hull Breach b) Not solved: evacuate
• Sextant • Prepare Meal + + 2. Initiate
= casserole
repairs. is sealed. and fl ood the affected
• Enigma • Mobilize
+ + 3.
S=olve the puzzle and fl
stew ip section.

the Technical Puzzle and the Chief En-


it to check the result.
+ + = potato pancakes

Player aid Player aid Player aid Player aid

1.3. Difficulty levels gineer’s resources


IMPORTANT: The app features difficulty lev- Player Aids
el settings for each role. It is abso- The above steps will prepare each play-
lutely crucial that all players read and er to perform their most mission-critical Four sheets summarizing the orders each
understand their selected difficulty lev- tasks. After that, a quick explanation of Navigator player is responsible for, as well as
el rules in the app. This segment of the core rules and components will allow ev- the most important gameplay and setup
rules is presented in digital format so eryone to start playing. information for each role.

Rulebook
2. COMPONENT LIST
The rules booklet that you are reading
The following list will familiarize you with the box contents of U-BOOT. right now.
Chief Engineer

Tactical Guide
Each player uses a panel to track their
resources and sailors’ status. A  separate booklet con-
The 3D U-boat model taining gameplay advice.
Crew tiles Make sure that at least
The model is a representation of the Type VIIC U-boat and features all of its most one player (preferably the
important sections for the sailors to move about and carry out their duties. Before These tiles are placed on the player Captain) has read it before e
al Guid
your first game, assemble the model as instructed in game setup in section 5. panels. They contain geometrical symbols you begin your first game. TacticREAD BEFORE
PLEASE
YOUR FIR
ST GAM
E!

4 5
U-boat marker Merchant marker Escort marker
88mm gun
This marker represents the This marker represents This marker represents an
This plastic gun should U-boat on the Tactical Map. a merchant vessel on escort vessel on the Tacti-
be mounted on the fore- the Tactical Map. cal Map.
deck of the model, right in
front of the conning tower.
Enemy marker Convoy marker

20mm gun Small vessel marker This marker This marker


represents an represents
This plastic This marker represents unidentified a convoy on
gun should be mounted on a small vessel on the enemy on the the Tactical
Sailor Figures the bridge (i.e. the con- Tactical Map. Tactical Map. Map.
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- Plastic order tokens
en color: Event cards The Captain’s cards
The captain uses these to-
l White: Captain Cards with Cards which kens to pay for orders on
_________
Cook Burns
l Blue: First Officer positive and Beer the Captain their player panel.
_____
Dinner
l Green: Navigator negative plays to in-
Decrease morale o ral e
l Brown: Chief Engineer by 1. events for In crease m fluence the Cloth bag
ea ch
by 3, th en
Prevent: the crew. pl a y er acti
va tes crew in var-
r
Please note that each figure has a dif- Activate two of th ei ious ways. A cloth bag to draw crew
the sailor with sail o rs.
ferent base shape from the others in its the icon. tokens from.
group.
9 1

Conning tower equipment


Morale cards The Chief Engineer’s cards
This plastic piece
should be mounted in the Cards with Cards which the Technical condition tokens
front part of the con- negative ef- Chief Engineer
ning tower. fects caused plays to boost These tokens mark a  wide variety of
Dislocated Finger

Assign this card


to a random sailor.
by the de- the crew’s repair technical issues to be dealt with. They
: place one teriorating skill. are placed on the Technical View by the
additional token
when activating this morale of Chief Engineer. The front of the token
sailor for repairs.
the crew. denotes varying degrees of technical is-
Dislocated Finger
diesel engine • electric motor • 88/20mM
_____
Tools sues, and the back is referred to as an
________
Bearings activation side.
34

+1
___________________
+2 If there are at least
two sailors in the
Only the is
activated with a .

Wound cards
repair crew, one of The remaining sailors
them is activated with in the repair crew are
a instead of . activated using .
88 85

Cards with
health prob-
lems which Crew tokens Environmental condition tokens
Minor Burns

might occur
Assign this card when sailors 16 tokens, each correspond- These tokens mark environmental effects
are exposed ing to one of the sailors’ which may occur (fires, flooding, electri-
to a random sailor.

to dangerous base shapes and colors. The cal hazards, etc.) They are placed on
Minor Burns situations. Captain randomly draws from the Technical View by the Chief Engi-
these tokens when various game events af- neer, and may have severe consequences
fect random sailors. if not dealt with quickly.
61

6 7
Health condition tokens 360 degree protractor

These tokens mark sail- Used when plotting the U-boat’s course on
ors who become sick or the strategic map.
Supply tokens wounded in the line of duty. They have
a ‘wound’ side and a ‘fatigue’ side.
These tokens mark a variety of supplies Nur für den Dienstgebrauch!

and equipment which the Chief Engineer IDENTIFICATION SHEET

uses to deal with environmental condi-


ESCORT VESSEL TYPES:

Angle on the bow: 90 35/145 25/155 15/165 0/180

tions. Strategic Map


Flower-class
corvette
GRT: 1000

Town-class

Identification
destroyer
GRT: 1190

Black Swan-class
sloop

Medical supply tokens Used by the Naviga- Sheet


GRT: 1250

Tribal-class
destroyer
GRT: 2500

tor to plot courses Illustrious-class


carrier
GRT: 23000

These tokens represent various supplies and determine the COASTAL VESSEL TYPES:
A sheet contain-
which the First Officer uses to treat U-boat’s position. ing enemy vessel
Angle on the bow: 90 35/145 25/155 15/165 0/180

Fishing boat

sick or wounded sailors. It consists of two Motor


torpedo boat
silhouettes, used
Toolbox markers sheets: one for the Patrol boat
by the First Of-
Medkit tokens North Sea and one ficer to identify
These two markers show the locations of for the Atlantic. enemies.
the Chief Engineer’s toolboxes. These tokens help the
First Officer keep track CAPTAIN’S LOG Nur für den Dienstgebrauch!

Technical Puzzle of their remaining medi- Mission title Date


ENIGMA CODE SHEET
cal supplies.
Nr. 00001

Captain 1st Officer Navigator Chief Engineer


Date Key Date Key Date Key Date Key

A  puzzle which must be


MISSION DETAILS 1940-07-01 XBC 1940-08-22 MIF 1940-10-13 WCZ 1940-12-04 JNZ
1940-07-02 PRA 1940-08-23 LOS 1940-10-14 GEO 1940-12-05 IWF
Date Time Event 1940-07-03 EMJ 1940-08-24 HDA 1940-10-15 YOY 1940-12-06 UMS
1940-07-04 KOB 1940-08-25 FDA 1940-10-16 IIG 1940-12-07 HZL

KIA tokens
1940-07-05 JMJ 1940-08-26 ETE 1940-10-17 JJJ

solved whenever the U-boat


1940-12-08 JPE
1940-07-06 MSF 1940-08-27 URZ 1940-10-18 MYH 1940-12-09 PAK
1940-07-07 CKS 1940-08-28 TTP 1940-10-19 NIK 1940-12-10 LZI
1940-07-08 OTE 1940-08-29 TFO 1940-10-20 ANL 1940-12-11 FZI
1940-07-09 UZP 1940-08-30 BPR 1940-10-21 EAH 1940-12-12 PBE
1940-07-10 XXZ 1940-08-31 IJG 1940-10-22 ENO 1940-12-13 EPO

sustains critical struc- Enigma code sheet


1940-07-11 JDE 1940-09-01 WGW 1940-10-23 XYS 1940-12-14 TBF
1940-07-12 HUA 1940-09-02 LLL 1940-10-24 WEX 1940-12-15 LKU
1940-07-13 CUF 1940-09-03 OPI 1940-10-25 CXZ 1940-12-16 MOO
1940-07-14 LKD 1940-09-04 IOX 1940-10-26 WUP 1940-12-17 WJN
1940-07-15 WDH 1940-09-05 OSX 1940-10-27 ORK 1940-12-18 LNT

tural damage. Randomly mix These tokens mark sailors who


1940-07-16 OAG 1940-09-06 CDA 1940-10-28 TIN 1940-12-19 RUP
1940-07-17 FCK 1940-09-07 ZSB 1940-10-29 NLC 1940-12-20 UFO
1940-07-18 DJB 1940-09-08 LLJ 1940-10-30 BRO 1940-12-21 YCT
1940-07-19 OGH 1940-09-09 ITC 1940-10-31 SWM 1940-12-22 KEN
1940-07-20 YWS 1940-09-10 PJZ 1940-11-01 MBE 1940-12-23 OST

the pieces before playing. have been killed in action. 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

Flooded Section Token Cigarette tokens Captain’s Log Chart codes, used by
1940-07-31 SEY 1940-09-21 JZF 1940-11-12 IOU 1941-01-03 FYX
1940-08-01 MCD 1940-09-22 JHO 1940-11-13 UNB 1941-01-04 UUT
1940-08-02 NKC 1940-09-23 DXH 1940-11-14 OFF 1941-01-05 RIA
1940-08-03 WSY 1940-09-24 AXK 1940-11-15 AEU 1941-01-06 XLY
1940-08-04 NWR 1940-09-25 RGM 1940-11-16 JCC 1941-01-07 KLC

the First Offi-


1940-08-05 NEU 1940-09-26 AWB 1940-11-17 BSZ 1941-01-08 DCL
1940-08-06 BBN 1940-09-27 ENP 1940-11-18 AYL 1941-01-09 EPL
1940-08-07 RAP 1940-09-28 NYK 1940-11-19 PLP 1941-01-10 DAT
1940-08-08 TZO 1940-09-29 KIO 1940-11-20 MND 1941-01-11 NNH
1940-08-09 UYW 1940-09-30 CMB 1940-11-21 ZWO 1941-01-12 YSU
MISSION RESULT TOTAL GRT SUNK: ............... 1940-08-10 SSJ 1940-10-01 CSN 1940-11-22 FKJ 1941-01-13 ZCE

This token is used to These tokens represent cig- Used by the Captain cer to decipher
Primary objective: Secondary objective(s): 1940-08-11 FPF 1940-10-02 OHF 1940-11-23 UCT 1941-01-14 NAU
1940-08-12 YKL 1940-10-03 UFC 1940-11-24 FLD 1941-01-15 WBJ
.................................. ................................................... fulfilled [ ] unfulfilled [ ]
1940-08-13 XAH 1940-10-04 NPG 1940-11-25 MED 1941-01-16 JSL
................................................... fulfilled [ ] unfulfilled [ ]
1940-08-14 MAL 1940-10-05 EPB 1940-11-26 RAG 1941-01-17 HBX
.................................. 1940-08-15 AUU 1940-10-06 BZC 1940-11-27 WJM 1941-01-18 HWS

mark a flooded section of arettes which sailors can to record essential and encipher
................................................... fulfilled [ ] unfulfilled [ ] 1940-08-16 CZB 1940-10-07 EEL 1940-11-28 YKC 1941-01-19 LGK
.................................. 1940-08-17 YBP 1940-10-08 SGN 1940-11-29 FCE 1941-01-20 TCX
................................................... fulfilled [ ] unfulfilled [ ] 1940-08-18 ZBD 1940-10-09 BUA 1940-11-30 WSD 1941-01-21 CGF
1940-08-19 HTD 1940-10-10 TYY 1940-12-01 EHZ 1941-01-22 KEE
.................................. ................................................... fulfilled [ ] unfulfilled [ ]
1940-08-20 MSL 1940-10-11 AAI 1940-12-02 XOI 1941-01-23 HYS

the U-boat. smoke on the Bridge to re- mission information. radio messages.
fulfilled [ ]
unfulfilled [ ] ................................................... fulfilled [ ] unfulfilled [ ]
1940-08-21 GDA 1940-10-12 GYE 1940-12-03 OTT 1941-01-24 CLI
Nr. 00001

lax. ____________________________________
Activation tokens Attack Disk IMPORTANT: When you run out of captain’s log or map charts, you can download them
from uboottheboardgame.com.
These tokens track how many or- The Navigator uses ____________________________________
ders a  particular sailor has this tool to deter-
G

BE
RI N

AR
BEA

ING

taken. Observation tokens and mine the position


technical condition tokens also have of enemy vessels on 3. GLOSSARY OF U-BOAT TERMS
ING

BEA
AR

RI N
BE

‘activation’ on their back. the tactical map,


as well as inter-
Observation tokens cept vectors to attack Attack Disk ASDIC (active sonar)
them. Before your first
The navigator uses these tokens game, assemble the Attack The Navigator’s tool is composed of ASDIC was a  device used for locating
to mark who is performing ob- Disk as instructed in game setup in sec- three concentric disks and provides and tracking submerged U-boats. It emit-
server duty. tion 5. quick answers regarding enemy position ted a  highly concentrated sound wave
and optimal torpedo attack solutions. which traveled through water, and, upon
Provision tokens Distance ruler & pencil hitting an object, bounced back to the
The Attack disk very closely resembles transceiver, giving the operator a rough
These tokens authentic tools used by U-boat sailors location and depth of the target.
represent to calculate targeting data, and mas-
the food tering its use is absolutely essential Initially, ASDIC lacked precision, but
supply that The Navigator uses these to plot the for the Navigator to be able to perform later models could give a very precise
the crew has course on the map. The ruler can also effectively. reading of a submerged contact. The down-
at their be used to calculate distance covered in side of ASDIC was that it could not de-
disposal. transit. tect surfaced U-boats. If ASDIC detects

8 9
you, then you will hear the characteris- the country into submission. GRT refers 4. GAMEPLAY OVERVIEW
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 4.1. The goal of the game Your goal is to achieve the best result
Bridge of U-Boat operations. possible. If you truly seek fame and
In U-BOOT, players are young German sub- glory, then settling for anything less
The bridge of a  WWII submarine is the Hydrophone (passive sonar) mariners who strive for the fame and is not an option!
open platform at the top of the conning glory of the greatest U-boat aces. They
tower. Observers perform their duties A  device that served as the U-boat’s must prove themselves by fulfilling 4.2. Returning to base
here. ears. Whenever the U-boat was sub- missions, thus earning victory points
merged, it could use the hydrophone to called Renown. Renown is scored by: You can return to base by choosing to do
Contact hear sound waves traveling through the so in the app menu, as long as the U-boat
water, enabling the operator to calcu- • completing mission objectives, is not engaged by the enemy. This ‘fast
A  detected surface, subsurface or air- late the bearing and distance of enemy • sinking enemy shipping. travel’ option has been included if you
borne unit. vessels by listening to their propeller wish to end the game before mission time
sounds. An experienced operator could Each mission has a  primary objective runs out. You may want to finish a mis-
Enigma even determine the course and speed of and one or more secondary objectives. sion early because you are already happy
the vessel. The primary objective is explained in with the result, or, conversely, abandon
A  cipher machine used extensively by the pre-mission briefing, while second- the mission if all hope of success has
German forces during WWII. It encrypted The hydrophone was a primary target ary objectives will be sent by HQ during been lost.
messages according to a ‘daily key’. The acquisition system for the Type VIIC the course of the mission. Fulfilling the
daily key contained rotor settings which U-Boat. In poor weather conditions it primary objective enables scoring large When returning to base, all your achieve-
changed clear text into cipher text. could provide more reliable data than amounts of Renown, while secondary ob- ments during the mission (i.e. the GRT
visual observation. jectives provide additional scoring op- which you sank and the objectives which
The three-rotor Enigma code was broken portunities. you fulfilled) are recorded by the app.
by Polish cryptanalysts before the sec- TDC (Torpedo Data Computer)
ond world war. Using their method, the The final score can also be vastly im- 4.3. Game modes
Allied cryptanalysts at Bletchley Park This device, known as the ‘Torpedovor- proved by sinking encountered enemy
were able to break the German four- and halterechner’, served as the torpe- shipping. The amount of Renown scored Single Mission
five-rotor enigma code and even the Ger- do targeting system of the U-boat. The this way is determined by how much GRT
man Naval Enigma code. That gave the Al- optimal firing solution was calculated players sink before the mission ends. Single Mission is the simplest game
lies an invaluable source of information based on the enemy contact’s bearing, mode. You can choose any mission avail-
on U-boat operations. distance, course, and speed. Ending a mission able in the game and attempt to obtain
the best score you can. Try out differ-
GRT (gross register tonnage) Section The mission ends when any of the follow- ent tactics, improve your strategy, and
ing happens: find out about new secondary objectives.
During WWII, the United Kingdom was The U-boat is divided into eight sec- Once you feel comfortable playing single
heavily reliant on its sea trade routes. tions. Six of them are inside the hull, • mission time has run out, missions, it is a  good moment to give
German U-boat strategy focused on cut- and the remaining two are outside. Below • the U-boat has returned to base, the other game modes a try.
ting these supply lines, depriving the is a diagram of how they are numbered • the U-boat has been destroyed or oth-
UK of vital cargo in an attempt to starve and where each section is located. 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.
U-BOOT SECTIONS Bridge
8 7 Foredeck • the U-boat hits an underwater object
or runs aground in coastal waters,
As they may be too long for a  single
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

6
Aft Torpedo
5
Diesel
4
Crew’s
3
Control
2
Officers’
1
Bow
S -
A -
superb
excellent
D - unsatisfactory
E - bad
Captain’s log is used to note down all
the essential in-game information.

and E-motor Engine Quarters Room Quarters Torpedo B - good F - mission failed Linked missions are much more demanding
Room Room Room C - decent than single missions, because they re-

10 11
quire players to survive at sea for much
longer. In return, they deliver a more
complete experience and allow more sea-
GRT, and your evaluations for each mis-
sion. All missions featuring the linked
mission mode will be played in accor-
4
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.

Campaign Mode After you complete the campaign, the app


will compute your final campaign score.
The Campaign Mode will take you through If you have sunk enough GRT and per-
all the missions in the game. The app formed well, you may find yourself among
will save your progress between mis- the greatest aces of the U-Bootwaffe! Follow the steps below to set up the game:
sions, as well as track your renown,
1. Choose roles
2. Prepare game components
3. 
Choose game mode and difficulty
5. SETTING UP THE GAME levels
4. Read mission briefing
Before your first game, assemble the 3D U-boat model, the Attack Disk
and the Chief Engineer’s player panel as shown in the diagrams below: 5.1. Choose roles

When choosing roles, you should consider

1
the following recommendations:

Please note that the black disk is dou-


ble-sided. One of its sides has numbers
• Captain – for natural-born leaders
and quick decision-makers.
in red and green, while the other side
doesn’t. The side with the numbers is
• First Officer – for players with solid
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,
2 Place the disks on top of each other as
shown in the diagram (with the largest at
then we recommend:

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.

3
2 Players

One player controls the Captain and the


Navigator, and the other player controls
the First Officer and the Chief Engineer.

1 Player

One player takes on all four roles.

12 13
Sailor Starting Setup
Those recommendations are not mandatory; • (or
Place crew tokens in the cloth bag
as you gain experience, you may distrib-
ute the roles as you wish. The Navigator other opaque container) next to
the Captain’s player panel. SECTION 4
(Crew’s Quarters)
• Shuffle all the provision tokens
For ease of reading and clarity, the • 4Navigator’s
sailor figures with green bases and place them face down on the
rules assume that four players are play- • Navigator’s panel Navigator’s panel in the Food Sup-
SECTION 3
ing the game. The only difference when • Navigator’s crew tile ply box. Next, draw 6 tokens one
playing with fewer than four players is • Strategic Mapplayer aid by one from the Food Supply to fill (The Control Room)
that all ‘per player’ rules and effects • Attack Disk the ‘Available Products’ pyramid
should be applied as ‘per role’. • Pencil, 360 protractor, from top to bottom, from left to
SECTION 2
• and distance ruler right on each row.
5.2. Prepare game components • Place all the medical supply to- (Officers’ Quarters)
• Provision tokens kens on the medkit space on the
1. P
lace the 3D model in the middle of the • 12 Observation tokens First Officer’s panel. If play-
SECTION 1
table and arrange the section cards on • Uthe
-boat marker, Enemy marker, and ing in Linked Mission or Campaign
(The Bow Section)
both sides, lining them up with the remaining Tactical Map markers Mode, add one medkit token for
sections of the model as shown in the • 2 cigarette tokens each additional mission you wish
setup diagram (pp. 16-17). to play after the first mission.
2. 
Arrange the player panels as shown in • Place all the Health Condition
the setup diagram. and KIA tokens within reach of the
3. Hand out each player’s components: The Chief Engineer First Officer. 5.3. 
Choose game mode
• Place the supply tokens and tool- and difficulty levels

4 sailor figures with brown bases boxes on the Technical View. Place
The Captain •
Chief Engineer’s panel one of the toolboxes in section 2, • choose
Launch the app on your device and

Chief Engineer’s crew tile and the other in section 4. The the desired game mode and mis-

4 sailor figures with white bases •
Chief Engineer’s player aid supply tokens are placed however sion. Next, follow the in-app in-

Captain’s panel •
Technical condition tokens you wish in sections from 1 to 6, structions and proceed to difficulty

Captain’s crew tile (13 of each color) maximum one token per section. settings. Each player now selects the

Captain’s player aid •
Environmental condition tokens • Each player places 2 Cigarette difficulty level for their role(s) as

2 plastic order tokens •
Flooded section token tokens near their player panel. they see fit. The app menu allows each

3 decks of morale cards •
Supply tokens player to choose their preferred lev-

16 crew tokens •
Toolbox markers 6. 
Place the sailor figures on the 3D model el, listing all the gameplay differ-

Cloth bag •
Chief Engineer’s cards as shown in the sailor starting setup. ences between them.

Captain’s cards •
Technical puzzle pieces • Certain game mechanics are toned

12 Activation tokens •
2 cigarette tokens 7. P
lace all the remaining components ac- down on ‘easy’ to allow for quick-

Captain’s log sheet cording to the setup diagram (p. 16- er learning. For example, the Cap-

2 cigarette tokens 17), using player aids for reference. tain won’t need to worry about ex-
cess activations and will have
4. 
Shuffle and place all card decks as plenty of orders to spare on ‘easy’.
shown in the setup diagram. Specifi- Once you learn how the game works, it
The First Officer cally: is recommended to switch to ‘medium’
or ‘hard’ for a more fulfilling expe-
• 4First
sailor figures with blue bases • Ddecks,
ivide the morale cards into three rience.
• First Officer’s panel shuffle each separately, • Regardless of the role and the lev-
• First Officer’s crew tile and place them in their designated el you play on, always make sure to
• DeviceOfficer’s player aid spaces on the Captain’s panel. play in accordance with the difficulty
• Event cards
running the companion app • Shuffle the event cards and place level rules in the app. The app will
• Wound cards them in their designated space on also guide each player how to com-
• Medical supply tokens the First Officer’s panel. plete their setup. After each player
• Health condition tokens • Shuffle each wound card deck sep- selects their difficulty level, play-
• KIA tokens arately and place each deck near ers can proceed with the next step.
• 12 Activation tokens the First Officer’s panel.
• Medkit tokens (if campaign • Place the Captain’s cards near the
• /linked mode) Captain’s panel. 5.4. Read mission briefing
• Place the Chief Engineer’s cards
• Identification sheet near the Chief Engineer’s panel. Read the mission briefing in the app.
• Enigma code sheet It contains everything you need to know
• 2 cigarette tokens 5. 
Place all tokens as shown in the setup about your mission objectives. Once ev-
diagram. Specifically: eryone is ready, the First Officer can
press the ‘Start Mission’ button.

14 15
SETUP DIAGRAM 10

5
3 14
6 13
7

8 12
9
15
34 34 35
5 11 17
36 4
35
1 18

2
19
37
32 17
31
16
27 30
5 34 35 34
21 25 5 35
22
20
29
23 24 26 39 33

10.
Tactical map markers 21.
The Captain’s panel 28
(plastic and cardboard) 22.
Order tokens
11.
Observation tokens 38 23.
The Captain’s crew tile
33.
Technical Puzzle pieces
1. 3D model and Hull Section cards 12.
Provision tokens 24.
Morale cards
34.
Sailor figures
2. Device running the app 13.
The Navigator’s crew tile 25.
The Chief Engineer’s panel
35.
Cigarette tokens
3. Event cards 14.
The Navigator’s panel 26.
The Chief Engineer’s crew tile
36.
Enigma code sheet
4. KIA and health condition tokens 15.
Pencil 27.
Technical condition tokens
37.
Identification Sheet
5. Activation tokens 16.
Strategic map 28.
Environmental condition tokens
38.
Captain’s Log Chart
6. The First Officer’s crew tile 17.
360 protractor and ruler 29.
Flooded section token
39.
The Chief Engineer’s cards
7. Wound cards 18.
Attack Disk 30.
Supply tokens
8. Medical supply tokens 19.
Cloth bag with crew tokens 31.
Toolbox (I)
9. The First Officer’s panel 20.
The Captain’s cards 32.
Toolbox (II)

16 17
6. CORE RULES 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
6.1. Player Responsibilities • Unless explicitly stated other- Periscope
preparation cent to each other. Sections 3 and 8
wise, all game effects apply only are adjacent only when the U-boat is
Each player: to the active watch. Please re- Address surfaced. While the U-boat is under-
Hydrophone
member this when resolving card the crew water, sailors cannot move between
• their
controls four sailor figures in effects.
TDC Enigma
sections 3 and 8.
own color and may move only • Each sailor has two specializa- • Orders can never be issued or carried
their own figures. tion icons printed in his sailor out during Mobilization. Only after
Reload tubes First aid
• is responsible for carrying out space on the crew tile, and three Mobilization is finished can orders
orders printed on their player activation spaces on the player be issued and carried out again. See
Flood/Fire
aid. panel. The sailor spaces on the Repair ‘ending Mobilization’ for details.
torpedoes
• may use their sailors to help an- crew tile align with the activa-
Ballast
• Mobilization also allows the Chief En-
other player carry out their order. tion spaces on the player panel. Observation gineer to reposition their resource
tanks
• Specializations allow sailors to tokens (i.e. toolboxes and supplies).
6.2. Sailors carry out orders more efficiently. Any sailor moving from or through
Sextant Helm
All the specialization icons are a  section with a  resource token may
Players move their sailors around the listed beside (p. 19). take it with him and place it in any
U-boat to carry out orders. 20mm gun Engines section he moves into or through.
6.3. 
Basic Gameplay Elements: • Both the Chief Engineer’s and other
• plastic
The sailors are represented by Mobilization and other 88mm gun players’ sailors may move resource
figures. The figures’ base orders tokens.
shapes and colors correspond with • A given sailor can move only one re-
those on the players’ crew tiles. During the game, the Captain issues or- source token per Mobilization.
• Each player controls two watches ders to other players. There are many
6.4. Mobilization Hazardous sections
of 4 sailors each. Only one watch orders that allow sailors to do vari-
of figures is available to a player ous things, but there is also one order
at a  time. This is represented by which allows them to move around the Mobilization must follow the sequence A  section becomes
double-sided crew tiles: one side U-boat. below: hazardous when there
shows the first watch, and the other 1. 
Pay for the order and announce Mobi- is a fire, toxic gas, or electrical hazard
side shows the second watch. That order is called ‘Mobilization.’ It lization. token placed in it.
• For the first watch (beginning is a special order with its own rules, 2. Move sailors.
of the game), the crew tiles are since any number of sailors move to new 3. Resolve crew damage (if necessary). • Sailors may move into, through, and
placed on the player panels as locations in the U-boat, instead of spe- 4. End Mobilization. out of hazardous sections.
shown below. cific sailors doing a  specific task at • After finishing movement, resolve
• The watch currently on duty is
called the active watch. The oth-
their current location. Regardless, Mo-
bilization is an order and it is paid
• The Captain mobilizes the crew to en-
able players to move their sailors
crew damage for each hazardous sec-
tion. Sailors who moved into or
er watch is called the inactive for in the exact same way as all the around the U-boat. through a hazardous section and all
watch. other orders. • The Captain must pay for the order sailors remaining in that section
by moving the order token on the Or- after movement has finished are af-
der Track to the right by one space fected by its environmental condi-
2nd watch activation spaces for each announced Mobilization. This tion effects simultaneously. See
cost must be paid before players can section 6.12. ‘Resolving crew dam-
move their sailors. age’ for details.
Second watch • Do not activate the sailors who are
mobilizing. Ending Mobilization
(currently
inactive) Sailor spaces • Any number of sailors can be moved
during a single Mobilization. • Once all sailors have finished mov-
• Sailors can move from any number of ing and resolved crew damage (if
starting sections to any number of necessary), the Captain must re-
First watch destination sections which are con- ceive a  verbal confirmation from
(CURRENTLY nected by an unbroken chain of ad- each player.
ACTIVE) jacent sections. A sailor may never • Once all the players involved have
backtrack within a single mobiliza- confirmed their readiness, it means
tion. the end of the current Mobilization.
• Sailors cannot enter or move through Once that has happened, no sailors
flooded sections. See section 10.3.6 can move until the Captain announces
1st watch activation spaces ‘Hull Breach’ for details. another Mobilization.

18 19
one: sailors who have the required ‘First Aid’, ‘Enigma’, ‘Prepare Meal’,
The sailors are in their starting ‘Crew mobilize! specialization do not activate when and ‘Fire Torpedoes’.
positions and the Captain announces
Mobilization to maneuvering stations:
Engines, ballasts,
helm, observers,
1 ordered, and sailors without the re- • Players should collectively confirm
quired specialization must be acti- their sailors are ready to complete
man your stations!’ 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.

The available orders are listed on Player Aids.

6.6. Activation

• der,
Each time a sailor carries out an or-
he is activated. Activation can
The sailors have repositioned in The crew is now also result from card effects.
accordance with the Captain’s orders.
The observers are all on the bridge,
ready to carry
out orders.
2 • To activate a sailor, place an acti-
vation token (or any other token with
the engine and ballast crew, as well its activation side up) in that sail-
as helmsmen are all in position. 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 Captain then asks: ‘Crew in position?’ and the remaining players confirm with the crew tile.
‘yes sir!’, ‘jawohl, Herr Kaleun!’, or any other way they wish. This is the end of
Mobilization.
• 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’.
6.5. Carrying out orders be carried out. To fulfill the specif-
ic order requirements, the sailor(s)
Carrying out orders must follow the se- carrying out the order must:
quence below: - be present in the specified sec-
tion(s).
1. 
Pay for the order and issue the or- - collectively match the number of
der. specialization icons required The First Officer has not yet carried out
2. 
Select the order in the app (if nec- by the order. an order this watch, so all his activa-
essary). • All sailors carrying out an order must tion spaces are empty. The Radioman has
3. 
Confirm verbally whether sailors are be activated. If a sailor does not already carried out three orders. The
in position. have enough empty activation spaces, two helmsmen on the right have performed
4. 
Activate the sailor(s) carrying out he will need to take one or more ex- one course change, so each of them has
the order. cess activations (see section 6.6.1. The First Officer activates the sailors a single order token.
5. 
Carry out the order (in the app if ‘Excess Activations’ for details). carrying out the order.
necessary). • Sailors without a required special- • Players can remove activation tokens
ization icon may carry out the given The First Officer quickly selects the or- from sailors when they rest.
• moving
The Captain must pay for the order by order, but each such sailor must be der in the app and sets the given course. • Sailors rest when the watch changes.
the order token on the Order activated one additional time. These The app always asks whether the crew is A watch change occurs at 0600, 1200,
Track to the right by one space for sailors count as each having one icon in position. In this case, these are 1800, and 0000.
each issued order. required by the order. the First Officer’s sailors, so there • app
A  watch change is indicated by the
• Each order has requirements which • When playing the Captain on ‘easy’, is no need to confirm with the other with a  bell sound. See section
must be fulfilled before the order can activation costs are stepped down by players. 6.8. ‘The Watch System’ for details.

20 21
6.6.1. Excess Activations vation each, and the 6.7. Busy Sailors activation tokens and replace it with
non-specialist will the appropriate ‘busy’ token. Fatigue
• a 
Excess activations take place whenever take two, so the Cap- • Observation and repairing technical or wounds cannot be replaced this
sailor does not have enough empty tain moves the acti- conditions differ from other orders way. Activating sailors like this
activation spaces to take activation vation token on the in that they take place over a longer also counts as an excess activation.
or other tokens that he should receive. Morale Track to the time period, and sailors carrying out See 6.6.1. ‘Excess Activations’ for
• When playing the Captain on ‘medi- left by two spaces. these orders are activated using the details.
um’ and ‘hard’ difficulty, an activa- corresponding observation or techni-
tion token is placed in the rightmost • The same rule applies any time one or cal condition tokens instead of reg-
space of the Morale Track to mark more sailors take one or more excess ular activation tokens.
excess activations. When playing the activations resulting from cards or • Observation and technical condition
Captain on ‘easy’ difficulty, excess other game effects. If that happens, tokens are double-sided and have an
activations are not tracked and each resolve each effect separately, mov- activation icon on their back side.
sailor is limited to three activation ing the activation token on the Morale Make sure to flip such tokens to their
tokens. Track to the left as appropriate. Ex- activation side once the order in prog-
• On ‘medium’ and ‘hard’ difficulty, cess activation tokens, excess fatigue ress has been carried out or stopped. The three sailors with technical condi-
a  sailor without enough empty acti- tokens, and activation tokens discard- • To activate a sailor for an observa- tion tokens are busy, having been ordered
vation spaces can be activated, but ed in order to make space for other tion or Repair order, take the token to repair a technical condition. They have
each time one or more sailors take tokens - all of these count as excess corresponding with the order being been activated using the appropriately
excess activations, the activation activations. carried out, placing it in an acti- colored technical condition tokens.
token placed on the Morale Track must vation space the same way you would
be moved to the left. normally place an activation token,
• The number of spaces the token must but with the order side up (e.g. if
move is equal to the highest number the sailor is repairing a technical
of excess activations taken by a sin- condition, then place a technical
gle sailor involved in the order or condition token of the matching color
game effect being resolved. 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.
All of the Chief Engineer’s sailors have ly stops carrying out his order. Flip
been fully activated when the Captain his ‘busy’ token to its activation 6.8. The Watch System
plays the ‘beer’ card. This means that side and update the repairs or obser-
The helmsmen are already fully activated the Chief Engineer must activate two of vation in the app. Changing the watch must follow the se-
when the Captain orders a course change. his sailors. • A busy sailor may carry out orders in quence below:
Since both of the his current section without flipping
This will make sailors have tak- his ‘busy’ order token to its acti- 1. Adjust the Order Track.
them take one en one excess ac- vation side. However, a  sailor can 2. Resolve crew damage (if necessary).
excess acti- tivation each, the never carry out two ‘busy’ orders at 3. Resolve excess activations.
vation each, Captain will need the same time. 4. Manage tokens and flip crew tiles.
so the Captain to move the acti- • When activating sailors for obser- 5. Return or remove KIAs (if necessary).
moves the ac- vation token on vation or repairs, remember to place
tivation to- the Morale Track one additional activation token in The watch changes over at 0600, 1200,
ken on the Mo- by one space. an activation space of a  sailor who 1800 and 0000. At those times the active
rale Track to the left by one space. doesn’t have the required specializa- watch becomes inactive and vice ver-
• If the Morale Track’s activation to- tion icon in his sailor space. sa. The app announces the change with
In this exam- ken is located to the left of the • If a busy sailor dies or can no lon- a bell. When players hear this bell:
ple, there are Morale Track’s order token during ger participate in carrying out the
three sailors a watch change, this will impact the order, update the order information • The Captain adjusts the Order Track by
in the torpedo number of orders available on the Or- in the app as soon as possible. moving the order token to space VIII.
room. Only two der Track. Please see 6.8. ‘The Watch • Updating order information in the app The order token can never go further to
of them are System’ and 7.2. ‘The Order Track’ may result in finishing observation or the left than space VIII of the Order
specialists at for more details. pausing repairs. For details, please Track.
reloading (the • If the activation token on the Morale see 8.3. and 9.3. ‘Observers on the • Players resolve crew damage from all
two sailors with white bases) and all of Track is already in space XI of the bridge’ and 10.3.2. ‘Repairing tech- hazardous environmental conditions.
them are fully activated. Morale Track, then it cannot move any nical conditions’. See section 6.12. ‘Resolving crew
If the Captain decides to reload, the further. Excess activations are still • When fully activated sailors carry damage’ for details.
specialists will take one excess acti- possible. out busy orders, discard one of their

22 23
• The Captain checks the position of • vation
The First Officer updates the obser- • The information bar may contain ac-
the Morale Track’s activation to- and repair values in the app tivation icons , fatigue icons ,
ken. If it is located to the left of if they have changed for any reason wound icons , or special effect
the Morale Track’s order token, then (including when sailors from the in- icons .
a new activation token must be placed coming watch cannot continue orders • When a health condition card is as-
on the rightmost empty space of the due to lack of enough free activation signed to a sailor, take a corre-
Order Track. Afterwards, the Captain spaces, or being KIA). sponding wound, fatigue or activa-
resets the activation token on the The sailors on the left are carrying out • Flip the crew tile over once you are tion token for each wound, fatigue
Morale Track to its rightmost space. repairs, and the sailors on the right done with updating the tokens. The and activation symbol on the card and
have one activation token each. It is now new watch is now active. place them in the affected sailor’s
time for the other watch to take over. • 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-
It is time to resolve excess activations, OPTIONAL RULE - Simple watch change tivation tokens placed last. Remember
and the Morale Track’s activation token is that excess activation tokens, excess
located to the left of its order token. Players who have chosen easy difficulty fatigue tokens, and activation tokens
The technical condition tokens are may slide their crew tiles instead of discarded in order to make space for
transferred to the new watch, while ac- flipping them when changing the watch. other tokens all count as excess ac-
tivation tokens are discarded (maximum This makes for an easier game with fewer tivations. Please see 6.6.1. ‘Excess
one per sailor). Mobilizations necessary. Activations’ for details.
_________________ • ‘Busy’ tokens should only be discard-
• If a sailor has a health condition AND ed if there are no activation tokens
the required medical supplies have DESIGNER NOTE: the differences in spe- left to discard. If a ‘busy’ token is
The Captain places an activation token been placed on the health condition cialization icon allocation between the discarded, the sailor stops carrying
in the rightmost empty space of the Order card, then you can discard one of watches mean that the crew has to mobilize out the order, and it must be updated
Track and resets the Morale Track’s acti- the health condition tokens resulting before they can resume duty after a watch in the app as quickly as possible.
vation token. from this card instead of an acti- change. Although it might seem like an ab-
vation token. This health condition stract mechanic, it attempts to portray the
• Each player then discards one acti- token is discarded EVEN IF you have logistics part of the watch change process
vation token from each sailor of the already transferred a busy token. without complicating the rules too much.
active watch. _________________
• If a sailor has a busy token in his
space, transfer the busy token to the 6.9. Health
next watch sailor on the opposite
side of the panel. If you transfer • Assigning a health condition card to One of the sailors is already fully ac-
a sailor’s busy token, then do not a sailor indicates that he is sick or tivated when he becomes wounded and re-
discard an activation token from that wounded. ceives the corresponding health condi-
sailor. • Health condition cards are found tion card.
• Place the transferred busy token among event cards, morale cards, and
in an empty activation space of the The sailors on the right each have wound cards.
sailor’s next-watch counterpart. (the a Health Condition, but only one of them • mation
Health condition cards have an infor-
sailor’s colleague is taking over his has received the required treatment. bar at the top and bottom. When
duties). a sailor is assigned a health condition
• Incoming watch sailors who have re- card, tuck it under the affected sail-
ceived a  transferred token and do or’s activation space, leaving the top
not have the required specializa- or bottom information bar visible.
tion icon must be activated one ad- • The information bars list a  card’s
ditional time. effects on a sailor, as well as the
• If there are not enough empty activa- medical supplies required to treat The health condition card requires plac-
tion spaces, then excess activations it. When counting the number of icons, ing a wound token and a fatigue token,
must be taken in accordance with the use only one bar, not both. so two of his activation tokens must be
rules described in 6.6.1. ‘Excess Ac- discarded and count as two excess acti-
tivations’. If the next watch coun- When the other watch takes over, only vations.
terpart is KIA, then the observation sailors who received their required med- The bottom bar
or repair must be updated in the app ications can get rid of health condition of a health • Some health condition cards prevent
as soon as possible. tokens (one per sailor). condition card. a sailor from carrying out a partic-

24 25
ular order. Such cards contain that 6.11. Repairs 6.12. Resolving Crew Damage • type
Resolve crew damage from each token
particular order icon with a prohib- per section in the order of your
itive sign over it. The U-boat may suffer a variety of mal- Crew damage must be resolved when sail- choice. If there are multiple envi-
• Some health condition cards contain functions and damage. The Chief Engineer ors become exposed to environmental ronmental condition tokens of various
a  icon. Its effect is explained manages repairs. There are three catego- conditions or enemy attacks. Sections types in a section, the sailors will
on the card. This effect is active ries of problems which a ‘Repair’ order with fire, toxic gas, or electrical haz- be affected multiple times.
for as long as the card is assigned can resolve: ard tokens are called ‘hazardous sec- • If there are multiple environmental
to a sailor. tions’. condition tokens of the same type in
• Health condition tokens remain in ef- Technical Conditions a section, then draw as many crew to-
fect until they are treated. See sec- Resolve crew damage when: kens per affected sailor as there are
tion 8.6. ‘First Aid’ for details. tokens of that type (e.g. if there
• A  fire, electrical hazard, or toxic are two ‘fire’ tokens and three sail-
6.10. KIA 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).
• If a sailor receives a second wound Technical conditions represent various any sailors. The section becomes haz- • When resolving crew damage in Sec-
token, then he is dead and removed components of the U-boat requiring main- ardous. tion 7 and Section 8, these sections
from the game. Place a KIA token tenance or repairs. They will increase • Any sailors move into or through are treated as one section (i.e. all
in one of his activation spaces and in severity with time if left unattend- a hazardous section. sailors located outside are affected
remove his figure from the 3D mod- ed. See section 10.3.1. ‘Technical con- • Any sailors are located in a hazard- by crew damage from enemy attacks).
el, placing it in the corresponding ditions’ for details. ous section at the end of a Mobili-
sailor space on the crew tile. This zation or when a  watch changeover
sailor is no longer a part of the Environmental Conditions begins.
game. • The app instructs the players to re-
• If a  KIA sailor’s counterpart is solve crew damage as a result of en-
still alive, then when a watch change emy attack.
brings the live counterpart back
into play, return the figure to the Resolve crew damage as follows:
3D model in a freely chosen section. Environmental conditions directly in-
This is done at the end of the watch fluence the crew’s health, morale, and • The Captain draws as many crew tokens
change. Do not resolve crew damage performance. They are placed on the as there are sailors in the affected
on a sailor returned in this way to Technical View and must be dealt with section.
a hazardous section. using the appropriate supplies. Three • If any of the tokens drawn match any of
• Similarly, when a watch change would of them (fire, electrical hazard, and the sailors there, then those unlucky A Fire token has just been placed in
bring a KIA sailor back on duty, re- toxic gas) cause sections to become sailors become wounded. The First Of- Section 5. There are four sailors in
move their figure again. hazardous and may require players to ficer draws and assigns a wound card of that section...
• Each time a sailor becomes KIA, the resolve crew damage. the indicated type for each unlucky ...so the Captain
Captain must decrease morale by two. sailor. Fire causes burns, electrical draws four crew to-
• All sailors in Section 7 and 8 become It is the Chief Engineer’s responsibili- hazard causes electric shock, toxic kens. Unfortunate-
KIA after the U-boat dives. Morale ty to monitor the Technical View and re- gas causes poisoning, and enemy at- ly, one of the sail-
cannot decrease by more than six when mind other players to resolve crew dam- tacks cause gunshot wounds. ors from Section 5 is
that happens. age. See section 6.12. ‘Resolving crew • When resolving crew damage during among them! The fire
damage’, and section 10.3.4. ‘Environ- a  Mobilization, it is resolved si- has burned the sailor
mental conditions’ for details. When the multaneously for all sailors who with the brown square base.
crew is exhausted, environmental condi- have moved into or through a  sec-
tions become a deadly threat. tion during this Mobilization togeth-
er with sailors who remain in that
Hull Breaches section after movement has been com-
pleted. Make sure to include all of
A breached hull is the most severe type the above sailors when counting the
of failure on a submarine. The integri- number of crew tokens to be drawn
ty of the pressure hull has been com- when resolving crew damage in that
promised and the U-boat is taking on section. Sailors who have moved out
During a watch change, the oncoming watch water. Each time a hull breach occurs, of a section are not affected by its
has a sailor who is KIA. The player con- a countdown starts in the app; this is environmental conditions.
trolling this sailor removes his figure how much time the players have to seal • Draw and assign wound cards to sail- This sailor receives a wound card from
from the 3D model and puts it on the crew the breach. See section 10.3.6. ‘Hull ors one by one in the order of your the ‘Burns’ deck. The card shows that
tile. Once the watch changes again, this Breach’ for details. choice. Do not reveal a  wound card the player must now place a wound token
will help the player remember to return before choosing which sailor to as- and an activation token in that sailor’s
the figure to the 3D model. sign it to. activation spaces.

26 27
6.13. Cigarettes • solved
All such pending cards must be re- 7. THE CAPTAIN
as quickly as possible once
Each player receives 2 the Captain pauses and is not issuing
cigarette tokens during orders. Playing as the Captain is one of the most demanding tasks in the game. It requires
setup. They can be used • The First Officer should remind play- strategic planning, leadership skills, and at least a basic understanding of WWII
to alleviate crew stress. ers of any pending issues in the app. U-boat tactics. The Captain is responsible for commanding the crew, tracking morale,
Regular checks of the last few en- and executing torpedo attacks. To get started, read the section below on how to issue
tries in the app’s information feed orders to fellow players. For a detailed explanation on how to conduct successful
• A player who has at least one of their are recommended, especially after U-boat operations, please consult the Tactical Guide included with the game.
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 7.1. Commanding the Crew
necessarily that player’s) in Sec- dealing with pending issues, then the DESIGNER NOTE: A more experienced Cap-
tions 7 and 8 to each discard one Captain decides how to resolve it. The Captain either mobilizes the crew tain can check himself whether everybody
activation token (but no other token • Certain player activities (such as or issues other orders. Mobilization is in position and announce Mobilization
type) from their activation spaces. plotting the course) are not orders lets the crew move, typically to sec- or issue other orders straight away.
• The Captain also removes the left- and are completely cost-free. These tions where they will fulfil subsequent That will speed up the process, but also
most activation token from the Order activities may be performed any time. orders. Each captain will have their require more attention from the Captain.
Track. own style and can issue orders however Sticking to the above diagram is not
• Smoking can be done only once per Making mistakes they like. The flowchart below should mandatory, but it’s a good idea to keep
watch, but players can collectively help a new Captain determine when to it in mind if the Captain does not have
discard more than one cigarette to- If you have forgotten to resolve a card, mobilize the crew and when to issue a clear idea of how to command the crew.
ken during that smoking break. Each some other game effect, or anything else other orders. _________________
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. 7.2. The Order Track
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 READY TO (Insert order here)? • The Order Track has 9 spaces, start-
• The player discarding a cigarette to- might happen that you occasionally for- ing with VIII and ending with a blank
ken decides which sailors benefit from get something (especially during your space.
its effect. first games). YES NO • ing
The Captain pays for an order by mov-
• A  given sailor may discard only one the order token to the right on
activation token during a  smoking If you realize you have omitted some- the Order Track. Each order costs one
break. thing, then correct your mistake and space on the Order Track.
ISSUE ORDER MOBILIZE
• 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. ACTIVATE CREW
IN POSITION?
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 YES So far, the Captain has announced Mobili-
It might also happen that a player is resolving one game effect before zation once, and then issued two orders.
required to draw and resolve cards while moving on to the next.
they are preoccupied with more pressing • The order token starts the game in
issues. Whenever this happens: If, for example, you get caught off Let’s assume that the Captain wishes to space VIII of the Order Track. When
guard by an air patrol while changing dive the U-Boat. They begin by making the order token has reached the final
• cards
Resolving event, morale, and wound the watch, then you must continue with sure the crew is ready: (blank) space of the Order Track, the
may be postponed until the Cap- changing the watch, and only after fin- Captain must pay for further orders
tain has stopped issuing orders. The ishing changing the watch should you re- CAPTAIN: Ready to dive? on the Morale Track. (See next page
cards are nonetheless drawn as nor- solve the air patrol (applying its ef- CHIEF ENGINEER: Ballast not ready. for details).
mal, but placed face down within easy fects to the new watch). CAPTAIN: Alright, everybody mobilize.
reach until they can be resolved. Diving stations!
(The Chief Engineer repositions his
____________________________________ ballast crew to assume positions in the
Control Room)
DESIGNER NOTE: if you find any part of the game too quick (even on the slowest time CAPTAIN: Everybody in position?
setting), you can always hit the pause button. Overdoing it will hurt the pace and CHIEF ENGINEER: Yes sir! The Captain has reached the end of the
the mood of the game, but it is up to you to decide. CAPTAIN: Alright, dive to periscope Order Track, and is now paying for or-
____________________________________ depth. ders on the Morale Track.

28 29
• The Captain can use the Order Track 7.3. The Morale Track If an exhausted crew is faced with a new
to pay for orders whenever there are environmental condition or hull breach,
available spaces on the Order Track. The Morale Track functions like the Or- they are unable to contain the threat.
If there are none, orders must be der Track and is also marked with an Despite their struggle, all sailors per-
paid for on the Morale Track. order token. ish and the U-boat is sunk.
• The First Officer should make sure that
the Captain adjusts the Order Track • The Morale Track has 12 spaces, start- Remove the order token from the Morale
each time the watch changes over. To ing with XI and ending with a blank Track and press ‘all hands lost’ in the
adjust the Order Track, the Captain space. app menu. The mission is immediately over
moves its order token to space VIII • If there are no more available spaces and all players lose the game. Please
during each watch change. on the Order Track, the Captain must note that only environmental conditions
pay for orders on the Morale Track by and hull breaches can cause this to hap-
moving the order token one space to The Order token is already in the last pen. Any other game effects affecting
the right per order. available space of the Order Track, but morale (e.g. food, event cards, KIAs,
• Morale decreases when the token moves the Captain still needs to issue an or- etc.) DO NOT remove the order token from
to the right, and increases when it der. As a result, the morale decreases the Morale Track, allowing the game to
moves to the left. and the token moves to a space connected continue.
• Morale can increase or decrease due to a morale deck below. The Captain must _________________
to other game effects, not just be- draw a card from that morale deck.
cause of orders. Increase or decrease DESIGNER NOTE: Thematically, this shows
morale when instructed by cards, the • When playing the Captain on ‘medium’ or that sailors, no matter how well-trained
It is 0600 and the Captain has heard app, or the rules. ‘hard’, an activation token is placed and unrelenting, may ultimately reach
the bell. The Captain adjusts the Order • When increasing morale, the order to- in the rightmost space of the Morale a point when they can no longer keep on
Track to space VIII. ken can never go further to the left Track during setup. It is used to mark performing their duties. We chose the
than space XI of the Morale Track or excess activations. Please see 6.6.1. term ‘morale’ due to its broad mean-
• The Captain can also adjust the Order affect the Order Track in any way. ‘Excess Activations’ for details. ing, but you could also consider dete-
Track to space VIII by declaring high • Increase morale by three each time • Allowing morale to drop completely riorating morale to represent ‘combat
alert. To declare high alert, adjust the you sink an enemy vessel. may have severe consequences. Once stress’ or ‘exhaustion’. If the Captain
order token on the Order Track to space • Decrease morale by two for each sail- the order token on the Morale Track takes good care of the crew, everything
VIII and place one activation token in or who becomes KIA. has reached its final space, the crew should stay fine. If, however, the Cap-
the rightmost empty space of the Order • Whenever the order token moves to the is exhausted. See next paragraph for tain continuously drives them beyond
Track - the space is now blocked until right and goes into or through space details. their limits and exposes them to exces-
the token is removed. Please see 6.13. X, VIII, VI, IV, II or the final space • If both the order token on the Or- sively stressful situations, they will
‘Cigarettes’ for details. High alert of the Morale Track, the Captain must der Track and the order token on the ultimately lose their focus, discipline,
can be declared at any time, but the draw and resolve a  morale card from Morale Track have reached the final or even sanity. Once that has happened,
number of times it can be done during the connected card deck space. This (rightmost) spaces on their respec- a sudden fire, leak, or any other unex-
a watch depends on the chosen difficulty happens both when the Captain pays for tive tracks, the Captain cannot issue pected crisis quickly becomes a  death
level (please read the difficulty level an order and when the morale has de- orders until at least one space on ei- sentence.
rules in the app carefully!). creased due to any other game effect. ther of the tracks becomes available. _________________
• Draw cards from the first deck for
spaces X and VIII, from the second 7.4. Exhausted crew
deck for spaces VI and IV, and from
the third deck for space II and the Once the order token reaches the end of
final space of the track. the Morale Track, the crew is exhausted
• Do not draw morale cards when in- and on the verge of breaking down. The
creasing morale. Captain may still use the Order Track
• If morale decreases so that the order (as long as there are available spaces
token moves into or through more than on it), but using the Morale Track to
one space that instructs the Captain pay for orders is no longer possible.
to draw a morale card, then draw an ap-
propriate card for each of the spaces The crew remains exhausted for as long
and resolve them as soon as possible. as the order token remains in the final
• When resolving a morale card, assign space of the Morale Track. This is an ex- The order token is already in the final
it to a  random sailor if instructed tremely dangerous situation, especially space of the Morale Track. If the U-boat
The Captain has declared high alert, which by the card, or resolve its effect when under attack. If the U-boat sus- now sustains damage resulting in an en-
allows them to adjust the Order Track to and discard it to the bottom of its tains heavy damage which causes an en- vironmental condition or hull breach,
space VIII. Unfortunately, it also re- deck. Similarly if a sailor gets rid vironmental condition or a hull breach, then there is no further space to move
quires blocking the final space of the Or- of a morale card which was assigned an exhausted crew will not be able to the order token to - it is removed from
der Track with an activation token. to him. handle the situation. the Morale Track and it is GAME OVER.

30 31
7.5. Order List New Depth First Officer like (including a full salvo from 7.6. Crew Tokens
and Chief Engineer the four bow tubes and the fifth
All the available orders are detailed
x2
Change depth when the U-boat is tube at the stern). Each torpe- • Crew tokens are used whenever a sail-
below. They have been organized into cat- already underwater. This does not do requires a sailor activation. or is to be randomly selected for any
egories to help you learn more quickly. involve switching between die- A single sailor may launch more game effect. These include event and
The list is also abbreviated on the Cap- sels and electric motors. To re- than one torpedo per order. morale card effects, as well as crew
tain’s player aid for quick reference. surface, the Dive/Resurface order damage resulting from environmental
x2 must be used. Reload a Torpedo Captain conditions and enemy attacks.
• one
Each order is the responsibility of Reload one new torpedo into an • When a card instructs you to ‘assign
or more players. Their sailors 7.5.2. 
Targeting, Navigation x3 empty tube (only one per order). this card to a random sailor’, draw
may need to be mobilized before the and Mission Intel a random crew token and assign the
order to be in position. 88mm gun First Officer card to the sailor whose symbol you
• The assigned players ensure that the Assign Observation Fire the 88mm deck gun. drew.
order is entirely completed before Sectors Navigator
x3 • When drawing crew tokens, remember
any other activity starts. Sailors in Section 8 start ob- that card effects cannot be resolved
• The Captain must pay for each order max
6x
servation. 20mm gun Navigator on KIA sailors. For example, if a mo-
that is issued. This means each time Fire the anti-aircraft gun. rale or event card would affect a KIA
you extend the periscope, use the hy- Periscope Captain sailor exclusively, it is discarded
x2
drophone, etc. While the U-boat is at periscope without effect (there is no sailor
• For the purpose of all torpedo-re- depth (within 10 meters of the 7.5.4. Safety and Crew Management to resolve the effect on). If a card
lated orders, please bear in mind surface), enter the periscope targets multiple sailors, non-KIA
that torpedo tubes 1 to 4 are lo- first-person view. Repairs Chief Engineer sailors are affected as normal.
cated in Section 1, while tube 5 is Repair technical and environmen-
located in Section 6. Therefore, if Hydrophone First Officer tal conditions and Hull Breach- 7.7. The Captain’s Cards
you wish to fire, flood, or reload the While underwater, engage the hy- es.
stern torpedo tube to have a shot at drophone. The Captain has
the enemies behind you, all of the First Aid First Officer Beer a hand of Cap-
above orders will have to be carried Sextant Navigator Deal with health conditions. o ral e
tain’s cards.
In crease m
out in Section 6. The Navigator confirms the U-boat’s by 3, th en
ea ch These cards
va tes
position on the Strategic Map. The pl a y er acti represent spe-
r
two of th ei
7.5.1. Maneuvering U-boat must be surfaced and the Address the crew Captain sail o rs. cial resources
sky must be clear. The Captain plays one Captain’s and abilities to
New Speed Chief Engineer card. influence the crew
Change the speed of the U-boat. Enigma First Officer 1 in various ways.
The possible throttle settings The First Officer can send or re- Prepare Meal Navigator
x2 are: Full Astern, Stop, Slow ceive messages to and from HQ. The Navigator prepares food for • The Captain can play one card during
Ahead, Half Ahead, and Full the crew. each ‘Address the crew’ order. The
Ahead. 7.5.3. Armament order must be paid for and the Cap-
Mobilize - all officers tain (or another sailor carrying out
New Course First Officer TDC Captain Players can move their sailors this order) must be activated as nor-
Change course. Discuss each new Program the Torpedo Data Comput- around the U-Boat. They should mal before applying the card’s ef-
course with the Navigator if er (open the torpedo attack menu get into correct locations to fects.
x2 time permits, or speak directly in the app). The TDC must be pro- fulfill subsequent orders. • Return the card to the box after
to the First Officer. grammed before launching torpe- playing it.
does. • The number of cards the Captain re-
Dive/Resurface First Officer ceives during setup depends on the
and Chief Engineer Flood Tubes Captain chosen difficulty level.
Submerge or resurface. This is Flood as many torpedo tubes as
x2 more complex than changing to you like in one order. This or- _________________
a  New Depth when already un- der requires only one activa-
derwater, because this involves tion, regardless of the number DESIGNER NOTE: Captain’s cards, espe-
switching propulsion between of tubes being flooded. Tubes cially those improving morale, are much
x2 diesels and electric motors. must be flooded before launching more effective when paid for on the Or-
Note that Dive/Resurface and New torpedoes. der Track than on the Morale Track. Keep
Depth have different require- that in mind, so that you can use them
ments. Fire Torpedoes Captain to their fullest!
x2 More than one sailor may partic- _________________
ipate in this order, and you can
launch as many torpedoes as you

32 33
8. THE FIRST OFFICER menu. Instruments allow you to monitor
battery charge levels, check for incom-
ing and outgoing radio messages, as well
The First Officer is the Captain’s second in command. The First Officer’s main task is as use the sextant.
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, Sharing the app
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 Other players may request access to the
with the app, and is explained in detail in the in-app tutorial. app, but they can do so only when sail-
____________________________________ ors under their control are carrying out
the order in question. For example, the The First Officer looks through the bin-
DESIGNER NOTE: it is important that the First Officer goes through the in-app tutorial Navigator might want to see the view oculars and reports two merchant ves-
at least once before their first game. Learning the app interface and its particular from the bridge to get better situatio- sels (visible left and center in the
functions is much easier and more natural when using the device, and so we decided to nal awareness, the Captain may wish to example above) as well as one escort
move all the app details to the tutorial. Therefore, this rulebook only gives general fire torpedoes, or the Chief Engineer may (on the right).
information about app functions. To learn details, please use the in-app tutorial. need to look at the repair list. Don’t
____________________________________ forget to take the device back and check
the Information Feed after they are fin-
ished using the app.
8.1. Companion App Basics Maneuvering (left)
8.2. 
The First-Person View (FPV)
Main Screen The three buttons on the left are ma- and visual identification
neuvering options: speed, course, and
The Main Screen has the information feed depth. Each option brings up the neces- The app lets you look through five dis-
(top), the maneuver buttons (left), tar- sary controls to input new orders. tinct first-person views (FPV): observer
get acquisition (center), and other op- view, periscope view, torpedo targeting
tions (right). This is where you will Target acquisition (center) (TDC) view, and the 88 and 20mm deck
learn about all the threats and opportu- guns.
nities facing the U-boat. This area becomes very important once
contacts have been detected. The First Looking at enemy units allows for visual
Information feed (top) Officer checks contact information: bear- identification of targets. It should al-
ing, course, and distance here. All these ways be performed before an attack takes
This is the most important part of the should be reported to the Navigator. place. It allows the Navigator to update
main screen. The First Officer should al- the tactical map and the Captain to de- The Navigator replaces the enemy marker
ways keep up to date with what’s hap- Other options (right) cide on which targets to attack. It can with the appropriate tactical map min-
pening here. It is the primary source be done via observer or periscope view. iatures (two merchants and one escort).
of information to which the crew must The buttons on the right are for arma- Identification is not an order and is
react, so the First Officer should always ment, repairs, and instruments. Armament completely cost-free. 8.3. Observers on the Bridge
report EVERYTHING they learn from the lets you manage torpedoes and man the
information feed to the other players. deck guns, while Repairs open the repair The First Officer should tell the Naviga-
tor how many escorts and merchants they
• When observers are in Section 8, the
Captain can order them to watch their
see. The Navigator then replaces the en- sectors and relay contact information.
emy marker with the appropriate tactical This gives access to the observer FPV.
Options
Information
feed
map miniatures. This is the first step of
visual identification.
• Each of the participating sailors
must be activated with an observation
menu
Time token.
compression Once the Navigator has updated the map,
the First Officer should use the iden-
• Once observers have been activated,
the First Officer inputs the number of
New tification sheet to determine how much observers in the app.
speed
Armament
GRT each target is worth. Upon choosing
a  target (typically the heaviest), the
• Each time the number of observers
on duty changes, the Navigator must
New First Officer should guide the Navigator report the current number of ob-
course Repairs to attack that target. servers to the First Officer. The
higher the number (up to a maximum
New of 6), the more efficient the obser-
Instruments
depth vation will be.

Target acquisition Observers on the bridge


• When there is at least one busy ob-
server in Section 8, the First Officer
can click on the binoculars button to

34 35
enter the observer FPV for a  better Sextant Changing time compression is not an or- Running out of medical supplies
picture of the tactical situation. der and is completely cost-free. In ad-
• Entering the observer FPV is not an If the U-boat is surfaced and the sky is dition, time compression will automati- When playing a single mission, the First
order and is completely cost-free. clear, the app will reveal the U-boat’s cally revert to real-time whenever a new Officer’s supplies are limited by the num-
• While in observer FPV, you can access current square on the Strategic Map. message appears in the information feed. ber of tokens in the medkit space locat-
the TDC and the deck guns. ed on their player panel. In linked and
_________________ Repairing Technical Conditions 8.6. First Aid campaign missions, however, additional
medkits can be opened to replenish the
DESIGNER NOTE: As previously mentioned, When asked by the Chief Engineer, the • the
The First Aid order is not managed by token supply. This is done by discarding
details regarding app functionalities are First Officer should check the repair app. a medkit token and returning all of the
explained in the in-app tutorial. This ap- list by pressing ‘Repairs’ on the main • A sailor activated to give First Aid discarded medical supply tokens back to
plies especially to the following section. screen. When a ‘Repair’ order is issued, must be in the same section as the the medkit space. Using a medkit token is
_________________ select the desired repair, input the sailor receiving treatment. not an order and is completely cost-free.
number of sailors assigned by the Chief • Only one sailor may be activated by
8.4. O
ther orders featuring app Engineer, and then confirm. a  single ‘First Aid’ order. Howev- 8.7. Event cards
functionality er, that sailor may treat multiple
Repairing Environmental Conditions sailors located in his section, one The app will signal when event cards are to
Periscope and Hull Breaches 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
At periscope depth (when the U-boat is Repairing environmental conditions does be treated per sailor at a time. its effects. Some cards have an immedi-
submerged within 10 meters of the sur- not require entering any information • Each health condition card lists the ate effect, while others are added to the
face), this order allows entering the into the app. Hull breaches, on the oth- medical supply tokens required to Captain’s hand of cards and can be played
periscope FPV. The TDC view can also be er hand, will display clear instructions treat the condition. There are five during an ‘Address the crew’ order. Once
engaged from periscope view. on the screen. Follow them and remember kinds of medical supplies: pills, an event card has been resolved, return it
not to confirm anything before you are ointments, bandages, shots, and sur- to the bottom of the event deck. The Cap-
Enigma 100% sure. gical instruments. tain’s cards, including event cards added

Launching Torpedo Attacks


• After the First Aid order has been to the Captain’s hand, are returned to the
The app will inform the players if an in- given, treat the sailor by placing box after being played.
coming message has been received, or if an all the required medical supply to-
outgoing message can be sent. This order Torpedoes are launched from the TDC view, kens on the sailor’s assigned health 8.8. Wound cards
is used to decipher and encipher them, re- which can be engaged from the observer condition card(s).
spectively. Messages can be accessed from FPV or the periscope FPV. Press the red • Once a  card has been treated, one These cards comprise four decks and are
the instruments menu by choosing ‘Enig- attack button and follow the Captain’s health condition token resulting from assigned to sailors affected by crew dam-
ma’. Only one sailor may be activated by orders. it can be discarded instead of an ac- age. When resolving crew damage, wait for
a  single ‘Enigma’ order. However, that tivation token during a watch change. the Captain to draw Crew tokens. If any
sailor may be activated multiple times per Reloading Torpedoes A health condition token is discard- sailors should receive a  wound, shuffle
this order, with each activation allowing ed EVEN IF a  sailor has transferred the appropriate wound card deck once,
him to send or receive one message. Select ‘Armament’ in the app and then a  ‘busy’ token during the current then draw and assign one card to each
click on an empty tube to reload it. watch change. sailor receiving a wound. When discard-
TDC • Once a sailor has no more health con- ing wound cards, discard them to the bot-
8.5. Time Compression dition tokens resulting from a  par- tom of the appropriate wound card deck.
This order allows access to the TDC FPV ticular card, discard the health con-
by pressing the Attack button in either Setting the right time compression for dition card they resulted from and If you ever need to assign a wound card
the periscope FPV or the observer FPV. the given situation is an important task the medical supply tokens used to of a  given type and there are no more
entrusted to the First Officer. It should treat it. cards of that type, then choose a differ-
Deck guns always be discussed with the Captain. ent wound deck and draw a card as normal.
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 37
9. THE NAVIGATOR 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:
The Navigator advises the Captain about steering the U-boat. This includes strategic ‘Ahead-Full’ speed on the Strategic Map
plotting of transit routes to reach patrol areas, tactical maneuvering to acquire (surfaced on one side, and submerged on • U-boat course (the direction where
perfect firing angles on enemy contacts, and updating the Strategic and Tactical Maps. the other). This permits a dead-reck- the U-boat is heading)
The Navigator is also responsible for observers and the crew’s food consumption. 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-
9.1. Strategic Navigation 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
The Strategic Map is divided into a submerged U-boat. and the contact)
squares, and the mission briefing always
indicates the U-boat’s starting square. 9.2.1. Using the Attack Disk
Once the mission begins, the Navigator
calculates the optimal route towards The Attack Disk is the Navigator’s best
mission objectives. This is not an order friend. To use it effectively, they must
and is completely cost-free. understand the difference between ene-
my bearing and course. Please note that
In order to plot a course: courses (both of the U-boat and the en-
emy) relate to east, west, north, and
1. 
Confirm the current destination with south. They must be set based on the
the Captain. white disk’s values.
2. 
Find the square where the U-boat is The Navigator draws a line connecting
located. the squares... Conversely, bearing is relative to the
3. 
Find the destination square and draw U-boat’s bow (ahead of it, to the left,
a line connecting the centers of the to the right, etc.) and must be set
two squares. When held against the map, the ruler can based on the green disk’s values. Below
4. 
Center the protractor over the line be used as a time-to-distance converter. you can find detailed descriptions of the
you have drawn and align 0/360 with N The above example shows that when start- first three tactical navigation parame-
the North. Read the result on the ing from AE67 and traveling at full speed ters and how they should be marked on
protractor - this is the course to on the surface, it will take the U-boat the Attack Disk:
the destination. roughly 9 hours to reach AE69, and about
5. 
Report the course to the Captain and 24 hours to reach AF57. U-boat course must be set with the green
the First Officer. disk. The yellow arrow on the green disk
9.1.2. The Sextant must point to the current U-boat course
value on the white disk.
The Sextant can help plot the U-Boat’s
accurate position. This order must be Enemy course must be set with the black
carried out in Section 8, so not when disk. The yellow arrow on the black disk
…and rotates the 360° protractor so that the U-boat is submerged. When carrying must point to the current enemy course
‘0’ is aligned North and the drawn line out the order, the First Officer checks value on the white disk.
goes through the center of the protractor. the sextant in the ‘Instruments’ menu.
The Navigator reads the result: the op- Weather conditions may sometimes make it Enemy bearing must be set using the ar-
timal course from AF76 to AE69 is 301 impossible to use the sextant. row on top of the Attack Disk. Bearing
degrees. refers to the direction where the enemy
_________________ 9.2. Tactical Navigation is located. It is calculated in rela-
tion to the U-boat’s bow. Bearing 0/360
DESIGNER NOTE: When playing as the Navi- If you wish to play as the Naviga- means that the enemy is straight ahead,
gator, you can and you will get lost on tor, study this section carefully. As bearing 90 degrees means that the ene-
the Strategic Map. This is no big deal soon as contacts are detected, tacti- my is exactly to the right, bearing 180
and is a part of the experience. Remember cal navigation becomes the Navigator’s degrees means that they are directly be-
that navigation was far less accurate top priority. They will need to use hind the U-boat, etc. Use the arrow on
during World War II than it is today, the Attack Disk to work out the ene- top of the Attack Disk to set the bear-
and navigation errors were very typical. my’s location and course. This infor- ing using the values on the green disk.
Keep this in mind and don’t try being too mation allows the Navigator to update
The U-boat is located in AF76 (blue ar- accurate. You can always blame the sea the Tactical Map, which is a very im- Once the Navigator completes the above
row) and the Navigator wishes to plot currents if the Captain gets mad at you... portant source of information for the steps using the Attack Disk, they are
a course towards AE69 (red arrow). _________________ Captain. ready to update the tactical map.

38 39
The U-boat is following course 290 marker and the enemy marker on the Tac- sitions. The Navigator then reports the
(northwest) when the First Officer re- tical Map in a way that recreates the situation to the Captain.
ports a contact: Bearing 40 degrees
(ahead and to the right), distance four
current battlefield situation. This need
not be a precise representation as the
_________________
miles, course 70 degrees (northeast). 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 _________________
He then turns the black disk so that its the enemy marker and corrects their po-
yellow arrow (enemy course) is pointing
at 70 degrees on the white disk.
The Navigator is now ready to update the The Navigator places the U-boat marker on the Tactical Map, and then places the
tactical map. enemy marker in a way that represents its location in relation to the U-boat.
_________________
DESIGNER NOTE: The Attack Disk may look
intimidating at first, but once you un-
derstand it, it is very easy to use. If
1 U-boat course: 290°
The Navigator starts with the green you don’t confuse the enemy’s bearing
disk, making sure that its yellow arrow with their course, and you understand
is pointing at the current U-boat course that bearing is relative to the U-boat’s
(290 degrees on the white disk). bow, while courses are absolute, then
the rest is easy.
_________________
In addition, you can change the order in
which you set the values on the Attack
Disk: it doesn’t matter if you set ene-
my course first, then update the U-boat
course, and finally enemy bearing. The
only thing that matters is for all three
values to be in place. Work closely with
the First Officer and agree on a coopera-
tion scheme which will be effective for
you both.
2 Bearing: 40°
ONE LAST TIP: If you have already set
a value on one of the disks, then it is
a  good idea to hold it down with your
thumb so that you don’t accidentally
change it while you rotate the remaining
parts of the tool. Good luck, and have
fun lining up those perfect shots!

9.2.2. Updating the Tactical Map

The Tactical Map is a grid of squares,


He then turns the black arrow in the with each square representing one square
center to point towards the bearing val- mile. Once the Navigator has used the
ue on the green disk. Attack Disk, they must place the U-boat

40 41
ors located in sections 7 and 8 are A meal has the following effects on the
3 Distance: 4 miles 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
1 mile as possible. 9.4.1. Meal Preparation

9.4. Food • To prepare a  meal, a  sailor must be


present in Section 4 and ordered to
4 Enemy course: 70° Besides navigation, the Navigator also
manages the crew’s food consumption. Good
‘Prepare Meal’. Only one sailor may be
activated by a ‘Prepare Meal’ order.
food fosters good morale. If this is ne- • Before selecting tokens, the Naviga-
glected, morale will quickly suffer. Up to tor may either switch the positions
three meals a day may be prepared using of any two tokens or discard any one
the ‘Prepare Meal’ order. The app asks token and draw one token from the
about what the crew has eaten once daily Food Supply to replace it. Taking ei-
at 22:00. A single meal consists of 1, 2, ther option will activate the sailor
or 3 ingredients represented by the fol- one additional time.
lowing provision tokens: • The meal consists of one, two, or
three tokens from the ‘Available
Products’ pyramid. If the Navigator
selects more than one token, they
must form a connected group, i.e. the
1 mile first token must be adjacent to the
second, and the second token adjacent
to the third.
After placing the enemy marker, the last thing to do is to correct the dis- Onions, bread, lemons, eggs, • If there is at least one lemon token
tance and facing of the markers. The tactical map is now updated! tinned fish, meat, and potatoes. within the pyramid, then the Navi-
gator must collect a  lemon together
3 tokens make a good meal, 2 tokens make with the rest of the selected tokens
a decent meal, and 1 token means a bad (even if not adjacent to the rest of
The enemy marker is used only initial- 9.3. Observers on the Bridge one. The worst situation is when there the combo). The lemon never counts
ly, before target identification has is no meal at all. for the purposes of counting the num-
been carried out. Once the First Offi- Once sailors have been mobilized to ber of products within a meal.
cer has had the chance to take a good Section 8, the Captain must issue the The possible token combinations are: • Collect all the selected tokens and
look at enemy ships, they will tell the ‘Assign Observation Sectors’ order. The place them in a stack into the leftmost
Navigator what kind of other markers number of observers is then passed to + = wurst with bread empty ‘today’s meal’ space. Put any
the enemy marker should be replaced the First Officer, who updates it in the lemons aside into the rightmost space.
+ = tinned fish sandwiches
with. app. The more observers are on duty (up • Inform the Captain that the meal has
_________________ to a maximum of 6) the more efficient the
observation will be.
+ = scrambled eggs been prepared. Randomly replenish the
‘Available Products’ pyramid with new
DESIGNER NOTE: remember, there are no + = ham omelette provision tokens drawn from the Food
strict rules on how the Navigator should • All observers on duty are considered
+ = bangers and mash
Supply.
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-
+ + = casserole
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. + + = stew
_________________ • Observers must get inside before the
‘Dive’ order is carried out. All sail- + + = potato pancakes

42 43
would normally have no effect, but as 10. THE CHIEF ENGINEER
they are the second and the third meal
of the day, they both receive a +1 The Chief Engineer is responsible for operating and maintaining the U-boat’s propul-
bonus. The crew has been fed very well sion and ballast systems. They also coordinate repairs, deal with hazardous occur-
and the morale increases by 3 in total. 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-
9.4.3. Food getting stale 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.
Each time the Navigator must replenish one Last, but not least, the Chief Engineer should have the Tactical Guide on hand and
A very good draw, They choose the or more empty spaces of the food pyramid assist the remaining players during combat by looking up any information they might
giving the Naviga- omelette and add and there are no more tokens in the Food need in the Tactical Data reference on the back cover.
tor four different the obligatory Supply, spoilage occurs as follows:
options. lemon when prepar- 10.1. Engines This requires TWO sailors in Section
ing the meal. 1. 
Each time spoilage occurs, remove all 3. This applies both to changing depth
provision tokens of one type from the There are two means of propulsion on while submerged and to diving/resurfac-
‘Available Products’ pyramid and the board the Type VIIC: diesel engines (in ing. Make sure to update the depth gauge
discarded food provision tokens. Return Section 5) and electric motors (in Sec- on the Chief Engineer’s player panel af-
all tokens of that type to the box. tion 6). ter changing depth.
2. 
Meat is the first type of product to
spoil. Once meat has spoiled, each Generally: 10.3. Repairs and resources
successive spoilage will eliminate • When the U-Boat is surfaced, it uses
the next type of food, in order: on- diesel engines and charges the elec- The Repair order has very broad appli-
This example shows The Navigator de- ions, eggs, bread, lemons, potatoes, tric motors’ batteries. cations. It is used to deal with three
a less fortunate cides to swap the and tinned fish. • When the U-Boat is submerged, it uses different categories of problems:
draw, as there is positions of two 3. 
After returning the spoiled food to electric motors, drawing from the • technical conditions
no combo. tokens at the cost the box, flip the remaining tokens in batteries. • environmental conditions
of one additional the discard pile face down, random- • hull breaches
activation. ize them, and return them to the Food To change speed, the engines need TWO
Supply. sailors in the appropriate section: Sec- Technical conditions result from wear and
9.4.2. Eating 4. 
Replenish the empty spaces of the tion 5 (diesel) when surfaced, or Sec- tear. They begin as maintenance tasks,
‘Available Products’ pyramid. tion 6 (electric) when submerged. Be but escalate over time. If unattended,
When the app asks what the crew has eat- sure to update the engine room telegraph they can lead to a component’s complete
en, the Navigator counts all the morale Once all food has spoiled, no further on the Chief Engineer’s player panel af- breakdown. Environmental conditions re-
bonuses from the meals, adding +1 to meals may be prepared. ter changing speed. sult from enemy attacks and are much
each meal cooked after the first one. The The Navigator more dangerous. They have a negative ef-
morale effect is then applied. After ap- wants to replen- Each time the U-boat Dives from the sur- fect on morale, can cause crew damage,
plying the morale effect, the Navigator ish the ‘Avail- face or Resurfaces, the Chief Engineer and will have disastrous consequences
discards all the tokens from the ‘To- able Products’ must switch propulsion. This requires if the crew is exhausted. Hull breaches
day’s Meal’ spaces into a discard pile pyramid, but one sailor in Section 5 and one sail- require immediate action and mean watery
next to the Navigator’s panel. there are no more or in Section 6. Merely changing depth death for the entire crew if not sealed
tokens in the while submerged does not require switch- quickly.
‘Food Supply’. ing propulsion: the U-Boat always runs
on electric motors when submerged. Regardless of which type of problem is
being handled, a single Repair order al-
The Navigator For example, when the U-boat is running lows the Chief Engineer to tackle only
removes all the at periscope depth and the Captain’s or- one problem, i.e. one technical condi-
meat tokens and ders are to go deeper, there is no need tion, one environmental condition token,
returns them to to switch propulsion. However, if the or one hull breach.
the box. dive were to be performed from the sur-
face, that would require changing from The Chief Engineer has various resources
diesels to electric motors. The Chief to help repair crews. These resources
Engineer must remember this difference can increase the repair crew’s efficien-
It is 22:00, so the app asks what the After that, the Naviga- and always make sure that their sailors cy, or let them tackle otherwise unsol-
crew has eaten. The Navigator has three tor randomizes all the are where they need to be. vable problems.
meals in the ‘today’s meal’ spaces: the remaining tokens, forms
first meal has 3 ingredients, and the a new ‘Food Supply’ and 10.2. Ballast Tanks These resources are:
remaining two have 2 ingredients each. replenishes the ‘Avail- • cards
The first meal will increase morale by able Products’ pyramid. The U-boat can change depth only when • toolboxes
1, as normal. The remaining two meals the ballast tanks are filled or emptied. • supplies

44 45
Cards represent tools, spare parts, and remove the corresponding technical cated, and cards from toolbox II only
other small helpful items. They are car- condition token from the Techni- where toolbox marker II is located.
ried in two different toolboxes. Supplies cal View, and flip the repair crew’s • All sailors may carry the toolbox
help with environmental conditions. Both technical condition tokens to their markers around the U-boat.
supplies and toolboxes need to be moved activation side. • When the ‘Repair’ order has been is-
around the U-boat. See section 6.4.’Mo- • The number of sailors in a  repair sued and the Chief Engineer is de-
bilization’ for details. crew may drop due to crew damage, claring the number of sailors in the
watch change, or because the Captain repair crew, the Chief Engineer can
10.3.1. Technical Conditions mobilizes the crew. If a  technical play one card and apply its bonus.
condition is being repaired and the • Cards which list specific repairs
Technical Conditions have three levels number of sailors in the repair crew (e.g. the periscope, the electric mo-
of severity: drops below the level required by the The Chief Engineer confirms the number of tor) can be used ONLY for the repairs
repair, then the order is stopped. sailors in the repair crew and the First listed on them.
Maintenance: Routine tasks to • When repairs are stopped, all the Officer inputs that into the app. • There must always be at least one
keep the U-boat in working or- technical condition tokens in the re- real sailor in the repair crew: a bo-
der. If neglected, they will pair crew’s activation spaces must be nus card alone cannot repair.
likely result in a failure. flipped to their activation sides, and • Only one card per repair may be
the repair must be paused in the app. played.
Failure: This is a more serious • A paused repair can be resumed if • When playing a +1/+2 card, place it
condition – if left unrepaired, enough sailors are activated for re- face up in the section of the Tech-
a major failure is imminent. pairs in the corresponding section. nical View where the ‘Repair’ order
It does not require another ‘Repair’ is being carried out. The card stays
Major failure: The situation order from the Captain. there and its effect applies to that
has gone from bad to worse. The • If the new watch does not have enough particular repair (and no other re-
component is completely out of activation spaces to continue the re- pair) until that repair is completed,
order and will not work until pairs, they must take excess acti- even if paused and then resumed. Once
repaired. vations. Please see 6.6.1. ‘Excess Once the number is confirmed, the repair the repair is completed, the card is
Activations’ for details. starts immediately. Its progress can be discarded.
10.3.2. Repairing Technical Conditions • The Chief Engineer may play a card when tracked in the Repair menu. • Cards with the may be used multiple
repairing a technical condition. See times and always stay in their tool-
• As soon as the First Officer reports the following paragraph for details. 10.3.3. The Chief diesel engine • electric motor • 88/20mM

________
Bearings
box spaces on the Chief Engineer’s
a technical condition, the Chief En- Engineer’s cards panel. When playing a card, flip
gineer must mark it with the appro- it face down for the duration of the
priate technical condition token on • The Chief En- +1
___________________
+2 repair, and flip it back face up if
the Technical View. gineer’s cards the repair is paused or completed. Do
• Each technical condition has a sever- give bonuses to 88 not move a toolbox marker if its cor-
ity level: green is minor, yellow is a repair crew. responding toolbox space on the Chief
moderate, red is most severe. They either increase the effective Engineer’s panel has a facedown card.
• More severe conditions require more number of sailors in the repair crew • When a new watch takes over the re-
sailors for repair. The First Officer (+1 and +2 cards) or modify the re- pairs, apply the effects of the
will find the exact number needed in pair crew’s activation (cards with ‘U-boat blueprints’ card to the new
the app Repair Menu. the icon). watch as well.
• Activate each sailor in the repair When the First Officer reports a Technical • Each card has a basic and an advanced
crew with a technical condition token Condition, place the required token in the effect. The basic effect requires
of the corresponding color (instead specified section on the Technical View. that at least one sailor with the
of an activation token). Please note specialization is in the repair
that game components use to mean crew. The advanced effect requires
‘a technical condition token of the that the most experienced sailor from
corresponding color’. the Chief Engineer’s current watch
• As usual, if a sailor does not have ( ) is in the repair crew.
the necessary specialization icon • During setup, the cards must be even-
(‘repair’ in this case), then the ly distributed between the two tool-
sailor must be activated with an ad- box spaces on the Chief Engineer’s
ditional activation token. player panel. Each of these spaces The Chief Engineer is repairing a bro-
• A sailor with a technical condition corresponds with one of the tool- ken diesel engine. As not many sailors
token is busy. See section 6.7. ‘Busy box markers located on the Technical are available, the Chief Engineer de-
sailors’ for details. View. Cards located in toolbox I can cides to play a card to boost the repair
• The app will indicate when repairs The First Officer checks the severity only be played to boost repairs in the crew’s efficiency. The Chief Engineer
have been completed. You can then level in the repair menu. section where toolbox marker I is lo- makes sure that the required toolbox

46 47
is in place, that the card matches the if they don’t have the repair spe- after surfacing. Therefore, rebreathers be isolated with a watertight bulkhead.
repairs to be done, and that there is cialization icon). One environmental allow the crew in the affected section to If a second section becomes flooded, the
a sufficiently qualified personnel to use condition token is then removed. avoid resolving crew damage (it is enough U-Boat will sink!
the card’s ability (a  sailor, or, • When removing an environmental con- for the rebreathers to be in the section
better still, the sailor). If every- dition token, increase morale by 2. to prevent the crew from resolving crew A Hull Breach starts a countdown in the
thing is correct, then the card’s bonus • Dealing with environmental conditions damage from toxic gas). This environmen- app. The countdown shows the remain-
is added to the number of sailors in does not require the app. tal condition will linger until the crew ing time the Chief Engineer has to seal
the repair crew. • Having the necessary supplies does can open the hatch and let in fresh air. the breach. This is done by solving the
not protect a sailor against the ef- If toxic gas ever occurs while the U-boat Technical Puzzle. The Technical Puzzle
10.3.4. Environmental Conditions fects of fire or electrical hazard. is sailing on the surface, then resolve has 16 puzzle pieces showing the U-Boat
(Toxic gas is an exception.) crew damage once in the affected section schematic in sections.
Environmental conditions directly in- without placing a toxic gas token. The Chief Engineer must assemble three
fluence the crew’s health, morale, and The list below shows which supplies are adjacent sections of the puzzle. These
overall performance. They are marked on necessary to deal with each environmen- sections are where the Hull Breach oc-
the Technical View and must be solved tal condition and which wound deck to
with appropriate supply tokens. draw from when resolving crew damage:

• When instructed by the app, place the Hazardous


appropriate environmental condition
token in the specified section of the Electrical Hazard curred and the sections forward and aft.
Technical View and decrease morale by Note: For the purpose of the Technical
one. If that happens to an exhausted Crew damage: electric shock Puzzle, Section 1 and Section 6 are ad-
crew, the game is over. See 7.4. ‘Ex- Eliminated by: wire jacent to the bow and the stern, respec-
hausted crew’ for details. The U-boat has just been attacked with tively. See 10.3.8. ‘Other rules related
• After placing the token, resolve crew Fire depth charges, and leaking batteries have to Hull Breach’ for details.
damage for that section (if necessary). released toxic gas. A toxic gas token is
• A section may have multiple environ- Crew damage: burns placed in the affected section, morale is If the Technical Puzzle is not completed
mental condition tokens. Eliminated by: fire extinguisher decreased by one, and crew damage is re- in time, the app will tell you to flood the
solved. The U-boat will need to surface in section where the Hull Breach occurred.
10.3.5. 
Dealing with Environmental Toxic Gas1 order to vent the gas outside. This is a last ditch effort to save the
Conditions U-Boat from sinking. Below is a descrip-
Crew damage: tion of how the whole process is handled.
The Chief Engineer uses five supply tokens poisoning
to deal with environmental conditions. Neutralized by: rebreathers 10.3.7. Sealing a Hull Breach
During setup, they can allocate them in any Eliminated by: Surfacing
sections they wish on the Technical View. When a hull breach occurs:
Non-hazardous
Decrease morale by one. If that hap-
1. 
Lighting Failure pens to an exhausted crew, the game
In this example, the U-boat is sailing is over. See 7.4. ‘Exhausted crew’
Above from left to right: wire, Eliminated by: light bulbs on the surface, when a seriously dam- for details.
rebreathers, water pump, light bulbs, Special effect: one additional sail- aged diesel engine starts spewing to- 2. 
Assemble enough sailors in the sec-
fire extinguisher. or in this section must be activated xic fumes inside the hull. Crew damage is tion where the Hull Breach has oc-
whenever an order in this section is resolved once, but a toxic gas token is curred, and then start sealing the
• The repair requirement of all envi- to be carried out2. not placed and the Morale Track is unaf- breach. This will most likely require
ronmental conditions is 1 and the EXCEPTION: a lighting failure cannot fected. the Captain to issue Mobilization,
required supply token. All sailors cause a ‘game over’ effect when the and then a ‘Repair’ order.
2 
may carry and use supply tokens. crew is exhausted. The game continues Thisalso applies to repairing lighting 3. 
A Hull Breach requires a repair crew
• Supply tokens may be used an indefi- as normal - DO NOT press ‘all hands failure itself. A single activation to- of 5 in order to be sealed. The
nite number of times and are not dis- lost’ in the app. ken is placed regardless of the affected repairing sailors must be in the
carded when dealing with environmen- sailor’s specialization icons. breached section to seal it. Acti-
tal conditions. Leak vate them with regular activation to-
• The sailor carrying out the order and 10.3.6. Hull Breach kens. Remember that sailors without
the supply token must be present in Eliminated by: water pump the ‘Repair’ specialization must take
the section where the environmental A Hull Breach means the U-boat is tak- two activation tokens.
condition token is located. ing on water. This is far more serious 4. 
Only AFTER the repair order has been
• Activate the sailor carrying out the 1 
Toxicgas is somewhat different from oth- than a  minor leak and must be sealed issued and the repair crew has been
‘Repair’ order with a regular activa- er hazardous conditions. It can only be immediately. If it is ignored for too activated can the Chief Engineer
tion token (or two activation tokens removed by being vented out of the U-boat long, the flooded section will need to start solving the puzzle.

48 49
5. 
Once the Chief Engineer has solved the puzzle and are used in the exact same U-boat. Technical and Environmental con-
puzzle, they must flip the pieces to way as the remaining pieces. For ex- ditions must be marked for everyone to
confirm that it has been solved cor- ample: if a  Hull Breach occurs in see, and the Chief Engineer should moni-
rectly. If the puzzle has been solved Section 1, then the correct result is tor the Technical View during Mobiliza-
correctly before the timer runs out, ‘C,B,A’, as seen on the diagram. tion to check whether any sailors move
then the breach is sealed and players • A flooded section is inaccessible: sail- into or through hazardous sections. If
can continue with the game. ors can never move into or through it. so, the Chief Engineer must report it
No game effects can target it. It is immediately.
Failing to seal a Hull Breach inaccessible for the rest of the mis-
sion. For Linked Missions, that means As Section 2 is flooded, several sailors Toolboxes and supplies are also placed
• If the puzzle has not been solved and until the end of the whole patrol. have been cut off in Section 1. When the on the Technical View, and the Chief
flipped before the timer runs out, then • If Section 2, 3, 4 or 5 becomes flood- U-boat is surfaced, those sailors can Engineer should check which resources
the Chief Engineer has failed and must ed, then one part of the U-boat is leave Section 1 and other sailors may are needed for repairs and whether Mobi-
immediately stop solving the puzzle. cut off from the other part. move into Section 1, as long as each of lization is necessary to move resourc-
• If the Chief Engineer flips the pieces • Sections which have been cut off, but those sailors is activated. es to a  different U-boat section. The
to check their solution and an er- are NOT flooded, may be used as normal. Chief Engineer should always be aware of
ror is found, then the Chief Engineer • The app retains all its functionalities 10.4. The Technical View what is happening on the Technical View
has failed and must immediately stop for the duration of a Hull Breach. and work closely with the Captain so
solving the puzzle. • The Chief Engineer may play a card The Chief Engineer is also responsible that repairs and maneuvers can proceed
• All sailors and resources must be when sealing a  Hull Breach. See for monitoring the Technical View of the smoothly.
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- 11. Closing comments
ed section token in the breached sec-
tion. Any sailors remaining inside are We sincerely hope that you will enjoy playing U-BOOT. A lot of thought, research,
now KIA, and any resources left inside and love went into this game, and we are confident that it will give you many unfor-
are lost and are returned to the box. 2 1 gettable gaming memories. However, if you find anything that is not in line with your
understanding of the theme, then we encourage you to find solutions which suit you and
10.3.8. 
Other rules related
to Hull Breach C B A your group’s playstyle. The rules already incorporate a few customization possibil-
ities (e.g. difficulty levels and simplified watch changes), so if there is anything
else which you would like to try changing to enhance your experience with the game,
• Sealing a breach requires a ‘Repair’ then we say ‘go for it’! This is your game and the most important thing is that YOU
order. have fun with it!
• The Chief Engineer should have the The above example shows how to complete Happy hunting, and stay tuned for more World War 2 games by
Technical Puzzle pieces in a  face- the Technical Puzzle if Section 1 was Artur Salwarowski & Bartosz Pluta from Iron Wolf Studio
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 INDEX
• Three sections must be put together been cut off Learning how to play . . . . . . . . . . . . 1.5
before the timer runs out: the sec- Activation . . . . . . . . . . . . . . . . . . . 6.6
. . . Mobilization . . . . . . . . . . . . . . . . . . . 6.4
tion where the Hull Breach occurred, After Section 2, 3, 4 or 5 has been flood- Attack Disk . . . . . . . . . . . . . . . . . 9.2.1
. Morale Track . . . . . . . . . . . . . . . . . . . 7.3
and the sections forward and aft of ed, the U-boat is split into two parts. Ballast tanks . . . . . . . . . . . . . . . . . . 10.2 Observers
it. For example, Sections 1, 2 and 3 The flooded section cannot be entered, Busy sailors . . . . . . . . . . . . . . . . . . . 6.7 - app . . . . . . . . . . . . . . . . . . . . . . . 8.3
must be assembled to repair a  Hull but there is still a way to get to the Captain . . . . . . . . . . . . . . . . . . . . . . . 7.5.3 - board . . . . . . . . . . . . . . . . . . . . . . 9.3
Breach in Section 2. other side. A mobilized sailor can by- Crew Damage . . . . . . . . . . . . . . . . . . 6.12
. . Orders
• A  Hull Breach can occur only in Sec- pass the flooded section by using one of Crew Tokens . . . . . . . . . . . . . . . . . 7.6
. . . - carrying out . . . . . . . . . . . . . . . . 6.5
tions from 1 to 6. Each section is com- the torpedo loading hatches (located in Difficulty levels . . . . . . . . . . . . 1.3, 5.3 - order list . . . . . . . . . . . . . . . . 7.5
. .

prised of two puzzle pieces. The pieces the ceilings of Section 1 and Section Engines . . . . . . . . . . . . . . . . . . . . . . 10.1 Order Track . . . . . . . . . . . . . . . . . . . 7.2
. .

have letters on their back, so that 6). This is possible only if: Enigma . . . . . . . . . . . . . . . . . . . . . . 8.4
. . . Periscope . . . . . . . . . . . . . . . . . . . . . . 8.4
the Chief Engineer can use the diagram Environmental Conditions . . . . . . . 10.3.4 Real-time gameplay . . . . . . . . . . . . . 1.4
. .

on his player aid to make sure whether • the U-boat is surfaced, and Event cards . . . . . . . . . . . . . . . . . . 8.7
. . . Repairs . . . . . . . . . . . . . . . . . . . . . . 10.3
the puzzle has been solved correctly or • the sailor bypassing the flooded sec- Excess activations . . . . . . . . . . . . 6.6.1
. Strategic Navigation . . . . . . . . . . . . . 9.1
not. See the Chief Engineer’s player tion is activated. (This is the only First Aid . . . . . . . . . . . . . . . . . . . . . . 8.6 Tactical Navigation . . . . . . . . . . . . . 9.2
aid for a complete diagram of how to situation when players activate sail- First Officer . . . . . . . . . . . . . . . . . 8.4
. . . TDC . . . . . . . . . . . . . . . . . . . . . . . . . 8.4
. .

solve the Technical Puzzle. ors to move them). Food . . . . . . . . . . . . . . . . . . . . . . . 9.4


. . . Technical Conditions . . . . . . . . . . . 10.3.1
• The bow (comprised of two ‘A’ puzzle Hazardous sections . . . . . . . . . . . . . . 6.4 Toolboxes . . . . . . . . . . . . . . . . . . . . 10.3
.

pieces) and the stern (comprised of If the above conditions are met, then Health . . . . . . . . . . . . . . . . . . . . . . . . 6.9 Watch system . . . . . . . . . . . . . . . . . . 6.8
. .

two ‘H’ puzzle pieces) are not U-boat the movement is otherwise carried out Hull Breach . . . . . . . . . . . . . . . . . .10.3.6 Wound cards . . . . . . . . . . . . . . . . . . . 8.8
. .

sections, but they are a part of the as normal. Hydrophone . . . . . . . . . . . . . . . . . . 8.4


. . . Visual identification . . . . . . . . . . . . 8.2

50 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).

Changing the watch: 1. Adjust the Order Track.


2. Resolve crew damage (if necessary).
3. Resolve excess activations.
4. Manage tokens and flip crew tiles.
5. Return or remove KIAs (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

Special thanks to: Krzysztof Kostowski, Jakub Trzebiński, Michał Nowakowski,


Marek Bartniczak, Jerzy Salwarowski, Jerzy Klimowicz, Michał Klimowicz, Adam Kokoszka,
Wiktor Długaj, Piotr Jasik, Michał Parma, Wojciech Sieroń, Andrzej Cierpicki, Maciej
Szafranek, Marcin Kramarczyk, Richard Ham, Thierry Vareillaud, Tomasz Bar, Michał Sapieha,
Angelika Ebert, Robert Lane, Marcin Żełubowski

We would like to thank all our Kickstarter and Backerkit backers,


and our international partners, whose involvement
in this project enabled it to be published in this form.
Iron Wolf Studio S.A. would like to thank Playway S.A.
for believing in us and making
this project possible.

PHALANX CO. LTD Iron Wolf Studio S.A.


Craven House, 40-44 Uxbridge Road, Ul. Mickiewicza 18/6, 40-092 Katowice, Poland
London, W5 2BS, United Kingdom www.ironwolfstudio.com
www.phalanxgames.co.uk www.uboottheboardgame.com

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