by ©2000 Lloyd A. Krassner
INTRODUCTIONThis card game. Is a simulation of U-boat attacks on Allied shipping during WWII. One player is the German wolf pack, the other is the Allied convoy. SET-UPThere is one deck and one discard pile. Each player draws 5 cards. If the deck runs out before one side has achieved victory then shuffle the discards and continue play. TURN SEQUENCE
Convoy Draw Phase U-boat Action Phase Convoy Action Phase DRAW PHASESThe indicated player draws 2 cards. The player discards down to 5 cards. U-BOAT ACTION PHASEThe player may play one card. A Dive card played will cause all cards in play to be discarded. The Dive card is immediately discarded. To destroy a Transport, the U-boat player must play 3 cards in a row: PERISCOPE - TORPEDO - TRANSPORT Only one card may be played per turn. A played card is placed face up and remains in play. When all three cards are played in the correct order one Transport is destroyed. All three cards are then discarded. The Wolf pack wins if they destroy 6 Transports. CONVOY ACTION PHASEThe player may play one card. A Destroyer Sweep card played will cause all cards in play to be dis-carded. The Sweep card is immediately discarded. To destroy a U-boat, the Convoy player must play 3 cards in a row:SONAR - DEPTH CHARGES - U-BOAT Only one card may be played per turn. A played card is placed face up and remains in play. When all three cards are played in the correct order one U-boat is destroyed. All three cards are then dis-carded. The Convoy wins if they destroy 4 U-boats. Water- type cards have no use, they just fill the players hand. A Cat and Mouse or a Near Miss card can be discarded to cause opponent to discard a random card from his hand. GAME DESIGNER’S NOTES Originally I wanted each player to have one target card in their hand. Attack cards would allow you to draw one random card from your opponents hand. If you picked the target card, then you sank an enemy vessel. The target card would then be returned to the players hand. I figured the target cards would get worn so quickly, they would stand out. Otherwise it would be a great bluffing game. The final version is good because of the agonizing wait for the right card. This design is ©2000 Lloyd A. Krassner DECK CARD LIST (# = Number of this card in the deck) # Card Name Type 12 Sonar Detection Back to Strategist Number 337 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |