Sink 50 Sink Points of enemy shipping and make it safely back to base.
Cruising on the surface
Boat Status
Cruising Mode
Oxygen
10/10
Battery
15/15
Hull
100/100
Sink Points
0/50
Detection Chips
Torpedoes left24
Actions
Detection Row
Combat & Consequences
Torpedo (Attack Card)
no torpedo fired yet
Enemy Damage Card
no hits taken yet
Detection Check
Return to Base Roll
Captain's Log
Objective
You captain a WWII diesel submarine. Hunt down enemy shipping, sink at least 50 Sink Points worth
of ships, and make it safely back to a home base to win. Run out of Oxygen or Battery, or let enemy fire
exceed your submarine's 100 Hull Points, and it's game over.
Each Turn
Pick one action: Hunt for ships, Fire a Torpedo at a ship you've already detected,
Change Cruising Mode (Surface ↔ Diving), or attempt to Return to Base. After your action,
a Consequence Phase always follows: Oxygen and Battery adjust for your current Mode, and there's a chance
the enemy detects you.
Cruising Modes
Mode
Sonar Dice
Oxygen/turn
Battery/turn
Detected on a roll of
Surface
3
+2
+1
1-4 (out of 6)
Diving
2
-1
-1
1-2 (out of 6)
Surfacing recharges your supplies fast but is easy for the enemy to spot. Diving is stealthy but burns
Oxygen and Battery every turn — run either out completely and your crew is lost.
The Hunt
Roll your Sonar dice. You may use any single die's result, or the sum of any two dice, to pick
which of the ten face-down Detection Cards (numbered 1-10 left to right) to turn over. A number card means
nothing was there. A face card, Ace, or Joker means you've found a ship, which you can torpedo on a later
turn.
rolled 1
rolled 3
→
Usable values: 1, 3, or 1+3 = 4
→ may reveal Detection Card #1, #3, or #4
Attacking
Flip the top Attack Card. Number cards score their pip value; face cards and Jokers are misses (0);
an Ace scores nothing itself but doubles the card next to it (the one just before it, or the next
one if the Ace comes first). Keep flipping and adding until your running total meets or beats the ship's
Sink Points, or you choose to break off. A Consequence Phase follows every single card flipped.
6
+
A
=
6 doubled → 12 total
Ships
Card
Ship
Sink Points
Detection penalty while attacking
Joker
Enemy submarine
50
+2
Ace
Battleship
40
—
King
Destroyer
30
+1
Queen
Cruiser
20
—
Jack
Merchant ship
10
—
Enemy Detection & Attack
Every Consequence Phase, one die is rolled against your Mode's detection numbers above. Three
detections in a row (no miss in between) means the enemy opens fire: Damage Cards (using the same
values as Attack Cards) chip away at your Hull Points. After a hit, your detection number is +1 for as
long as the exchange continues (this bonus never stacks higher than +1) — miss once and you break
off cleanly, chips reset. Hull Points reaching 0 sinks your sub.
Returning to Base
Roll three dice; any 6s are locked in and you only re-roll the rest next time. All three showing 6
means you've arrived: full supplies, a fresh 24 torpedoes, and a freshly shuffled Detection Row.
Winning
Earn at least 50 Sink Points and make it safely back to a home base.
Glossary
Sink Points
Points a ship is worth when destroyed, and your own running score toward the 50-point win target.
Hull Points
Your submarine's own durability — separate from Sink Points — reduced by enemy Damage Cards.
Mode Card
The flip-token (FU = face up = Surface, FD = face down = Diving) marking your current Cruising Mode.
Sonar/Radar Dice
The dice you roll during a Hunt to pick which Detection Card to reveal.