Far Seas
Notes on Play

General:
  1. Red anchors are British stations -- may be raided.
  2. Boxed number in each sea zone is density of merchant shipping.
  3. Ships begin in Start box and move to Moved boxes, unless protecting convoy or on station.
  4. German player announces names of all ships he will move (must move at least 1).
  5. Ships may remain in area or move to an adjacent area: s - join a Squadron
    R - Raid a station (list station name)
    D - move into a river
  6. British ships with A or B gun range and speed <= 3+ may go on convoy by covering the merchant ship box.
  7. British ships may go on station by covering the station symbol.
Search:
  1. Only moving ships may search or be searched for.
  2. Convoy and on station ships may not search; British ships may search for station raiders if having no ships on station.
  3. British gets 1 search per area per ship or squadron, must pre-announce which ship or squadron he is seeking.
  4. British do not have to search with all ships.
  5. If British use only non-British ships to search, German player gains Cowardice Points equal to victory points of ships not searching.
  6. If British do not search for a squadron and at least half the ships are British, then German receives Cowardice Points equal to victory points of all ships as long as number of ships in British squadron is greater than or equal to the number of ships in German squadron minus 1.
  7. Can only receive Cowardice points once per area; British cannot search for some ships in an area, but not others in the same area.
  8. Search succeeds on a roll of "1". Every extra ship or squadron reduces the roll by 1. Extra ships in German squadrons have the same effect.
  9. British ships on station when it is raided automatically find the raiders.
  10. Only 1 ship or squadron finds a German ship or squadron; once it does, it may not find others during that turn (when multiple ships search, roll randomly to pick).
  11. German receives 1 Surprise Search per turn; each ship may only participate once per game. Target is any ship in the Moved box. Will not work if German has been discovered. May not try to surprise a British squadron if operating alone, but must instead surprise a single ship whose damage capacity is <= German's capacity + 1.
  12. Surprise search is automatic. German +2 to combat.
Discovery:
  1. When discovered, Germans have first chance to run. If they do not, Brish may run. Failing that, there is combat.
  2. When German tries to run, British rolls 1 die. On a "6", German is Surprised and cannot run. German may not Surprise.
  3. Running ships may break up the squadron if desired. Then pursuing player may split up his forces to follow various ships.
  4. Each group's speed is the speed of its slowest ship.
  5. If speed is 2 or more grades apart, the faster group wins.
  6. If speeds are equal, high roller wins.
  7. If ships are within 1 grade, the slower rolls ne die. If a "6", they win race.
  8. If more than 1 pursuer, each ship's speeed is compared.
  9. Escaping ships go to the Moved box of an adjacent area.
Combat:
  1. Combat is in order of ranges: A, then AB, then ABC (surprise ABC)
  2. Fire is simultaneous; each ship rolls a die on Damage Table.
  3. Each ship has a damage roll modifier: +1 if firing on same ship (for each round until damage roll modifier is 0)
    -1 if firing ship half damaged
    +1 if target half damaged
    +1 if target in torpedo range
    -2 if firing ship tried to run last round
    +1 if Scharnhorst or Gneisenau firing on a ship hit last round
    -1 if 2 ships firing on same target
    -1 for every previous naval combat ship has been in if German and not BC class.
  4. Surprise combats start at C range.
  5. If not surprise and has not tried to run yet, a ship may now try to run after the combat round.
  6. At C range, all ships except BB's can make a torpedo attack. A hit is achieved on a die roll of "1" which gives another roll on the damage table (no modifiers). See 4.5.5 re when torpedo fire is applied.
  7. German subtracts 2 from "to hit" torpedo roll if it surprised its target.
  8. Ships which survive combat each remove 1 damage point.
  9. Now British may retire any remaining damaged ships at no VP cost. He must do so for ships equal to or more than half damaged.
  10. Half or more damaged German ships have speed reduced by 1 and may not use Surprise (min speed is 3).
Other:
  1. German merchant captures should be logged.
  2. Every ship on convoy reduces by 1 the number of merchants available to capture.
  3. Any ship that survives raiding to reach the station receives points as printed on the board each station can only be raided once per game.
  4. A new segment begins and segments continue until all Germans have moved.
  5. See 5.3 - 5.5 for British ship restrictions.
Allied Ship Counts: Atlantic area: 17 (1-16, 32)
Pacific area: 23 (17-31)
England: 9
Mediterranean: 6
Atlantic reinforcements: 0
Pacific reinforcements: 14
Other: 5
Special Geographic Rules:
  1. German must state ahead of time if using Panama Canal.
  2. Rufiji River enterable by Königsberg, Nurnberg or Leipzig, but only one at a time.
  3. British ships may search the Rufiji River; place next to the river.
  4. Ships in the river may only search for ships that moved into the river.
  5. All ships searching the river are one squadron, but they subtract from search rolls as if they were separate ships.
  6. German ships are automatically discovered if searched in the Red Sea.
  7. British may not attack Germans in the river, but if found, Germans must remain in river.
  8. British ships moving into the river automatically discover the German ship if it is moving out on the same turn. Combat is at C range and British receive +2 on first round.
  9. Germans in area 2 can attempt return to Germany. Succeed on a roll of 5-6. Otherwise sunk. If squadron fails, re-roll for each ship. These ships are out of the game.

Sun Jun 11 18:07:25 PDT 2000
Please forward any comments and additions to Rick Heli