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Advanced U-Boat Captain

U boat solitaire game

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0% found this document useful (0 votes)
430 views59 pages

Advanced U-Boat Captain

U boat solitaire game

Uploaded by

exnihilo010101
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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U-Boat Captain

Solitaire WW2 Wargame


Advanced Edition

Minden Games k
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Walter O\\\'Hara (Order #33535314)


U-Boat Captain, Advanced Edition is Minden’s solitaire
World War II tactical/operational submarine game, 1939 to
1942. It is volume 11 in the Battlegame book series.

Visit minden_games.homestead.com for full details of


our entire line of military games and magazines.

U-Boat Captain, Advanced Ed.


Minden Battlegame Book #11
Designer: Gary Graber
Historical Background: Bob Flood
Publisher: Minden Games
© 2022 Minden Games

Walter O\\\'Hara (Order #33535314)


TABLE OF CONTENTS
Setting Up the Game ... 3
How to Use this Book ... 4
The U-Boat Campaign, 1939-1942 ... 5
U-Boat Captain: Instructions ... 9
Prepare for Play ... 9
Sequence of Play ... 9
Patrol Area Location Segment ... 9
Outward Journey Segment ... 10
Daily Patrol Segment ... 11
Homeward Journey Segment ... 15
End of Patrol & Refit Segment ... 16
Victory Conditions ... 17
Standard Game U-Boat Ratings at Start ... 17
Scenarios ... 17
Optional Rules ... 18
Advanced Edition Additional Rules ... 19
Merchant Tonnage ... 21
Extended Example of a Complete Patrol ... 21
Designer’s Notes ... 25
Components Section ... 27
U-Boat Log ... 28
U-Boat Displays ... 29
Map ... 37
Game Counters & Markers ... 38
Reference Cards ... 39
Minden Games / Credits ... 44

Setting Up the Game


We suggest you read through the rules (starting on page 9) to get a feel for play.
Scan the map (page 37), counters (page 38), and select and cut apart a U-Boat
counter to use. Initial U-Boat ratings are given on page 17. You’ll need a standard
52-card deck of playing cards, and two six-sided dice (2d6) to play. Have some
paper and a pencil handy as well as scans of the U-Boat Displays (pages 29-36),
and the U-Boat Log Sheet (page 28). You’ll record events on these with pencil and
game markers. There is no movement on the map as such, so map and counters
are not essential for play. (They simply show the areas where patrols occur.)
Introductory Game: To play the Introductory Standard Game, see page 17.
This is a one month scenario and utilizes a Type VIIC U-Boat, on a patrol in 1940.
Scan or make a copy of the Type VIIC U-Boat Display on page 29, on which you’ll
be recording fuel and torpedo expenditures, damage points received, and any me-
chanical troubles that occur while on patrol. You can use the markers (page 38) for
the display, or simply keep track by marking your copy with a pencil. Other histori-
cal scenarios and campaign games are also provided on pages 17-18.
An extended example of play is provided on page 21 that illustrates the
game system and how it works.

Walter O\\\'Hara (Order #33535314)


HOW TO USE THIS BOOK
This Battlegame book contains the instructions and components for a solitaire game
simulating World War II U-Boat patrols. U-Boat Captain places you in the role of a sub-
marine commander, employing good tactics in an effort to sink allied shipping, while
avoiding being sunk yourself.
The game emphasizes high playability combined with authentic historicity to produce a
game that plays quickly but retains a strong historical narrative. Several different U-Boat
types are provided, as well as various scenarios.
This Advanced Edition retains the game system published in Panzerschreck #19, and is
fully compatible with it. This edition adds new U-Boat types and additional rules, provid-
ing players with a comprehensive game that covers the war years from 1939 through
1942, the pivotal period of the Battle of the Atlantic.

Solitaire Wargames from Minden Games

These and many other games available at:


minden_games.homestead.com

4 4

Walter O\\\'Hara (Order #33535314)


The U-Boat Campaign 1939 – 1942
Historical Background
by Bob Flood
Sidebars by the Designer

A
t the outbreak of war in 1939 Brit- placed mine-belt. Support from other
ain would be dependent on the Commonwealth countries, particularly
import of food and other raw ma- Canada, would also be crucial.
terials by sea in order to fully prosecute
The first six months of the war appeared
the conflict effectively. In World War
to support the British view. The Ger-
One German submarines posed the
mans enjoyed some successes, includ-
greatest threat to these imports and the
ing the sinking of the aircraft carrier
British believed this would be the case
Courageous and the Battleship Royal
again.
Oak. However, only 114 merchant ships
Although a number of the restrictions were sunk – and of these only 12 had
placed on the Germans in 1919 had been travelling in escorted convoys.
been removed, they had only a limited Mines were more effective for the Ger-
surface fleet and 56 submarines when mans at this time, sinking 128 merchant
war came. Many of these were Type II, ships in the same period.
which were not suitable for use in deep
The situation was transformed in the
oceans. Less than half were the Type
spring and summer of 1940. The con-
VII and IX that were capable of operat-
quest of Norway, France and the Low
ing further afield. Doenitz, the submarine
countries gave the Germans much
commander, believed that sinking
greater access to the Atlantic coast and
750,000 tons of merchant shipping each
Bay of Biscay – making it much harder
month would force Britain to the peace
for the British to bottle up the U-boats.
table.
At the same time, the loss of France as
Britain was not too concerned about the an ally and Italian entry into the war
threat posed by submarines when war meant that the British had to divert much
broke out. They believed that they could needed combat vessels to the Mediter-
be defeated by a combination of the ranean. As a result the Germans en-
escorted convoy system, the use of AS- joyed far greater success. This was the
DIC (sonar), close co-operation with first ‘Happy Time’ for the U-boats –
RAF Coastal Command and a carefully when shipping losses were high and

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Walter O\\\'Hara (Order #33535314)


submarine losses low. By July 1941 they where British patrols were most numer-
had sunk around 850 merchant ships ous.
totaling over 4 million tons. This period
The Battle of the Atlantic took another
also saw significant raids by German
twist in December 1941, with the Axis
surface vessels and more effective at-
declaration of war on the United States.
tacks at sea by the Luftwaffe.
The focus of German attacks shifted to
By the spring of 1941 this first German the western Atlantic – in particular the
‘Happy Time’ was at an end. The British east coast of the United States, Carib-
introduced a continuous two bean and Gulf of Mexico.
-way escort system for con- The Americans had few
voys crossing the key North trained escorts, no effective
Atlantic route. Almost 400 coastal convoy system and
ships were available for did not operate a blackout
duty, thanks in part to an system on the east coast
agreement with the United (leaving ships clearly visi-
States. Escorts were now ble to attacking subma-
equipped with radar, more rines). The first six months
powerful depth charges of 1942 were the second
were developed and there ‘Happy Time’ for the U-
was increased air support boats. In June alone of
from mainland bases and escort carriers 1942 144 merchant ships were sunk by
(originally from adapted merchant ves- submarines (700,000 tons). This was
sels, later purpose built). More and more only ended by better air cover, the intro-
ships sailed in escorted convoys, with duction of a more effective convoy sys-
fewer making the journey as independ- tem and new escort ships.
ents.
In the second half of 1942 the Germans
During 1941 the German Enigma code shifted their attention to the central At-
was broken – crucial in helping to locate lantic area – an area where there was a
and track U-boats. In April the United ‘Gap’ that Allied land based planes
States extended its defence zone at sea could not cover. U-boat numbers were
to latitude 26 degrees west – almost to increasing significantly (91 in January
Iceland. German submarines were in- 1942 to over 200 in January 1943).This
creasingly forced to concentrate in areas was much slower than Doenitz had

Walter O\\\'Hara (Order #33535314)


hoped – especially as nowhere near all planes such as the Short Sunderland
could be at sea at any one time. Allied earlier in the campaign. The main Ger-
shipping losses remained high, but so man long range plane, the FW Condor,
did U-boat losses (22 in the first half of was never numerous or effective
1942 up to 66 in the second half). Rapid enough to be decisive. American ship
American production of ships, merchant production (34 million tons of new ships
and military, was really beginning to during the war), coupled with better
make a difference. Air power was also training and more effective anti-
becoming more and more significant. submarine weaponry (such as Hedge-
hog mortars), meant that escort ships
Allied losses were particularly bad in
became more numerous and effective.
November 1942 (729,000 tons) when
Other factors were equally crucial, in-
many escort vessels had been diverted
cluding technological developments in
to support Operation Torch in North Af-
radar and sonar and intelligence work in
rica. Losses were also high on many of
breaking German naval codes. Above
the convoys sent north to Murmansk to
all, the morale of the sailors and airmen
aid the Soviet war effort.
of all the Allied nations involved was
The early months of 1943 saw the key never broken – despite some very hard
period of the Atlantic battle. Losses of times.
merchant ships and U-boats were high,
German service personnel also showed
but by the middle of the year the Allies
equal courage during the conflict. But
had gained the upper hand decisively.
the longer the conflict went on, the more
The foundations for ultimate Allied suc- difficult it became for them. Submarine
cess were laid in 1942. Increasingly production never hit targets set by Doe-
effective Allied air power was crucial – nitz and support from the Luftwaffe was
very long range land based aircraft and sadly lacking. Even the much vaunted
escort carriers came to supplement the ‘Wolfpack’ system, where significant
excellent work that had been done by numbers of submarines came together

MAJOR U-BOAT TYPES


In the U-Boat Captain standard game, there are two major U-Boats represented:
the Type VIIC, and the Type IXC, plus some more minor types. These two de-
signs were most prominent up through the end of 1942, the game’s time frame.
Type VIIC: Officers: 4 Crew: 40 # Commissioned: 577 In Service: 1940-45
Type IXC: Officers: 4 Crew: 44 # Commissioned: 54 In Service: 1941-45

Type VIIC (218 ft)

Type IXC (250 ft)

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Walter O\\\'Hara (Order #33535314)


to attack an individual convoy, ceased to out the whole war. Allied victory was un-
be as effective as Allied operating sys- doubtedly crucial in their ultimate suc-
tems improved. Whilst there were a num- cess. A high price was paid by both sides
ber of important technological improve- in this theatre of war. ♦
ments, the U-boats became more vulner-
able to air and surface attacks by the Al-
lies.
The Battle for the Atlantic lasted through-

U-Boat Aces
Four WW2 U-Boat aces, with pertinent facts about their main boat, and careers.
16 patrols - 44 ships 15 patrols - 46 ships
sunk (274,000 tons) sunk (225,000 tons)
U-99 (Type VIIB); fa- U-43 (Type IXA);
vored attacking on the noted for making
surface when possible; long patrols; served
advocated a “one tor- for five years, trans-
pedo / one ship” policy; ferring to training
forced to scuttle his duties in Jan. 1944;
boat in March 1941 and he survived the war,
Otto Kretschmer was captured, spend- Wolfgang Lüth just barely, mistak-
ing rest of the war in POW camp in Can- enly shot by a German sentry only days
ada; top German ace of the war. after the war ended.

10 patrols - 30 ships 13 patrols - 35 ships


sunk (180,000 tons) sunk (197,000 tons)
U-47 (Type VIIB); U-552 (Type VIIC);
famous for sinking was given com-
battleship Royal mand of a Type VII
Oak in Scapa Flow boat after earlier
raid; nicknamed serving in smaller
“The Bull of Scapa ones; after 13 pa-
Flow”; aggressive Erich Topp trols was transferred
Günther Prien style both below to non-patrol training duties in Oct.
and on the surface; his boat was sunk 1942; after the war he, along with Kret-
May 1941, taking Prien down with her. schmer, rose to rank of admiral in the
German navy.

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U-BOAT CAPTAIN -- INSTRUCTIONS
U-Boat Captain, Advanced Ed. is a solitaire game depicting German submarine activi-
ties in the early years of the Second World War, to the end of 1942. In the game, the
player assumes the role of captain of a single U-Boat, and engages in patrols in
search of allied merchants to sink. The object of the game is to sink as much tonnage
as possible, while surviving.
The game comes with these rules, reference map, log sheet, U-Boat displays, set of
counters, historical scenarios, campaign games, and optional and advanced rules.
U-Boat Captain is an historical game that simulates the operational life of a single boat
and crew through its various patrols, and emphasizes tactical decision-making. Each
patrol is made up of specific game segments, performed in order. When allied mer-
chant ships are spotted during daily patrolling, this is resolved in a more detailed fash-
ion, as you, as captain of your U-Boat. must decide when and how much to “press the
attack”, and how best, if detected by escort vessels, to make your escape.
The rules are presented in an order logical to how the game (and each of its patrols) is
played. The Standard Game uses Type VIIC and Type IXC U-Boats. At the end of the
instructions there are other historical options (different scenarios, additional U-Boat
types) presented. To get into play quickly, it may be useful to play the short Standard
Game (page 17), to get a feel for the system, before playing a longer scenario.

I. PREPARE FOR PLAY


See Setting Up the Game on page 3. Decide what scenario
you will play (page 17), and what U-Boat type is used.

II. SEQUENCE OF PLAY


The game is comprised of several segments, each played
in order.
1. Patrol Area Location segment.
2. Outward Journey segment.
3. Daily Patrol segment.
A. Perform Daily Patrol each turn.
B. Continue until U-Boat Is sunk, or you elect to terminate the patrol.
4. Homeward Journey segment.
5. End of Patrol & Refit segment.
6. If another patrol to be played, start a new patrol by repeating the sequence of play,
starting with Patrol Area Location segment. If not, determine victory (see section VIII).
The game ends when you have completed the number of months (or patrols) of the
scenario, or your U-Boat is sunk. See U-Boat displays (pp. 29-36) for starting ratings.
Unless specified a die roll modified below 1 is treated as 1, and higher than 6 as 6.
(Note that < means lower than; < means lower than or equal to; > means higher than;
> means higher than or equal to.) Die roll modifiers are always cumulative. During
play, reshuffle the cards after any Ace Spades draw, and when a new patrol is started.
Keep track of events and your U-Boat status (fuel (F) expended / torpedoes launched /
deck gun ammunition spent / damage points received / merchant ships sunk / me-
chanical “trouble” occurring) on copy of the appropriate U-Boat display.

III. PATROL AREA LOCATION SEGMENT


Determine the scenario you are playing (see section X), and the U-Boat type you are

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Walter O\\\'Hara (Order #33535314)


using. Draw card for the U-Boat type in the year the patrol occurs, to determine location
of the patrol (e.g. Type VIIC boat draws a King in 1940, so location for this patrol is
Spain). The location’s relative distance from Lorient, France is noted (Near, Medium, or
Far). After determining the patrol’s location, go to Outward Journey segment.

LOCATION TABLE
1940 Type VII U-Boats 1940 Type IX U-Boats
A-9 British Isles - Near not applicable
10-J North Atlantic - Medium
Q Norway - Medium
K Spain - Near
1941 1941
A-8 North Atlantic - Medium A-8 N.Atlantic - Medium
9-J British Isles - Near 9-10 British Isles - Near
Q Mediterranean - Medium J-Q W.Africa - Medium
K Spain - Near K Spain - Near
1942 1942
A-6 North Atlantic - Medium A-5 N.Atlantic - Medium
7-10 North America - Far 6-10 N.America - Far
J-Q British Isles - Near J-Q British Isles - Near
K Arctic - Medium K W.Africa - Medium

IV. OUTWARD JOURNEY SEGMENT


Draw a card on proper line the stated number of times, and resolve any Encounters on
the Encounter Table. Example: Location is British Isles (Near), so you’ll make two
draws, at total cost of 1F, with an Encounter occurring on Jack, Queen, and King draws
of any suit. Or, if location is N.Atlantic (Medium distance), you’d make two draws, and
spend 2F fuel in total. Resolve any Encounter by rolling 1d6 on the Encounter Table.
After Encounters have been resolved, the Outward Journey segment is over; begin the
Daily Patrol segment of the game.
Destination Draws Cost Results
Near 2 1F Ace-10 = no effect ; J-K = Encounter
Medium 2 2F Ace-10 = no effect ; J-K = Encounter
Far 2 4F Ace-10 = no effect ; J-K = Encounter

ENCOUNTER TABLE 1d6


1 = Roll on Air Attack Table
2 = Roll die; if < Crew rating, no effect; if > Crew rating, roll a die:
1-4 = no effect; 5-6 = sunk (U-Boat caught on surface)
3-4 = no effect
5-6 = either deduct 1F, OR roll a die: 1 = roll on Air Attack Table,
2-6 = no effect

AIR ATTACK TABLE 1d6


1 = “1d6 minus 2” damage* 2-6 = no effect
drm: if 1942: -1
* Roll die, subtract 2 from roll; U-Boat gets that many damage points
10

Walter O\\\'Hara (Order #33535314)


V. DAILY PATROL SEGMENT
Each turn during the Daily Patrol segment begins by drawing a card (signifying one
day’s worth of patrolling) and checking the Daily Patrol Table, and also deducting 1F
(one fuel factor) from your total. Depending on what suit is drawn, there may be a
sighting that has to be resolved. (Sightings only occur when spades are drawn.)
Continue to conduct turns in the Patrol segment, until your U-Boat is sunk or you decide
to end the segment (at which time, go to section VI: Homeward Journey Segment).
The main reasons you may want to terminate your patrol are: running low on fuel, out
of torpedoes, or your U-Boat has been damaged and you think it best to head home.

DAILY PATROL TABLE


Each daily turn, either draw one card (at cost of 1F) on the Daily Patrol Table, OR
terminate the Patrol segment (go to VI: Homeward Journey segment, at no cost).
Hearts Diamonds
no sighting, turn over. no sighting, turn over; instead of drawing next turn,
deduct 1F next turn, with result “no sighting, turn over”.
Clubs
no sighting, turn over; instead of drawing for the next two turns, deduct 1F as usual for
each; result for both turns is “no sighting, turn over.”
Spades Ace-7 Spades 8-King
Day Sighting; roll 2d6 on Merchant Table Night Sighting; roll 2d6 on Merchant Table

Sightings will only occur on Spades draws. Hearts-Diamonds-Club draws never


produce sightings. See extended example (page 21) which illustrates how the Daily
Patrol Table works. (If no ship sighted on Merchant Table roll, go to next daily turn.)

MERCHANT TABLE 2d6


Ships Sighted S = small merchant
2= SSSS L = large merchant
3= SS (4 ships = part of convoy)
4= no sighting
5= S S L L*
6= L Example: (1) If you rolled 10, you
7= Roll again (below) sight 2 merchants (1 small, 1
8= S large). (2) If you roll 7, and then
9= S L L L* reroll 5 during 1940 (Day), you
10= SL spot one large merchant.
11= S
12= SSSL
Roll Again 1d6 (-3 drm if Night)
If 1940: if 1941-42: if 1941-42 N.Atlantic:
1 = no sighting no sighting no sighting
2 = no sighting no sighting no sighting
3= L L L L L L*
4= L SL S L L L*
5= L S S S L* S S L L*
6= S L L L L* S S S S*
If merchant ships sighted, roll on Escort Table to see if any escorting
warships are present. * If escort present (next page), it is Heavy escort.

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Walter O\\\'Hara (Order #33535314)


ESCORT TABLE
Roll a die on the appropriate column, depending on how many merchant ships are
present, to see if there are Escort ship(s) present.

Merchants Present
Escort 1 merchant 2 merchants 4 merchants
Present? Yes = 1 1-3 1-6*
No = 2-6 4-6 7
drm: if 1940: +1 if location is N.America: +1
* possible Heavy escort; see Merchant Table

After determining if escort is present or not, you must decide to WITHDRAW (daily
turn ends; start new daily turn), or ENGAGE (go to ENGAGEMENT SEQUENCE,
starting with the Long Range Table). When Engaging, unless you specify you are
operating on the surface, it is assumed that you are operating submerged.

ENGAGEMENT SEQUENCE
If more than one merchant, select the one you are targeting in this sequence (your
choice). You may always change from submerged to surface (and visa versa) at
each range, at no cost, in addition to doing something else. Always start with Long
Range Table. Note: You cannot launch torpedoes and fire Deck Gun at the same
time; ASW = Anti-Submarine Warfare; Detection Table is on page 14.

LONG RANGE TABLE (LRT)


Do you: Launch Torpedo? (go to Launch Torpedoes)
Close range? (go to Medium Range Table)
Withdraw?* (if escort, draw a card: if Red suit, turn ends, go
to next daily turn; if Black suit, go to Detection Table)

MEDIUM RANGE TABLE (MRT)


Do you: Launch Torpedo? (go to Launch Torpedoes)
Close range? (go to Short Range Table)
Withdraw?* (if escort, draw a card, if Hearts, turn ends, go to
next daily turn; any other suit, go to Detection Table)

SHORT RANGE TABLE (SRT)


Do you: Launch Torpedo? (go to Launch Torpedoes)
Fire Deck Gun? (only if surfaced; go to Deck Gun Table)
Withdraw?* (go to Detection Table)
* If no escort, automatically go to next daily turn.

Example: You sighted 2 ships (S, L), and there is no escort. You decide to target the large merchant,
and start at the LRT. You decide to close range to Medium. On the MRT, you choose to close range
to Short. At the SRT you decide to surface, and launch torpedo at your target, so go to Launch Torpe-
does, below. You may launch torpedoes / fire deck gun Day or Night.

LAUNCH TORPEDOES
If you are launching torpedoes, you must first decide how many torpedoes you are
launching: 1, 2, or 3. (Exception: If boat has “periscope/torpedo trouble”, you may
only launch one torpedo). Deduct that many from your supply, and roll 1d6 for each
one launched on the Torpedo Table. After resolution, go to Post-Resolution, below.
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Walter O\\\'Hara (Order #33535314)


TORPEDO TABLE 1d6
1-3 = Miss / no effect
4 = roll another die; if < than Captain rating,
result is Hit; otherwise Miss/no effect
5+ = Hit
drm: if Medium range: +1
if Short range and submerged: +2
if Short range and surfaced: +3
if “periscope/torpedo trouble” AND are submerged: -1
Roll a die for each Hit: 1-4 = sunk
drm: if small target: -1 5-6 = not critical (not sunk)
if subsequent Hit: -1
Note: Allow Type VII to launch up to 5 torpedoes daily, and Type IX up to 6.

DECK GUN TABLE 1d6


(You may opt for this only if U-Boat is surfaced and at Short range (Day or Night);
you may not fire the Deck Gun if “Deck Gun trouble” affects your boat.)
Deduct 1 ammo from your supply each time you roll on the table. (Each Ammo factor
= 20-30 shells). After seeing the result of a roll, you may deduct another ammo factor
and roll on the table once again. (Limit of 3 rolls, at which time the resolution ends.)
1 = Miss / no effect
2 = roll die again: if < than Crew rating, result is Hit; otherwise no effect
3-6 = Hit
Roll a die if Hit occurs: 1-5 sinks any ship; 6 means not critical (ship not sunk)

Record tonnage sunk on your U-Boat display if you sink a ship. If a small merchant is
sunk, count it as 3500 tons; if a large merchant, as 7500 tons. (Alternatively, you may
draw on the Merchant Tonnage Table (page 21) and record that amount of tonnage for
the sunk merchant.) After resolution (Hit or Miss; torpedo or deck gun), go to Post-
Resolution, below. If your U-Boat is sunk, game over; determine victory (section VIII).

POST-RESOLUTION
After resolution you must decide to Withdraw, or go for an Extended Attack.
If Withdraw, and NO escort present = successful withdrawal; go to next daily turn.
If Withdraw, and escort IS present = go to the Detection Table (next page).
If Extended attack, and NO escort present : Conduct an Extended attack; declare
your target (new ship, or continue attack vs same ship). Stay at same Range Table
you were were at (LRT, MRT, or SRT), and decide what to do next at that table.
If Extended attack, and escort IS present: You must first roll on the Detection Table
to see if you are “detected” by the escort. If
detected you may not launch torpedoes/fire
gun but must withdraw if told to do so; if “not
detected” conduct an Extended attack (stay
at same table you were at (LRT, MRT, or
SRT) and decide what to do.)
There is a limit of three Extended attacks
per day.
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Walter O\\\'Hara (Order #33535314)


DETECTION TABLE 1d6*
1 = Roll a die again: if higher than Crew rating, “detected” (roll on ASW Table);
if equal to Crew rating, roll die again; if > than Captain’s rating =
“detected” (roll on ASW Table); if < = “not detected”;
if lower that Crew rating, “not detected”
2 = “detected”; roll on ASW Table
3-6 = “not detected”
“not detected” = Successful withdrawal if trying to withdraw; turn over, go to next daily
turn; OR you may conduct Extended Attack if attempting that; stay at same Range Table
drm: if at Long Range: +1 if at Short Range: -1 if Heavy escort: -1
if at Night: +1 If Extended Attack: -1
* If Day, and U-Boat is surfaced & escort present, do not roll; U-Boat scuttles (sinks)

ASW TABLE 1d6


1 = U-Boat is attacked; receives “1d6 minus 2” damage *
2 = U-Boat is attacked; receives “1d6 minus 3” damage *
3 = go to Das Boot Sequence (next page) **
4 = go to Das Boot Sequence (next page) **
5+= successful withdrawal; go to next daily turn
drm: if at Long Range: +1 if Extended attack: -1
if at Night: +1

* If any damage, also roll 2d6 on Special Damage Table (if 0 damage, don’t roll);
THEN roll for Continuation: 1-4 = roll on ASW Table again (with no drm applied);
5-6 = successful withdrawal; go to next daily turn
** If subsequent Das Boot sequence, you cannot choose “Stealth” as an option (only
“Moderate” or “Extreme” evasive maneuvers).
Examples: “1d6 minus 2” roll of 5 produces 3 damage; roll of 1 produces no damage
“1d6 minus 3” roll of 4 produces 1 damage; roll of 6 produces 3 damage
Record damage received on your U-Boat display.

SPECIAL DAMAGE TABLE 2d6


2 = Fuel tank trouble (daily fuel costs are 2F (instead of 1F) for rest of the patrol segment
(Homeward Journey fuel costs unchanged)
3 = Diesel engine trouble (patrol must abort; go to Homeward Journey segment when this
daily turn is over)
4 = Diving trouble (gives drm to certain tables)
5-8 = no effect; no special damage occurs
9 = Periscope/torpedo trouble (you may launch maximum of one torpedo during Launch
Torpedo Table procedure) * if this damage result occurs again, you can’t launch torpedoes submerged
10 = Electric engine trouble (gives drm to certain tables)
11 = Deck Gun trouble (cannot fire Deck Gun for rest of patrol)
12 = Catastrophic explosion (U-Boat sinks)
Subsequent occurrences of specific trouble have no further effect (except * above)
Record trouble results that occur on your U-Boat display.

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Walter O\\\'Hara (Order #33535314)


DAS BOOT SEQUENCE
This is the tense time (often depicted in movies) where you must decide what your
evasive maneuver will be. You must choose between STEALTH, MODERATE, and
EXTREME Evasive Maneuver. Roll for the maneuver of your choice.
STEALTH: 1 = Roll on the ASW Table (with drm applied)
1d6 2-5 = Roll on Detection Table (with drm applied)
6 = Successful withdrawal; go to next daily turn
MODERATE: Deduct 1F, and roll 1d6:
1 = Roll on the ASW Table, but without drm applied
2-4 = Roll on Detection Table (with drm applied)
5-6 = Successful withdrawal; go to next daily turn
drm: if diving trouble: -1
EXTREME: U-Boat receives 1 damage*, and roll 2d6:
2-3 = U-Boat sinks
4 = Roll again & apply additional -1 drm (cumulative)
5-12 = Successful withdrawal; go to next daily turn
drm: if diving trouble: -1 if electric engine trouble: -1 *only 1 damage, regardless if
rerolls are needed

When finished with daily turn, start new daily turn and repeat daily patrol segment, p. 11.

VI. HOMEWARD JOURNEY SEGMENT


Distance Draws Cost Results
Near * 2 1F Ace-10 = no effect ; J-K = Encounter
Medium * 2 2F Ace-10 = no effect ; J-K = Encounter
Far * 2 4F Ace-10 = no effect ; J-K = Encounter
* If Fuel Tank and/or Diesel trouble marker in play, use table below, instead:

Distance Draws Cost Results


Near 3 2F Ace-10 = no effect ; J-K = Encounter
Medium 3 4F Ace-10 = no effect ; J-K = Encounter
Far 3 8F Ace-10 = no effect ; J-K = Encounter

ENCOUNTER TABLE 1d6


1 = Roll on Air Attack Table
2 = Roll die; if < Crew rating, no effect; if > Crew rating, roll a die:
1-4 = no effect; 5-6 = sunk (U-Boat caught on surface)
3-4 = no effect
5-6 = deduct 1F, OR roll a die: 1 = roll on Air Attack Table
2-6 = no effect

AIR ATTACK TABLE 1d6


<-1 = U-Boat sunk 0-1 = “1d6 minus 2” damage* 2-6 = no effect
drm: if electric engine trouble: -1 if diving trouble: -1
if diesel engine trouble: -1 if 1942: -1
* Roll die, subtract 2 from roll; U-Boat gets that many damage points
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Walter O\\\'Hara (Order #33535314)


RUNNING OUT OF FUEL
If you run out of F factors before reaching home, you have run out of fuel. Roll a die to
see what happens to your U-Boat:
1-3 = You must scuttle your U-Boat (U-Boat sunk; game over).
4-6 = Your U-Boat is successfully towed home.
*****
Once you have resolved all Encounters, you have reached home base at Lorient. Go to
End of Patrol & Refit segment.

VII. END OF PATROL & REFIT SEGMENT


If your U-Boat survives and you get back to base, the game either ends (if this was the
last patrol), or you conduct the End of Patrol & Refit Segment if you are doing another
patrol. Procedure: Roll once on each of the three tables below (U-Boat Refit; Crew Rat-
ing; and Captain Rating). After this segment is completed and results implemented, your
new patrol starts (after the required refit period) with a fully supplied, undamaged U-Boat.
(If this was your final patrol, determine victory (section VIII).

U-Boat Refit Table (1d6)


Roll Result Roll Result
1-3 = 1 8-9 = 3
4-7 = 2 10+ = 4
Resulting number is number of months refit will take.
drm:
if U-Boat received 0 or 1 damage: -3 if U-Boat received 4 damage: +2
if U-Boat received 2 damage: -2 if U-Boat received 5+ damage: +4
if U-Boat received 3 damage: +0 if 2+ “trouble” markers received: +1

Crew Rating Table (1d6)


Roll Result
0 = Crew rating lowered by 1
1-5 = no effect
6+ = Crew rating raised by 1
(highest Crew rating allowed is 5, lowest is 2)
drm: if 3-4 merchants sunk on just completed patrol: +1 if 5+ merchants sunk: +2
if 4+ damage received: -1 if towed home: -2

Captain Rating Table (1d6)


Roll Result
0 = Captain rating lowered by 1
1-5 = no effect
6+ = Captain rating raised by 1
(highest Captain rating allowed is 5, lowest is 2)
drm:
if zero merchants sunk on this patrol: -2 if 3+ merchants sunk on this patrol: +1
if 2+ Das Boot sequences completed on this patrol: +1 if towed home: -3
if 0 Das Boot sequences completed on this patrol: -1

Example: You return to base after October patrol, and roll 3 on U-Boat Refit Table (modified -2 since your
boat received 2 damage during month; +1 for having two “trouble” markers, so -1 overall) to 2, so your next
patrol will start after 1 month refit, in December. You roll 1 on the Crew Rating Table, modified +1 since you
sunk 3 merchants this month, so 2 result (no effect). You roll 3 on Captain Rating Table (modified +1 for
sinking 3+ merchants, and +1 since you went through 3 Das Boot sequences), so 5 means Captain’s rating is
unchanged. You’ll start next patrol in December, with no rating changes, in an undamaged, fully supplied boat.
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VIII. VICTORY CONDITIONS
Determining Victory depends on which scenario you are playing. In all games, ton-
nage sunk will determine victory; whether your U-Boat is sunk or not does not affect
victory determination.
Campaign Games (tonnage sunk): 2nd Happy Time Scenario (three patrols)
Less than 25,000 tons: Grand Defeat. Less than 50,000 tons: Defeat.
Less than 50,000 tons: Defeat. At least 50,000 tons: Victory.
Less than 100,000 tons: Draw.
At least 100,000 tons: Victory. Standard Game (one patrol)
At least 150,000 tons: Grand Victory. Less than 17,000: Defeat
At least 200,000 tons: Double Victory. At least 17,000 tons: Victory
At least 250,000 tons: Triple Victory.
Personal Campaign:
One-Year Scenarios (12 months): Set a tonnage goal at the start of the
Less than 50,000 tons: Defeat. game (such as “100,000 tons”, or “break
50,000 to 74,900 tons: Draw. my personal high score”). If you reach
At least 75,000 tons: Victory. the goal, you win. If not, you lose.
1st Happy Time Scenario (two patrols) Note: “Defeat” and “Victory” are relative
Less than 35,000 tons: Defeat. terms, and apply to game performance
At least 35,000 tons: Victory. only.

IX. STANDARD GAME U-BOAT RATINGS AT START


Type VIIC (October 1940)
Fuel: 35 factors Damage Pts Needed to Sink: 7
Torpedoes: 14 Crew Rating: 3
Gun Ammo: 10 Captain Rating: 3
Type IXC (May 1941)
Fuel: 55 factors Damage Pts Needed to Sink: 9
Torpedoes: 22 Crew Rating: 3
Gun Ammo: 5 Captain Rating: 3

X. SCENARIOS
Home base for all patrols is Lorient, France. In all games, play until your U-Boat is
sunk, or until the last month of the game is completed. Victory is determined once
the game ends.
Introductory Standard Game: Type VIIC. Starts: October 1940. Ends: After Octo-
ber 1940 has been completed (that is, when the first patrol has been completed).
Campaign Game I: Type VIIC. Starts: October 1940. Ends: After December
1942 has been completed.
Campaign Game II: Type IXC. Starts: May 1941. Ends: After December 1942 has
been completed.
One-Year Scenario I: Type VIIC. Starts: Any month from August 1940 to January
1942. Ends: After 12 months have been completed.
One-Year Scenario II: Type IXC. Starts: Any month May 1941 to January 1942.
Ends: After 12 months have been completed.

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1st Happy Time Scenario: Type VIIB or VIIC. Patrol Area: British Isles. Starts: July
1940. Ends: Play until two patrols (both to British Isles) are completed.
2nd Happy Time Scenario: Type IXC. Patrol Area: North America. Starts: January
1942. Ends: Play until three patrols (all to North America) are competed.
Personal Campaign Scenario: You select U-Boat type, start month, and end month.
Design-Your-Own: You may select all particulars, including starting Crew and Captain
ratings, and victory conditions.

XI. OPTIONAL RULES


Dud Torpedoes: Before resolving a Launch Torpedo Table roll, first draw a card. If you
draw Queen or King (any suit), the torpedo is a dud & has automatically has “no effect”.
Any other draw means resolve the Launch Torpedo Table roll normally.
1st Happy Time: If July through October 1940 (any scenario), and U-Boat location is
British Isles, if “detected” result occurs on Detection Table, draw a card; Red means roll
on ASW Table as usual, Black means “not detected”.
2nd Happy Time: If January through August, 1942 (any scenario), and U-Boat location
is North America, if “detected” result occurs on Detection Table, draw a card; if Hearts,
Diamonds, Clubs = roll on ASW Table as usual; if Spades = “not detected”.
German Aces: You may use an actual German U-Boat ace during play, if desired.
Otto Kretschmer: Use U-99 (Type VIIB). Captain rating at start: 4. Allow him to
raise rating up to 6. Crew rating at start: 4. Allow Crew rating to raise to 6. Start Cam-
paign Game: April 1940. End: After Dec. 1942 has been completed (or U-Boat is sunk).
Wolfgang Lüth: Use U-43 (Type IXA). Captain rating at start: 3. Allow him to raise
rating up to 6. Crew rating at start: 4. Allow Crew rating to raise to 6. Start Campaign
Game: December 1940. End: After Dec. 1942 has been completed (or U-Boat is sunk).
Erich Topp: Use U-552 (Type VIIC). Captain rating at start: 3. Allow him to raise
rating up to 5. Crew rating at start: 4. Allow Crew rating to raise to 6. Start Campaign
Game: December 1940. End: After October 1942 is completed (or U-Boat is sunk).
Captain’s Ability: Depending on the Captain’s rating, he may have special abilities.
Rating 3 or below = no special ability
4 = Make two Location Table draws, and choose which one to use for the patrol.
5 = As 4, except also gets a -1 drm on U-Boat Refit Table roll; and may choose “Stealth”
Das Boot evasive maneuver anytime (even if subsequent Das Boot sequence).
6 = As 5, except the U-Boat Refit Table drm is -2.
Types IXA & IXB: These use the Type VII column of the Location Table for 1940 pa-
trols. All 1939 patrols go to British Isles (Near).
Number of Repair Attempts: Add the current Crew rating to current Captain rating. If
total is < 4 no repairs may be attempted during a patrol. If 5, one repair per patrol may
be attempted. If 6-8, two repairs, and if 9+, three repairs may be attempted per patrol.
Repair Attempts: At the very end of a daily turn in which mechanical “trouble” occurred,
you may (if you have the ability) attempt to repair that “trouble” (one max) which just
occurred. Procedure: Designate the trouble you want to repair, and draw a card: Ace-9
= not fixed (retain the trouble marker); you can’t try and repair that trouble again; 10-K =
the trouble is fixed (remove the marker). Optional: If the boat has “skilled officers” (see
page 20), +2 to draw (e.g. a 4 becomes 6, a 9 becomes J, etc.).
Knight’s Cross Award: If you sink at least 100,000 tons of allied shipping in your career,
you (the U-Boat captain) are awarded the Knight’s Cross (Ritterkreuz) immediately upon

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Walter O\\\'Hara (Order #33535314)


returning to Lorient after reaching that total. Captains who have this award gain a +1
drm on all Captain Rating Table rolls (during Refit segment) the rest of their career.
Emergency Dive: If instructed to roll on the ASW Table (anytime), you may instead -- if
you do not have electric engine trouble, and by spending 1F -- roll one 1d6: <1 = U-Boat
sunk; 2 = roll again but apply -1 drm (cumulative); 3 = roll 1d6: if < captain’s rating, successful with-
drawal & turn over, if > U-Boat scuttled (sunk); 4-6 = successful withdrawal, turn over. This is a
risky move (representing extended submerged period, perhaps below test depth) that
may sometimes be justified, especially with a good captain.
Personal Competition Game: Play with any Type VII or Type IX U-Boat. (Captain &
Crew ratings each start at 3.) Keep doing patrols until your U-Boat sinks. See how
much tonnage you can sink. Then next game, try and better that score.
Less Experienced Captain & Crew: Start game with Captain rating of 2, and Crew rating
of 2. Unless wanting to play with “ace” boats, this is a more realistic manner to start play.
Pre-Fall of France: For scenarios starting before July 1940, the U-Boat base is Wil-
helmshaven, Germany. Use the 1940 Location Table column; draw results are the same
except Q-K draws = Spain, which is considered Medium (instead of Near) distance.

XII. ADVANCED EDITION ADDITIONAL RULES


This edition contains four new U-Boat types, additional U-Boat aces, and new optional
rules. Employ these as desired. All Standard game rules apply unless otherwise noted.
New Types: Four new U-Boat Types and displays are provided. These are Type VIIA,
Type IXB, Type IIB, and Type IID. Their availability is as follows.
Type VIIA -- Available September 1939 Type IXB -- Available December 1939
Type IIB -- Available September 1939 Type IID -- Available May 1940
Advanced Edition Counters: Scan and use these historical (and blank) counters for
the new U-Boat types in this edition. These counters supplement those found on p. 38.
1939 Modifications: U-19 U-
When conducting
patrols in 1939, ob-
serve the following Type IIB Type IIB
changes to the stan-
dard rules. Merchant U-100 U-
Table roll of 5 = S
(not SSLL*), roll of 7
= no sighting; roll of Type VIIB Type IID
9 = SL, roll of 12 =
LL. Heavy Escorts do U-96 U-
not occur in 1939.
Escort Table drm for
1939 is +1 (e.g. the Type VIIC Type VIIA
same as in 1940).
U-38 U-
New Types Loca-
tion Tables: When
using the new U-
Type IXA Type IXB
Boat types, all pa-
trols in 1939 go to
U-103 U-8
the British Isles
(Near). After 1939,
observe the follow-
Type IXB Type IIB
ing.
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Type VIIA: Use Type VII column of the Location Table in 1940-42.
Type IXB: Use Type VII column in 1940, and Type IX column in 1941-42.
Type IIB & IID: In 1940: A-8 British Isles (Near), 9-K Norway (Medium). (They
are not used after 1940.) Allow Type II to launch up to 3 torpedoes a day.
U-Boat Numbers: You may assign historical U-Boat numbers: Type IIB (U-7 to 24);
Type IID (U-138 to 147); Type VIIA (U-27 to 36); Type IXB (U-64 to 65; U-104 to 111).
Optional Merchant Tonnage Table: For more variation in sunk tonnage, you may
use the alternate tonnage table on page 43 (instead of the table on page 21).
Variable Merchant Numbers: For patrols to Norway, Spain, and W.Africa, treat Mer-
chant Table rolls of 2, 9, & 12 as S L results (instead of regular results). Example: A
1941 patrol to Spain rolls 9 on Merchant Table, so result is S L (not S L L L *).
Skilled Officers: You may add the possibility of gaining “skilled officers” among your
crew. Procedure: If you roll 6+ on the Crew Rating Table, you may roll a die instead
of accepting the regular result: 1-3 = Crew Rating is unchanged, but you have “skilled
officers” for rest of game; 4-5 = +1 to Crew Rating; 6 = no effect. Effects: If you have
skilled officers, you get +1 drm to future Crew Rating Table rolls, and +2 to all Repair
Attempt draws. You may only have one skilled officers result in play.

Additional U-Boat Aces


Günther Prien: Use U-47 (Type VIIB). Captain rating at start: 4. Allow him to
raise rating up to 6. Crew rating at start: 4. Allow Crew rating to raise to 6. Start
Campaign Game: September, 1939. End: After December 1942 (or U-Boat is sunk).
Werner Winter: Use U-22 (Type IIB) & U-103 (Type IXB) July 1941 onward.
Captain rating at start: 3. Allow him to raise rating up to 5. Crew rating at start: 3.
Allow Crew rating to raise to 5. Start Campaign Game: September 1940. End: After
December 1942 (or U-Boat is sunk).
Heinrich Lehmann-Willenbrock: Use U-8 (Type IIB) & U-96 (Type VIIC) Decem-
ber 1940 onward. Captain rating at start: 3. Allow him to raise rating up to 6. Crew
rating at start: 3. Allow Crew rating to raise to 6. Start Campaign Game: September
1939. End: After December 1942 (or U-Boat is sunk).
Joachim Schepke: Use U-19 (Type IIB) & U-100 (Type VIIB) May 1940 onward.
Captain rating at start: 3. Allow him to raise rating up to 5. Crew rating at start: 3.
Allow Crew rating to raise to 6. Start Campaign Game: September 1939. End: After
December 1942 (or U-Boat is sunk).
Heinrich Liebe: Use U-38 (Type IXA). Captain rating at start: 4. Allow him to
raise rating up to 6. Crew rating at start: 3. Allow Crew rating to raise to 6. Start
Campaign Game: September, 1939. End: After November 1941 (or U-Boat is sunk).
U-BOAT TYPE COMPARISON
Type Displacement Length Fuel Torpedoes # Produced Debut

IIB 275 tons 140 ft. 21 tons 6 20 June 1935

IID 315 tons 144 ft. 23 tons 6 16 May 1940

VIIA 625 tons 212 ft. 67 tons 11 10 June 1936

VIIB 750 tons 218 ft. 108 tons 14 24 April 1938

VIIC 760 tons 220 ft. 113 tons 14 577 Aug. 1940

IXA 1030 tons 250 ft. 154 tons 22 8 Dec. 1938

IXB 1050 tons 250 ft. 165 tons 22 14 Dec. 1939

IXC 1120 tons 250 ft. 208 tons 22 54 March 1941

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XIII. MERCHANT TONNAGE
Draw 1 card for each merchant (on proper column) to determine sunk ship’s tonnage.

Small Merchant Table (tons) Large Merchant Table (tons)


A = 4700 A = 8400
2 = 2200 2 = 5100
3 = 4900 3 = 9300
4 = 3100 4 = 6300
5 = 3800 5 = 7000
6 = 4000 6 = 6700
7 = 3600 7 = 7300
8 = 2800 8 = 5900
9 = 4200 9 = 8000
10 = 1800 10 = 5500
J = 2500 J = 7700
Q = 4400 Q = 8900
K = 3400 K = Hearts 9,800
Diamonds 10,700
Record tonnage sunk on your U-Boat dis-
Clubs 11,800
play. You may (alternately) record all small
Spades 12,900
merchants sunk as 3500 tons, and all large
ones as 7500 tons, if you prefer. For optional Tonnage Table, see p. 43.

XIV. EXTENDED EXAMPLE OF A COMPLETE PATROL


This example is to illustrate the rules, not necessarily good strategy.
Patrol Area Determination Segment
You decide to use a Type VIIC U-Boat (with crew & captain ratings of 3), playing a one
year scenario. The game starts in October 1940. You draw 5 Clubs, so the patrol loca-
tion is British Isles. Photocopy a U-Boat display and keep track of events/expenditures.
Outward Journey Segment
Since British Isles destination is considered Near, you make 2 Outward Journey Table
draws, and deduct 1 fuel factor total (leaving you with 34). Your draws are Ace and
Jack, so one encounter must be resolved. A roll of 5 on Encounter Table means you
must deduct 1F or chance the Air Attack Table; you opt to pay the 1F, and now have
33F factors. You’ve arrived in your patrol area safely; go to the Patrol segment.
Patrol Segment
Each turn during this segment (representing one day) there is one draw on the Daily
Patrol Table--each day costing you one fuel factor (1F).
Turn (or Day) 1: Hearts drawn (-1F); no sighting, go to next turn.
Turn 2: Diamonds drawn (-1F); no sighting, go to next turn (where there will not be a
draw, but result is automatically “no sighting, turn over”).
Turn 3: No draw done (-1F); no sighting, go to next turn.
Turn 4: Diamonds (-1F); no sighting, go to next turn.
Turn 5: No draw done (-1F); no sighting, go to next turn.
Turn 6: 10 Spades drawn = Night Sighting (-1F… U-Boat currently has 27F factors).
You resolve the sighting.
-- Merchant Table roll of 5 means 4 ship group spotted (2 small and 2 large). The *
means if escort is present, it will be Heavy escort.
-- Escort Table: roll of 4 (modified +1 to 5, because year is 1940) on “4 merchants”
column, so Escort is present (and, as noted, it is Heavy).
-- You decide not to engage (you think it too risky) and withdraw, so turn is over; go
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to next turn.
Turn 7: Diamonds (-1F); no sighting, go to next turn.
Turn 8: No draw done (-1F); no sighting, go to next turn.
Turn 9: Ace Spades drawn = Day Sighting (-1F… U-Boat currently has 24F left). Re-
shuffle the deck because of Ace Spades draw.
You resolve the sighting.
-- Merchant Table roll of 8 means one small ship sighted.
-- Escort Table roll of 2 (modified +1 (since in 1940) to 3) means no escort present.
-- You decide to engage, submerged, starting at Long Range.
-- Long Range Table: You decide to close to Medium range.
-- Medium Range Table: You decide to close to Short range.
-- Short Range Table: You decide to surface & use your Deck Gun vs merchant.
-- Deck Gun Table: Roll of 1 is “no effect” (at cost of 1 ammo factor); you decide to
fire again (spending another ammo factor), and roll 3, (Hit). Subsequent roll of 5 means
the small merchant is sunk. Record 3500 tons sunk on your U-Boat display.
Post-Resolution: Since no other merchants present, nor any Escort present, your
withdrawal is successful; go to next daily turn. Your U-Boat currently has 24F factors, 14
torpedoes, 8 ammo, and 0 damage points.
Turn 10: Hearts drawn (-1F); no sighting, go to next turn.
Turn 11: Clubs drawn (-1F), no sighting, go to next turn (where there will not be a draw,
but result is automatically “no sighting, turn over”).
Turn 12: No draw done (-1F); no sighting, go to next turn.
Turn 13: Once again, no draw done due to Clubs draw on turn 11 (-1F); no sighting, go
to next turn.
Turn 14: Hearts drawn (-1F); no sighting, go to next turn.
Turn 15: 6 Spades drawn = Day Sighting (-1F… U-Boat currently has 18F left).
You resolve the sighting.
-- Merchant Table roll of 3 means two small merchants sighted.
-- Escort Table roll of 1 (drm +1 to 2 on “2 merchants” column) so escort is present.
-- You decide to engage first ship, submerged, starting at Long Range.
-- Long Range Table: You decide to close to Medium range.
-- Medium Range Table: You decide to close to Short range.
-- Short Range Table: You decide to launch one torpedo; roll of 3 on the Torpedo
Table (modified +2 since launching submerged at Short range to 5) means a Hit, fol-
lowed by a roll of 5--modified to 4 due to target being a small ship--and the merchant is
sunk. Record 3500 tons sunk on your U-Boat display.
-- Post-Resolution: You decide to do Extended Attack, targeting the second ship.
(You start at Short Range Table since that is range you were at previously.) But first you
need to roll on the Detection Table to see if your boat has been spotted. A roll of 6
(modified -2 to 4 due to Short range & Extended attack) means “not detected” and you
conduct the Extended attack. At Short range, you can launch 1 to 3 torpedoes, and de-
cide to launch one; roll of 1 (+2 for launching submerged at Short range) equals 3, a
Miss. After resolution, you decide to Withdraw, as you don’t want to risk another Ex-
tended attack; since escort is present, you must roll on the Detection Table again.
--Detection Table roll of 3 (modified -1 due to Short Range, and -1 due to Extended
Attack), result is 1, meaning you must roll another die, and compare it to your current
Crew rating (3); you roll 3, so must roll yet again, and compare to the Captain’s current

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Walter O\\\'Hara (Order #33535314)


rating (3). You roll 5, so you are detected and must roll on ASW Table.
-- ASW Table roll is 5 (modified -1 due to Extended Attack), so result of 4 means go
to Das Boot Sequence.
-- In Das Boot Sequence, you decide on Moderate evasive maneuver (spend 1F,
and roll die): you roll 1, so must roll again on ASW Table, but without any drm.
-- ASW Table roll of 2 means your boat will get “1d6 minus 3 damage”. You roll 5,
modified to 2 (5-3=2), so you receive 2 damage points. Since you received damage,
you must also roll on the Special Damage Table; you roll 11, so your deck gun suffered
damage and cannot fire for the rest of this patrol (put the Deck Gun trouble marker on
your U-Boat display). You must then make a Continuation roll (see ASW Table) to see if
the escort attacks again or you successfully escape.
-- ASW Table Continuation roll of 6 means your boat has successfully withdrawn (go
to next daily turn). Your U-Boat currently has 17F, 12 torpedoes, 8 ammo, 2 damage,
and Deck Gun trouble marker. You have sunk two ships (7000 tons total).
Turn 16: Clubs drawn (-1F); no sighting, go to next turn.
Turn 17: No draw done (-1F); no sighting, go to next turn.
Turn 18: No draw done again (-1F); no sighting, go to next turn.
Turn 19: Jack Spades drawn = Night Sighting (-1F… U-Boat currently has 13F factors).
You resolve the sighting.
-- Merchant Table roll of 12 means four ships sighted (three small, one large).
-- Escort Table roll of 4 (modified +1 to 5) means escort is present.
-- You decide to engage the large ship, submerged, starting at Long Range.
-- Long Range Table: You decide to close to Medium range.
-- Medium Range Table: You decide to launch 3 torpedoes, meaning you roll for
each of the 3 torpedoes on the Torpedo Table. First roll is 2 (+1 due to Medium range,
to 3), so is a Miss. The roll for the second torpedo is 3 (+1 due to Medium range, to 4),
so you need to roll again. You roll a 1, which is lower than the Captain’s rating of 3, so a
Hit results. You resolve the Hit against the large merchant and roll 5, so while the ship
was hit, it is not enough to sink it. The third roll is 6 (+1 due to Medium range, to 7), so
another Hit results. You resolve this Hit against the large merchant and roll 4 (modified
-1, to 3, since this is second torpedo Hit on this ship), so it sinks. Record 7500 tons
sunk on your U-Boat display.
-- You decide not to risk an Extended Attack, and Withdraw; go to Detection Table.
-- You have a high chance to successfully withdraw, but your Detection Table roll is
1 (modified +1 because it is Night) to 2, so must roll on the ASW Table.
-- A roll of 1 on the ASW Table (modified +1 to 2, due to Night), means you receive
“1d6 minus 3” damage. You roll 1 (1-3 = 0 damage), so no damage. You do not roll on
the Special Damage Table since no damage occurred. So far, so good. However, you
must roll for Continuation, and a 4 means the ASW attack continues, and you must roll
on the ASW Table again (with no modifiers).
-- ASW Table roll of 1 means you get “1d6 minus 2” damage; roll of 4 means you get
2 damage (4 - 2 = 2), bringing your total damage to 4… three
more and you sink. Your Special Damage roll is 4, so you re-
ceive Diving trouble marker. You make another Continuation
roll; a 1 means the ASW attack continues (with no modifiers).
-- ASW Table roll of 4 means Das Boot Sequence occurs.
You decide on Stealth maneuver, and roll 3, so must roll on the
Detection Table. A roll of 1, modified +1 (Night) to 2, means you
are detected (which in this case, means you remain detected)
and roll on the ASW Table; a 2, modified +1 (Night) to 3, means
another Das Boot Sequence occurs. You cannot call Stealth
again, and think it is time for an Extreme maneuver (exceeding
test depth) to try and escape, since your boat is in great danger
anyway. You get 1 damage for choosing this maneuver, and
roll 2d6; 5 (modified -1 because of diving trouble) gives 4 re-
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Walter O\\\'Hara (Order #33535314)


sult, so you must roll again but with additional -1 drm. Next roll is 7 (with -2 drm), so 5
means you successfully withdraw, and go to next daily turn. Close call.
Your U-Boat currently has 13F, 9 torpedoes, 8 ammo, 5 damage, Deck Gun trouble &
Diving trouble. You have sunk three ships (14,500 tons total).
Turn 20: Diamonds drawn (-1F) no sighting, go to next turn.
Turn 21: No draw done (-1F); no sighting, go to next turn.
Turn 22: Hearts drawn (-1F); no sighting, go to next turn.
Turn 23: Clubs drawn (-1F); no sighting go to next turn.
Turn 24: No draw done (-1F); no sighting, go to next turn.
Turn 25: No draw done again (-1F); no sighting, go to next turn.
Turn 26: 5 Spades drawn = Day sighting (-1F… U-Boat has 6F). You sight 2 small ships
(roll of 3 on Merchant Table), and escort roll of 1 modified +1 to 2 means there is an es-
cort. You’d be up for attacking unescorted ships, but don’t want to tangle with an escort in
your present condition, so you decide not to engage but withdraw. Go to next turn.
Turn 27: Diamonds drawn (-1F); no sighting, go to next turn.
Turn 28: No draw done (-1F); no sighting, go to next turn.
Turn 29: Heavily damaged and running low of fuel, you decide to terminate the Patrol
segment on the 29th day in the area. Instead of drawing for new turn, go to Homeward
Journey Segment (at no cost). You currently have 4F remaining.
Homeward Journey Segment
You are coming back from the British Isles (Near), so will have to make two draws, at cost
of 1F total. You draw 7 Clubs (no effect), and Jack Diamonds, so roll for one Encounter.
Roll of 2, followed by roll of 3 (equal to Crew rating) means “no effect”.
Back home at Lorient, your U-Boat finished the patrol with 3F remaining, 9 torpedoes, 8
ammo, 5 damage, and 2 trouble markers (Deck Gun & Diving). Your patrol lasted 32 days
(2 days outbound, 29 patrolling, 1 day back), with three ships sunk (14,500 total tons).
End of Patrol & Refit Segment
You now do a series of rolls to determine details of your next patrol.
U-Boat Refit Table: Roll of 2 (modified +4 due to getting 5 damage, and +1 due to getting
2 trouble markers); result of 7 means you will have a two month refit. Your next patrol will
start in January 1941 (November and December are “refit” months).
Crew Rating Table: Roll of 5 (modified +1 (3 sunk merchants), and -1 for having 4+ dam-
age); result of 5 means Crew Rating is unchanged for next patrol.
Captain Rating Table: Roll of 5 (modified +1 (3+ sunk merchants, and another +1 (2+
Das Boot sequences on this patrol); result of 7 means Captain rating is raised by 1 (to 4).
Your next patrol will start in January, 1941, with an undamaged, fully supplied U-
Boat with crew rating of 3, and captain rating of 4. Only 85,500 more tons sunk and
you will earn the Knight’s Cross.

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Designer’s Notes
U-Boat Captain is a tactical/operational game that provides you the vicarious experience of captain-
ing a patrol or series of patrols. It has been designed with playability in mind, to go along with an authen-
tic “feel”. It does not presume to cover all aspects of submarine combat. For that, you’ll need to look for
more detailed simulations on the subject. The advantages of the approach we’ve adopted are speed and
ease of play, as it is highly playable. You can easily complete an entire patrol in a matter of minutes,
while still having to face important decisions along the way and enduring nerve-wracking encounters with
escorts (e.g. the Das Boot sequence, or repeated ASW attacks). You may find yourself forgetting about
sinking targets and focusing on survival, escape itself being the grandest prize sometimes. To further
answer questions about the game’s design and intent, we’ll turn it over to some Q&A that will, hopefully,
shed light on some of the design decisions made.

Q: The game assumes U-Boat patrols lasting Q: If Diamonds is Daily Patrol draw, it costs 1F, with
roughly one month. Why is this? In WW2, many next turn “no sighting” at 1F cost. If I am running low
patrols were shorter, and some longer. on fuel, can I terminate the patrol after the Dia-
A: For a game of this scale, one month patrols monds draw, but before the next turn (the new 1F
worked out nicely, followed by a similar period cost) kicks in?
(usually) for refitting. These parameters “work” and A: No. You must accept the terms of the Diamonds
fuel factor expenditures will, roughly, place you in draw fully, including the following turn’s “no sighting”
the same situation faced by U-Boat captains. and 1F cost. You may terminate before drawing for
the turn following this if you wish. (Consider Dia-
Q: What does “escort present” represent? One
monds to take you in opposite direction from home,
allied warship? More than one?
and the automatic “no sighting” day bringing you
A: This is left undefined, except that “Heavy es-
back to where you were.) Same idea applies to
cort” (possible when part of a convoy is sighted)
implementing a Clubs draw fully.
would represent at least 3 allied warships.
Q: Why does it cost fuel to avoid an Air Table roll,
Q: Why aren’t attacks against escorting allied war-
and to call a Moderate Das Boot maneuver?
ships possible?
A: The rationale for the former is, you are spending
A: Such attacks did not happen often, and were
more time/fuel on your way, perhaps using a less
usually avoided by U-Boat captains in real life, so
direct route. For the latter, there had to be a “cost”
were not included as it would have added another
involved to reflect these maneuvers, and in this
sub-routine for little gain.
case, 1F reflected a reasonable cost accompanying
Q: Why aren’t groups of more than four merchants this decision.
provided?
Q: Is the rationale similar for receiving “1 damage”
A: Four ships represent “part of a convoy” typically,
when calling for Extreme evasive maneuver?
and, practically speaking, that’s about all a U-Boat
A: Extreme evasive maneuver should not be your
would have time to attack without running huge risks.
first option to escape, and there is a cost to perform
Q: Does the game take into account actual U-Boat it. Receiving 1 damage (due to strain of the boat’s
tactics employed? hull and internals) seemed reasonable for executing
A: Yes. You may prefer launching a spread of this option.
torpedoes while submerged at long range, or singles Q: In the Das Boot sequence, what does the Ex-
at short range, or surfacing to use your deck gun treme maneuver “U-Boat sinks” result refer to?
(even with escort present, if night). You may be an A: Due to extreme maneuver (such as exceeding
aggressive captain and go for ships under escort, or test depth), the U-Boat ‘s hull is crushed and the
play cautiously and only attack unescorted vessels. boat is destroyed. While risky, performing an ex-
You may be bold or cautious when dealing with Das treme maneuver is sometimes the best option avail-
Boot situations. You may accept risk about running able. Once employed, the end result will be escape
out of fuel, or play it safe on your way home. It’s a or death.
game of weighing risk and reward.
Q: Why aren’t different torpedo types (steam/

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Walter O\\\'Hara (Order #33535314)


electric) represented? Or the difference between Q: What are the main differences between the edi-
forward and aft tubes? tion published in Panzerschreck, and this Advanced
A: These considerations were factored into the Edition of the game?
tables, and for increased playability are not differen- A: The game system is the same for both. The
tiated. At the scale the system is representing, Advanced Edition adds additional U-Boat types, as
there’s not enough difference to warrant them. well as new optional rules.
Q: What does the Encounter Table result of “sunk” Q: What are some books that give further insight to
refer to? this period of submarine warfare?
A: This means the U-Boat was caught on the sur- A: David Miller, U-Boats: The Illustrated History of
face by allied planes, and sunk by the attacking the Raiders of the Deep, and Clay Blair, Hitler’s U-
aircraft before being able to emergency submerge. Boat War: The Hunters, 1939-1942, are good places
to start if you are interested in knowing more details
Q: What about the game’s victory conditions? about the personalities, hardware, and operational
A: The game provides victory conditions for experi- details of this theater.
enced captains & crews, with arbitrary tonnage
goals. To make it harder to win (and perhaps more Q: How would you sum up your design intent for
realistic), start the game with captain & crew ratings this game?
of 2 (or for a bigger challenge, 1). A: My goal was to produce a solitaire, strategy U-
Boat wargame based on historical events, that was
Q: There were other U-Boat types than those in- relatively easy to play, that included many decision
cluded in this edition. Will these be covered later? points (weighing risk & reward), that allowed players
A: This edition covers the period through 1942. the chance to learn about some of the personalities
Additional U-Boat types may be forthcoming in a and various boat characteristics and tactics of the
future edition covering 1943-1945. campaign, while retaining high playability and au-
Q: What does the “skilled officers” advanced rule thenticity, and capable of producing realistic ton-
refer to? nage totals for patrols and believable after-action
A: This refers to officers and crew members (apart reports and overall narrative. In short, a WW2 U-
from the captain) who--collectively or individually-- Boat game that stressed fun and feel over complex-
become particularly skillful through experience, and ity, one that holds your interest and makes you want
can benefit the boat accordingly, via table modifi- to play “just one more patrol”.
ers. It can refer to the boat’s medical man, engi- Designer: Gary Graber
neer, or other officers.

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U-BOAT CAPTAIN
COMPONENTS SECTION

-- U-Boat Log Sheet

-- U-Boat Displays (8)

-- Game Map

-- Game Counters & Markers

-- Reference Cards

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U-BOAT LOG SHEET
Patrol Ships Sunk Damage &
Date (year) Supplies Used
Location (tonnage) Trouble Rec’d

F-
January T-
A- DB -
F-
February T-
A- DB -
F-
March T-
A- DB -
F-
April T-
A- DB -
F-
May T-
A- DB -
F-
June T-
A- DB -
F-
July T-
A- DB -
F-
August T-
A- DB -
F-
September T-
A- DB -
F-
photocopy log sheet before play

October T-
A- DB -
F-
November T-
A- DB -
F-
December T-
A- DB -
F = fuel used; T = torpedoes launched; A = ammo spent 28 DB = Das Boot Sequences
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Walter O\\\'Hara (Order #33535314)
Type VIIC Boat Number: Captain: Capt. Rating:
Crew Rating:
FUEL

35 34 33 32 31 30 29 28 27 26 25 24 23 22 21
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

U-Boat Captain
5 4 3 2 1 0 TONNAGE SUNK:

0 1
Trouble Markers

29
29
2 3

U-Boat Display
NOTES:
GUN AMMO
4 5
DAMAGE RECEIVED

10 9 8 7 6 5 4 3 2 1 0 6 7
sunk

TORPEDOES

14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
Type IXC Boat Number: Captain: Capt. Rating: Crew Rating:

55 54 53 52 51 50 49 48 47 46 45 44 43 42 41
40 39 38 37 36 35 34 33 32 31 30 29 28 27 26

U-Boat Captain
25 24 23 22 21 20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 1 0 FUEL

Trouble Markers NOTES: 0 1

30
30
2 3

U-Boat Display
TONNAGE SUNK:
GUN AMMO 5 4 3 2 1 0 4 5 6
DAMAGE RECEIVED

TORPEDOES
7 8 9
sunk
22 21 20 19 18 17 16 15
14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
Type IXA Boat Number: Captain: Capt. Rating: Crew Rating:

47
FUEL 46 45 44 43 42 41 40 39 38 37 36 35 34 33
32 31 30 29 28 27 26 25 24 23 22 21 20 19 18

U-Boat Captain
17 16 15 14 13 12 11 10 9 8 7 6 5 4 3
2 1 0 FUEL TONNAGE SUNK:

0 1
Trouble Markers

31
31
2 3

U-Boat Display
NOTES: 4 5
GUN AMMO 5 4 3 2 1 0
DAMAGE RECEIVED

TORPEDOES 6 7 8
sunk
22 21 20 19 18 17 16 15
14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
Type VIIB Boat Number: Captain: Capt. Rating:
Crew Rating:
FUEL

35 34 33 32 31 30 29 28 27 26 25 24 23 22 21
20 19 18 17 16 15 14 13 12 11 10 9 8 7 6

U-Boat Captain
5 4 3 2 1 0 TONNAGE SUNK:

0 1
Trouble Markers

32
32
2 3

U-Boat Display
NOTES:
GUN AMMO
4 5
DAMAGE RECEIVED

10 9 8 7 6 5 4 3 2 1 0 6 7
sunk

TORPEDOES

14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
Type IXB Boat Number: Captain: Capt. Rating: Crew Rating:

49
FUEL 48 47 46 45 44 43 42 41 40 39 38 37 36 35
34 33 32 31 30 29 28 27 26 25 24 23 22 21 20

U-Boat Captain
19 18 17 16 15 14 13 12 11 10 9 8 7 6 5
FUEL TONNAGE SUNK:
4 3 2 0
0 1
Trouble Markers

33
33
2 3

U-Boat Display
NOTES: 4 5
GUN AMMO 5 4 3 2 1 0
DAMAGE RECEIVED

TORPEDOES 6 7 8
sunk
22 21 20 19 18 17 16 15
14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
Type VIIA Boat Number: Captain: Capt. Rating:
Crew Rating:
FUEL

23 22 21 20 19 18 17 16 15 14 13 12 11 10 9
8 7 6 5 4 3 2 1 0 11 10 9 8 7 6

U-Boat Captain
TONNAGE SUNK:

0 1
Trouble Markers

34
34
2 3

U-Boat Display
NOTES:
GUN AMMO
4 5
DAMAGE RECEIVED

10 9 8 7 6 5 4 3 2 1 0 6
sunk

TORPEDOES

11 10 9 8 7 6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
Type IID Boat Number: Captain: Capt. Rating:
Crew Rating:
FUEL

11 10 9 8 7 6 5 4 3 2 1 0

U-Boat Captain
TONNAGE SUNK:

0 1

35
Trouble Markers

35
2 3

U-Boat Display
NOTES:
GUN AMMO
4
sunk
DAMAGE RECEIVED

TORPEDOES

6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
Type IIB Boat Number: Captain: Capt. Rating:
Crew Rating:
FUEL

11 10 9 8 7 6 5 4 3 2 1 0

U-Boat Captain
TONNAGE SUNK:

0 1
Trouble Markers

36
36
2 3

U-Boat Display
NOTES:
GUN AMMO
4
sunk
DAMAGE RECEIVED

TORPEDOES

6 5 4 3 2 1 0

© 2022 Minden Games


Walter O\\\'Hara (Order #33535314)
U-Boat Captain Arctic
© 2022 Minden Games
Norway

British Isles

37
North Atlantic
Lorient

Spain
North America
Med
West Africa
Historical U-Boat Numbers U-Boat Captain Counters
If you wish to create your own U-Boat U-552
numbers for boats commissioned through
1942, you can use this guide. It is not an
Type VIIC
exhaustive list, and does not contain later
sub-classes of types*, but for game pur- U-204
poses will get you on your way.
Type VIIC: U-77 to U-82; U-201 to U-212; Type VIIC
U-221 to U-388; U-401 to U-458; U-551
to U-665; U-701 to U-709 U-679
Type VIIB: U-45 to U-55; U-73 to U-76;
U-83 to U-87; U-99 to U-102 Type VIIC
Type IXC: U-126 to U-131; U-153 to U-163;
U-356
U-171 to U-176; U-501 to U-524
Type IXA: U-39 to U-44; IXB: U-104 to 111; U-119 to
U-125 Type VIIC
* Namely, Type VIIC/41 (appearing in late 1943) U-447
and Type IXC/40 (late 1942) . See pages 19-20 for
additional U-Boat counters/numbers for other types.

Display Markers Create Your Own Type VIIC

Damage Gun U- U-99


Rec’d Ammo

Type VIIC Type VIIB


es
do Fuel
rp
e U- U-47
To

Trouble Type VIIC Type VIIB


Markers U- U-127

Fuel Deck
Type VIIB Type IXC
Tank Gun
U- U-523
Diesel
Diving
Engine Type IXA Type IXC
U- U-130
Periscope/ Electric
Torpedo
Engine Type IXB Type IXC
U- U-43
U-Boat
Captain
© 2022 Type IXC Type IXA
Minden Games

Scan and cut apart counters.


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Walter O\\\'Hara (Order #33535314)


Card #1 back

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Walter O\\\'Hara (Order #33535314)


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Walter O\\\'Hara (Order #33535314)


Card #2 back

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Walter O\\\'Hara (Order #33535314)


Bringing history to your tabletop.
minden_games.homestead.com

Optional Merchant Tonnage Table


Small Merchant Table (tons) Large Merchant Table (tons)
Suit: Black Red Suit: Black Red
You may use this
optional table,
A = 4700 2400 A = 8400 7100
which provides 2 = 2200 4600 2 = 5100 6800
more variation in 3 = 4900 1600 3 = 9300 7400
tonnage results, 4 = 3100 4300 4 = 6300 5400
instead of the 5 = 3800 1100 5 = 7000 8100
standard one on 6 = 4000 3300 6 = 6700 7500
page 21. 7 = 3600 4900 7 = 7300 7800
Note that 8 = 2800 1900 8 = 5900 6500
“Black” = spades 9 = 4200 4500 9 = 8000 7200
& clubs; “Red” = 10 = 1800 3900 10 = 5500 7900
hearts & dia- J = 2500 1400 J = 7700 5700
monds draws.
Q = 4400 1200 Q = 9800 10,700
K = 3400 2900 K = 11,800 12,900

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Minden Battlegame Books
Battle of the Somme *
Masada: Epic Last Stand in the Desert *
Tsushima, 1905 2nd ed.
Great War Salvo! 3rd ed. *
Torpedo Raiders, Advanced Ed. *
Battle of the River Plate
Naval Warfare, 1862-1918
Battle of Dogger Bank
U-Boat Captain, Advanced Ed. *

Minden Classics Series


Swordfish at Taranto *
Siege of Leningrad *
Solitaire WW2 Wargames *
Der Tag, 1916 *

Minden General Series


Battleship Captain, 3rd ed.
Battleship Captain Warship Counters, 1890-1945
Retro 5th ed.
Combat Leader: Core Rules
Combat Leader: Sourcebook
Battle over Britain 2nd ed.
Tally Ho!
Action Stations: Atlantic
NavTac: Coronel & Falklands

* = solitaire design

Each of these titles emphasize playability and historicity, and are


available from Minden Games, Amazon, and Amazon.co.uk

PDF versions are available from Minden and WargameVault.com

U-Boat Captain, Advanced Ed.


Designer: Gary Graber
Publisher: Minden Games
© 2022 Minden Games

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Walter O\\\'Hara (Order #33535314)


CHARGE OF THE LIGHT BRIGADE RULES

Minden Games
Catalog of Titles

minden_games.homestead.com

Walter O\\\'Hara (Order #33535314)


Getting it all together...
Whether it is tactical or strategic level
games, solitaire or two-player titles, air,
land, or sea theaters, or various eras of
military history--from ancients through to
World War II--Minden has you covered.
Minden wargames have been designed to
rank high in playability and historicity, to
bring history and fun to your tabletop.
Our designs are available from Amazon
and Amazon.co.uk, with PDF format
available through Wargame Vault. And, of
course, both formats are available directly
from Minden Games.
This catalog highlights a portion of our
current line. For full details, availability,
and ordering information of all our games
and magazines, visit our website for more
details.

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Walter O\\\'Hara (Order #33535314)


Games available from Minden Games

Check these and more games out14


at: minden_games.homestead.com

Walter O\\\'Hara (Order #33535314)


Combat Leader Game Series
The Combat Leader game system has been designed as an introductory World
War II infantry firefight game. It uses a “design for effect” system to reflect battle-
field realities, and ranks high in both playability and historicity. Several nationali-
ties are currently available, with more planned.
Counters represent individually named soldiers and officers, rated for morale, firing
ability, weapon, melee ability, and leadership. Each hex represents 17 yards
across, and each turn represents one minute. National characteristics and
weapon characteristics are included (you'll see--and feel--the difference between
a GewehrK98K Mauser, a MP38 machine pistol, and a DP 1928 LMG in terms of
range, reliability, and lethality).
Combat Leader: Core Rules includes all standard, advanced, and optional rules to
play any game/module in the series. Use the Core Rules with any game/module in
the system, and you’ll have everything you need to play. Individually named &
rated soldiers
Combat Leader illustrates two principles of tactical WW2 com-
bat: large groups of men stacked together maximize firepower,
but are a magnet for incoming fire. Finding a balance between
maneuver and fire groups will depend on the tactical situation
of the scenario. The use of sound historical fire and movement
tactics will be rewarded on the tabletop just as they were valu-
able on the battlefield. Visit the Minden website for more de-
tails. Also available in PDF format at Wargame Vault.

minden_games.homestead.com
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Walter O\\\'Hara (Order #33535314)
Naval Games from Minden
Minden has many naval wargames for sale, in a variety of eras, and variety
of systems. This and the following two pages list many naval designs currently
available, with brief game ratings. For more details, visit the Minden website.

Panzerschiff (and Panzerschiff


Expansion & Cruiser Module)
Era: WW2
Players: Two
Playability: High
Complexity: Low
Authenticity: Low
System: Panzerschiff

Advanced Salvo: Euro Theater


Era: WW2
Players: Solitaire
Playability: High
Complexity: Low
Authenticity: Medium
System: Salvo!

Great War Salvo! 3rd ed.


Era: WW1
Players: Solitaire
Playability: High
Complexity: Low
Authenticity: Medium
System: Salvo!

Battleship Captain, 3rd ed.


Era: Pre-Dreadnought, WW1, WW2
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: Battleship Captain

Battleship Captain Warship


Counters, 1890-1945
Era: Pre-Dreadnought, WW1, WW2
Playability: Medium
Complexity: Medium
Authenticity: High
System: Counter set for BC 3rd ed.

minden_games.homestead.com
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Walter O\\\'Hara (Order #33535314)


Naval Games from Minden
More Minden titles (land, air, and sea) are currently available, including doz-
ens of titles available in PDF format from Wargame Vault, or direct from Minden.
Many of our titles are also available at Amazon.com, and Amazon.co.uk.

Tsushima 1905, 2nd ed.


Era: Pre-Dreadnought
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: Battleship captain

Tsushima 1905 Ship Set


Era: Pre_Dreadnought
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: Counter Set for Tsushima ‘05

Action Stations: Atlantic


Era: WW2
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: Battleship Captain

Action Stations: Convoy


Era: WW2
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: Module for Action Stations

North Cape
Era: WW2
Players: Solitaire
Playability: High
Complexity: Low
Authenticity: Medium
System: Salvo!

Destruction of Force Z
Era: WW2
Players: Solitaire
Playability: High
Complexity: Low
Authenticity: Medium
System: Force Z

minden_games.homestead.com
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Walter O\\\'Hara (Order #33535314)


Naval Games from Minden
All Minden designs stress playability and historicity. That means, you can
play a game with an historically authentic “feel” to completion in an evening (or
less for some titles). For more details, visit the Minden website.

Battle of the River Plate


Era: WW2
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: Battleship Captain

Battle of Dogger Bank


Era: WW1
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: NavTac

NavTac: Coronel & Falklands


Era: WW1
Players: Two
Playability: Medium
Complexity: Medium
Authenticity: High
System: NavTac

Mers-el-Kebir, 1940
Era: WW2
Players: Solitaire
Playability: High
Complexity: Low
Authenticity: Medium
System: Salvo!

Minden has three main naval game systems: Battleship Captain, NavTac,
and Salvo! Battleship Captain is the most detailed, and covers all three eras
of the age of the battleship. NavTac utilizes a modified Fletcher Pratt system,
with dice rolls of tables substituted for range estimation. The Salvo! system is
designed for solitaire play, though options allow it to be played by two.
Other games utilize systems that are not part
of a series, but are stand-alone designs (such as
Panzerschiff and Destruction of Force Z).
Finally, for WW2 air-naval fans, we offer two
additional historical titles: Swordfish at Taranto
2nd ed., and Torpedo Raiders. Both were specifi-
cally designed for solitaire play.

minden_games.homestead.com
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Solo East Front Wargame
Solitaire game depicting German assault in south-
ern Stalingrad, September 13-15, 1942.
Tactical, company-level… 300 yard hexes…100
counters… regular & advanced rules… designed
specifically for solo play… stresses high playabil-
ity, historicity, and replayability.
Designed by Gary Graber, Stalingrad: The Leather
Factory depicts the Battle of Kuporosnoye and
puts you in command of elements of the German
29th Division, pushing towards the Volga.

sample portion of map

minden_games.homestead.com Available in PDF format


15

Walter O\\\'Hara (Order #33535314)


SOLITAIRE WW2 WARGAMES is a 50-page illustrated
book that includes three World War II strategy card games --
Sniper Attack, Stringbag, & Penal Battalion, all played with a
single deck of standard playing cards -- ideal for the solo
player. Published by Minden Games.
SNIPER ATTACK puts you in the role of a single sniper,
with a secondary goal of eliminating enemy targets, and main
goal of surviving the day alive. Choose your nationality, per-
sonal sniping characteristics, and theater (Stalingrad 1942, Italy
1943, France 1944, Berlin 1945, etc.). The game provides op-
portunity and risk that you must assess in deciding when to pull
the trigger and when to sit tight and wait.
STRINGBAG recreates the British attack on the Italian
fleet at Taranto, November 1940. You're put in the role of a Fairey Swordfish torpedo
bomber, and must weather the flak and balloon cables to drop your fish against a warship
in the harbor. Standard and optional rules are provided. (Stringbag uses a similar system
as our Torpedo Raiders game.)
PENAL BATTALION is a simple game of strategy on an offbeat topic occurring
somewhere on the east front in WW2. Your "unit" has been assigned to clear minefields...
can you, as an individual in this unit, survive the day without going BOOM? That's your
goal. And if you succeed, you get to do the same thing tomorrow.
All you need is a deck of cards and an imagination and the strategy/fun will be there
aplenty. Each game were published in past (out of print) issues of Panzer Digest. Each is

Great War Salvo! 3rd Edition is a strategy, solitaire, tactical


naval wargame that enables players to recreate early World War I
naval battles between individual British and German warships on
the table top. This is the latest edition of this game system.
The game consists an illustrated, color 52-page rule book that
contains all rules and game components (warship sheets 1
through 9, A, B, & C rendered in color at 1/6000 scale; game
markers; Reference Card), historical scenarios, and designer's
notes The warship counters (336 in all, BB, BC, B, AC, CL,
AMC types), are rated in a variety of offensive and defensive
categories, allowing players can assess at a glance the relative
strengths and weaknesses of each ship. Ships from Great Britain,
Germany, France, Austria, Italy, Russia, Turkey, the United States, Japan, Spain, Sweden,
and the Netherlands are included.
Great War Salvo! is primarily a ship vs ship solitaire game, but rules are included for
two-player as well as solitaire play, with one ship or multiple ships on a side. The rule
book contains all standard and optional rules needed to play, game tables, fourteen sce-
narios, and Designer's Notes.

If you enjoy PDF wargames & magazines, check out the Minden PDF page. At last
count over 60 Minden titles including Great War Salvo! are available, many at dis-
counted prices: minden_games.homestead.com/pdf.html

16

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Masada: Epic Last Stand in the Desert is volume 4 in
Minden's BATTLEGAME book series. This is a 58-page
illustrated book containing a complete solitaire simulation
game of the Roman siege occurring in A.D. 73. Contents
include historical background articles, game rules, and
game components (maps and tables). The player takes the
role of the sieging Roman forces, and the game system
handles the defenders of the mountain fortress of Masada.
The goal of the game is to show the dynamics and char-
acteristics of the historical siege, and allow one to see
events unfold during play in a realistic manner, thus provid-
ing better understanding of events. Enough maps and
blank combat rosters are provided to let you play several games. With a small
footprint, the game can be played almost anywhere you have room to roll two 6-
sided dice.
Masada is primarily an experience game, where one sets it up and then
watches events unfold. The game system replicates the siege, with the giant Ro-
man ramp growing ever closer to the fortress plateau... and destiny.
Masada: Epic Last Stand in the Desert is available from Minden Games in
book or PDF format.

Torpedo Raiders, Advanced Ed. is a Minden Battle-


game book containing a solitaire WW2 air combat game
depicting torpedo bombers in a variety of historical sce-
narios. The game uses a deck of standard playing
cards, each time through the deck simulates the activity
of a single torpedo bomber. The game plays quickly,
allowing you to simulate a multi-plane raid in a matter of
minutes.
Several historical scenario games are provided, in-
cluding British Swordfish attacking the Italian fleet at
Taranto (1940); Japanese Kates against the moored
American fleet at Pearl Harbor (1941); British Swordfish
going against Germany’s Bismarck (1941); Japanese
Nells dealing with Britain’s Force Z (1941); American
Devastators against the Japanese at Midway (1942)… plus advanced scenarios
for each of these historical attacks.
Torpedo Raiders Advanced Ed. is a 50-page illustrated book (or PDF) that
contains all standard and advanced game rules, historical and advanced scenar-
ios, introductory game, torpedo bomber counters (in the pages of the book that
must be scanned and printed), historical commentary and designer’s notes. Just
supply a deck of cards and an active imagination, and you’re off.

If you enjoy PDF wargames & magazines, check out the Minden PDF page. At last
count over 60 Minden titles including Great War Salvo! are available, many at dis-
counted prices: minden_games.homestead.com/pdf.html

16

Walter O\\\'Hara (Order #33535314)


Battle over Britain Series Aerial Wargames

Tactical WW2 aerial combat


card game series, covering
many campaigns, nations,
and warplanes, all rated in a
variety of categories (speed,
firepower, agility, etc.) that
show each plane’s strengths
and weaknesses in combat.
Designed for two players, the
game may readily be played
solitaire, using the Solitaire
Supplement.

Destruction of Force Z is a tactical level, solitaire simula-


tion of the short air/naval campaign off the coast of Malaya in
late 1941 which saw the destruction of two Royal Navy capital
ships, Prince of Wales and Repulse by Japanese bomb-
ers. The player takes the British side, and the game system
plays the Japanese side.
The object of the game is for the British to disrupt Japa-
nese invasions taking place, while not losing his ships. You
as the player are presented with a difficult situation. Pearl
Harbor has just been attacked; the entire Malayan peninsula
is under threat of invasion. Perhaps you can disrupt invasion
sites? Intercept enemy warships? Whatever you decide, it will
be an uphill battle for the British. In the actual campaign,
Force Z sailed out of Singapore into the South China Sea in
the early evening of December 8. Admiral Phillips, onboard the Prince of Wales, or-
dered strict radio silence. If the two British capital ships are able to reach the Gulf of
Siam undetected, they might be able to wreak havoc among enemy warships, trans-
ports, and invasion sites. If they are found, they risk the wrath of land-based Japa-
nese bombers located in Indo-China. The RAF has warned you that you are not guar-
anteed protection from the air. Whatever plan you decide to follow, the fate of Force
Z will be in the balance.
Destruction of Force Z is available from Minden Games.

17

Walter O\\\'Hara (Order #33535314)


Battle of the Somme is a solitaire, tactical (individual men)
WW1 wargame simulating events of July 1st, 1916, the first
day of the Somme campaign, the bloodiest day in British army
history. In the game, you take charge of one 45-soldier pla-
toon going over the top against the German (played by the
game system), in various historical scenarios. The object of
the game is for your platoon to take the German trench with
as few casualties as possible.
Each of your men in the game is represented by a named,
individual counter. Before play, you must choose one man
that "represents" you. To win the scenario, your platoon must
take the enemy trench, AND your man must survive. The
standard scenario ("Red Hand at Thiepval Wood") represents one platoon from A
Company, 14th Royal Irish Rifles (Belfast Young Citizens), which is part of the 109th
Brigade, 36th (Ulster) Division, attacking northwest of Thiepval. Other historical sce-
narios are also provided, representing Regular, Territorial, and New Army units.
Battle of the Somme has been designed to be an experience game; you will set
up your plan of attack, and then watch the action “unfold” before your eyes, as your
(mainly) Pals formations go over the top towards destiny.
Includes a 50-page illustrated, color rule book containing all the rules, tables,
advanced game rules, and optional rules necessary for play, small mapsheet, 540
individually named color soldier counters, game markers, and a Reference Card, 17
historical scenarios, campaign games, historical commentary, and designer's notes.
Battle of the Somme is available from Minden Games.

SOLITAIRE WW2 WARGAMES is a 50-page illustrated


book that includes three World War II strategy card games --
Sniper Attack, Stringbag, & Penal Battalion, all played with a
single deck of standard playing cards -- ideal for the solo
player. Published by Minden Games.
SNIPER ATTACK puts you in the role of a single sniper,
with a secondary goal of eliminating enemy targets, and
main goal of surviving the day alive. Choose your national-
ity, personal sniping characteristics, and theater (Stalingrad
1942, Italy 1943, France 1944, Berlin 1945, etc.). The game
provides opportunity and risk that you must assess in decid-
ing when to pull the trigger and when to sit tight and wait.
STRINGBAG recreates the British attack on the Italian
fleet at Taranto, November 1940. You're put in the role of a Fairey Swordfish torpedo
bomber, and must weather the flak and balloon cables to drop your fish against a war-
ship in the harbor. Standard and optional rules are provided. (Stringbag uses a simi-
lar system as our Torpedo Raiders game.)
PENAL BATTALION is a simple game of strategy on an offbeat topic occurring
somewhere on the east front in WW2. Your "unit" has been assigned to clear mine-
fields... can you, as an individual in this unit, survive the day without going BOOM?
That's your goal. And if you succeed, you get to do the same thing tomorrow.
All you need is a deck of cards and an imagination and the strategy/fun will be
there aplenty. Each game were published in past (out of print) issues of Panzer Di-
gest. Each is highly playable, with enough historicity and replayability to keep you
entertained for a long time. All included in SOLITAIRE WW2 WARGAMES.
18

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Released date: Spring 2022

Walter O\\\'Hara (Order #33535314)


Solitaire WW2 tactical/operational Three solitaire games, plus articles WW2 tactical, plane vs plane

Solitaire WW1 air combat WW2 tactical, plane vs plane Two games, plus articles

Three games, plus articles WW1 tactical naval Solitaire Viking invasion

Walter O\\\'Hara (Order #33535314)


Solitaire 19th c. battle game Combat Leader Component set Solitaire, WW2 tactical, naval

Solitaire 19th c, gunfight game Solitaire WW1 strategic, naval WW2 tactical combat

Games are available in physical and PDF format, from


Amazon, Amazon.co.uk, Wargame Vault, and directly
from Minden.

minden_games.homestead.com

Minden Games Catalog 2022

Walter O\\\'Hara (Order #33535314)

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