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The following is a partial replay of the actions that took place during a four-player, head-to-head game between Jay, Dan, Jim, and Tom (in that order). This replay demonstrates many aspects this exciting card game and shows how it captures the tense and competitive action of World War I naval commerce raiders.

The observer's commentary is presented in this format.

Jay: I’ve taken it on the chin for the last few turns, but now it’s time for me to show these guys that my force still has something left to show. Dan has been far too lucky for my taste, especially with his intercepts from the warship Dresden. As a result, I’m going to intercept it along with two of his merchantmen with my own raider, the Leopard. I’m also going to limit Dan’s options during his next turn by hitting him with a Deception Card.

To complete his planned actions, Jay decides to use a Recalled Action Card for the intercept of the Dresden by placing it facedown in front of his force since he is willing to sacrifice its future use, he also decides to use a Lay Mines Action Card for the Leopard’s intercept by placing it facedown directly on that raider since he doesn’t have any raiders capable of laying mines. Jay also commits to playing Good Hunting and Deception Action Cards by placing them facedown in front of his force.

By also playing the Good Hunting Action Card, the Leopard is able to intercept two merchantmen instead of just the normal single merchantman.

All Action Cards are dual use. One part contains the intercept section including the British Forces available to all players. The other part contains the information unique to each card.

Only those Action Cards committed on the board may be used during a player’s turn. The remaining cards in a player’s hand are placed off to the side. A player may play any number of Action Cards during a turn, or decide not to play any Action Cards.

While Action Cards are always place facedown before they are played to hide a player’s upcoming actions, the following illustrations depict the cards face-up for ease of reference.

Jay: I’m going to go after Dan’s merchantmen the King George and the Highland Brae first with the Leopard to try and soak off any potential reactions from Dan before I intercept the Dresden.

Players always decide the order in which their actions are executed.

Jay turns up the Lay Mines Action Card he placed on the Leopard and also turns up the Good Hunting Action Card and announces it as part of the Leopard’s intercept. He selects the King George and the Highland Brae from Dan’s three merchantmen as the Leopard’s targets.

Dan: Well, I suspect Jay has had enough of me sailing free and clear through the game piling up some very impressive victory awards; many of them at his expense. He doesn’t realize that I’ve been preparing for just this situation with a couple surprises of my own.

To limit the impact of the Leopard’s intercept, Dan plays a Slim Pickings Action Card directly from his hand. Its play reduces the intercept announced in conjunction with the Good Hunting Action Card to an intercept against a single merchantman.

Reaction Action Cards are played directly from a player’s hand in response to actions taken against their ships. They have a blue background to distinguish them from regular Action Cards.

Jay: I couldn’t have seen that coming on a good day, but as lucky as Dan’s been throughout the game, I should have expected as much. At least the Leopard can still intercept one of the two merchantmen I originally selected. I’m going to go with the Highland Brae since it’s worth more points than the King George. That ship gets a reprieve for now.

Jay selects the blue (d10), green (d8) and white (d6) dice listed as the Leopard’s attack. Dan selects a single green die listed as the Highland Brae’s defense.

Both players simultaneously roll their dice with Jay rolling a blue 5, a green 3 and a white 2 and Dan rolling a 6. Since Jay’s result of 5 is not greater than Dan’s result of 6, the intercept had no effect. When multiple dice are rolled, only the highest single value rolled on any of the dice is used as the result. Since the Highland Brae was not damaged or sunk, it may now attempt Safe Passage.

Whenever an undamaged merchantman survives an intercept, it may immediately attempt to sail to a friendly port. This is called Safe Passage. This added twist to the game, makes players think twice before attempting weak intercepts.

Dan selects a single white die listed as theHighland Brae’s Safe Passage challenge. Jay selects a single green die listed as theHighland Brae’s Safe Passage response.

Both players simultaneously roll their dice with Dan rolling a 5 and Jay rolling a 4. Since Dan’s result of 5 is greater than Jay’s result of 4, the Highland Brae was successful and achieves Safe Passage. The Highland Brae’s card is added to Dan’s Victory Award pile.

Jay: Can you believe his luck, and Dan’s not even Irish. I intercept him, and he come away with a Victory Award of 7. Not bad for someone that constantly complains about his terrible luck. I can only hope that the fates will now smile on me with my intercept against the Dresden.

Jay turns up the Recalled Action Card he placed in front of his force and announces the intercept against the Dresden. Since it is classified as a warship, the Dresden may be intercepted at any time. Raiders on the other hand, must first be recognized before they may be intercepted. There are different situations and Action Cards that cause raiders to be recognized and also unrecognized.

Dan: The audacity of this guy, now he’s going after my one and only warship. I’ve got something in hand to hopefully deal with that threat.

In an attempt to prevent the intercept against the Dresden, Dan plays a Break Contact Action Card directly from his hand. Its play may enable the Dresden to escape Jay’s intercept.

Jay: What now, does Dan have a counter to my every action? I’m starting to think he can read my mind. Even so, I have a feeling this one is going to come down on my side for a change.

Dan selects the blue and green dice listed as the Break Contact challenge. Jay selects a single blue die listed as the Break Contact response.

Both players simultaneously roll their dice with Dan rolling a blue 6 and a green 5 and Jay rolling a 9. Since Dan’s result of 6 is not greater than Jay’s result of 9, the Dresden wasn’t able to escape the intercept – Jay may now intercept the Dresden.

Jay: Ha! Just as I hoped, now let’s see if my British Forces can send the Dresden to a watery grave.

Jay selects the blue and green dice listed next to the White Ensign flag on the Recalled Action Card as the attack. Dan selects the blue, white and red (d4) dice listed as the Dresden’s defense.

Both players simultaneously roll their dice with Jay rolling a blue 7 and a green 8 and Dan rolling a blue 1, a white 3 and a red 4. Since Jay’s result of 8 is at least double Dan’s result of 4, the Dresden is sunk by the intercept. Its card is added to Jay’s Victory Award pile.

Jay: Now that’s more like it, a Victory Award of 21 points! To cap it off, I’m also going to play my last card on Dan. That should limit his options next turn.

Instead of playing his last committed Action Card, Deception, on Jim or Tom, Jay decided to play it on Dan.

Jay ends his turn by ordering and discarding the three Action Cards he played during the turn and drawing a single new Action Card and adding it to his hand. The Deception Action Card was placed on Jim and it will not be discarded until the end of Jim’s next Turn.

Dan draws a single new Merchantman Card to replace the Highland Brae. Players always maintain three Merchantmen in their force, so Merchantmen cards are always replaced.

Dan: Man that last turn really hurt. I’ve now lost the Dresden and on top of that I only get to play a single random card due to the Deception card Jay played on me. If I can, I going to take a toll on him since he just scored 21 points with the sinking of the Dresden.

Since Jay played a Deception Action Card on him during his turn, Dan’s options are now limited. He must randomly select a single Action Card from his hand for play during his turn. Only the non-Intercept! portion of the card is in play. If the action can’t be resolved, it’s discarded and ignored and Dan’s turn ends. If it’s a legal action, Dan plays it normally.

Dan: Since Jay played the Deception card on me I gave him the honor of picking a card from my hand. Fortunately for me, he picked my Interrogate card. That’s perfect. The other two choices wouldn’t have been legal plays, so either of those cards would’ve just been discarded. Since he was so kind to me during his turn, I’m going to use it to interrogate his raider Leopard.

The Interrogate Action Card is one method of recognizing raiders. Recognition must take place before a raider may be intercepted. When a raider is recognized, its card is rotated 900 to indicate that it may now be intercepted. If and when it returns to an unrecognized status, it is rotated back to a normal position.

Dan selects the blue and green dice listed as the Interrogate challenge. Jay selects a single blue die listed as the Interrogate response.

Both players simultaneously roll their dice with Dan rolling a blue 4 and a green 7 and Jay rolling a 6. Since Dan’s result of 7 is greater than Jay’s result of 6, the Leopard is recognized – Jay rotates it 900 to indicate that it’s now recognized.

Since Dan was successful in recognizing the Leopard, he immediately intercepts it with the attack information listed on the Interrogate Action Card.

Jay: Uh-oh, this may hurt. I really can’t afford to lose the Leopard, since it’s my most effective raider. My other two ships, the Cormoran and Geier just aren’t nearly as powerful. If she can survive Dan’s intercept from the Interrogate card, I can again hide her identity since I have a Reflag card in my hand. I’ll keep my fingers crossed – and my toes too for good measure.

Dan selects the blue and green dice listed on the Interrogate Action Card as the attack. Jay selects the green die listed as the Leopard’s defense.

Both players simultaneously roll their dice with Dan rolling a blue 8 and a green 8 and Jay rolling 5. Since Dan’s result of 8 is greater than Jay’s result of 5 but not double it, the Leopard is damaged by the intercept. It’s marked with a red damage marker.

Since the Leopard survived Dan’s intercept, Jay then played the Reflag Action Card directly from his hand. This Action Card is one method of hiding raiders from recognition. Jay rotates the Leopard back to its normal position to indicate it’s now unrecognized.

Jay: Well, the Leopard survived the Interrogate card, all be it a little worse for wear. She won’t be as nearly as effective until I can somehow get her repaired. At least she’s not sailing around as a damaged recognized raider – thanks for small favors.

Dan ends his turn by ordering and discarding the Deception and Interrogate Action Cards he played during the turn and drawing a single new Action Card and adding it to his hand.

Jim: Jay and Dan have really been pounding one another. I only wish Jay hadn’t played that Reflag card on the Leopard. A damaged recognized raider would have been a real prime target for me to pick up. I guess I must work a little harder for my points. Dan still seems a little testy from his actions with Jay, so I going to see if I can shake Tom up a little. He’s been quietly picking up a few points here and there. I’ve been laying low myself for a while, now, I’ll see if he’s ready to absorb a little double fisted action.

Jim’s just been drawing new Action Cards for the last few turns building up his hand. Players are not required to play any Action Cards during their turn, and may just draw a new Action Card immediately ending their turn. Players may have any number of action cards in their hand ready for play.

Now, Jim has a good offensive hand ready to go. He also has a Second Chance Action Card so he is also going to get back-to-back turns. Since each ship may only be intercepted once per a player’s turn, having back-to-back turns means that Jim can again intercept ships he may have only damaged during his first turn.

Jim has the warship Karlsruhe in his force and decides to use a Damage Control Action Card for its intercept. That’s a little salt in Jay’s wounds since that card would repair Leopard’s damage. Jay will soon find out that he has one less option on that front.

Jim also commits to playing Shipping Lanes and Surprise Attack Action Cards and the aforementioned Second Chance Action Card by placing all three facedown in front of his force.

By also playing the Shipping Lanes Action Card, the Karlsruhe is able to intercept three merchantmen instead of just the normal single merchantman. In addition, the Surprise Attack Action Card adds a +2 modifier to each intercept.

Jim: I’m going to go after all three of Tom’s merchantmen with the Karlsruhe. Adding the Surprise Attack not only improves my odds of each intercept, but it also limits Tom’s response options.

Jim turns up the Damage Control Action Card he placed on the Karlsruhe and also turns up the Shipping Lanes and Surprise Attack Action Cards and announces them as part of the Karlsruhe’s intercept. He’ll announce and turn up the Second Chance Action Card at the very end of his turn.

Tom’s three merchantmen, the Bowes Castle, the Elsinor and the Georgic will each be intercepted as the Karlsruhe’s targets.

Tom: So much for keeping my head down. Here I am just minding my own business trying not to ruffle too many feathers and I get my entire merchant fleet attacked by the most powerful warship in the game. Since the only reaction card in my hand, Shallow Run, can’t be played due to Jim’s Surprise Attack, I’ve got to suck it up and hope for the best possible outcome.

Jim selects the blue, green and white dice listed as the Karlsruhe’s attack. Tom selects a single white die listed as the Bowes Castle’s defense.

Both players simultaneously roll their dice with Jim rolling a blue 5, a green 6 and a white 1 and Tom rolling a 3. Jim’s 6 is modified to an 8 due to the Surprise Attack Card being part of the intercept. Since Jim’s result of 8 is at least double Tom’s result of 3, theBowes Castle is sunk by the intercept. Its card is added to Jim’s Victory Award pile.

Jim again selects the blue, green and white dice listed as the Karlsruhe’s attack. Tom selects a single green die listed as the Elsinor’s defense.

Both players simultaneously roll their dice with Jim rolling a blue 2, a green 4 and a white 4 and Tom rolling a 5. Jim’s 4 is modified to a 6 due to the Surprise Attack Card being part of the intercept. Since Jim’s result of 6 is greater than Tom’s result of 5 but not double it, the Elsinor is damaged by the intercept. It’s marked with a red damage marker.

For a final time, Jim selects the blue, green and white dice listed as the Karlsruhe’s attack. Tom selects a single blue die listed as the Georgic’s defense.

Both players simultaneously roll their dice with Jim rolling a blue 6, a green 7 and a white 5 and Tom rolling a 2. Jim’s 7 is modified to a 9 due to the Surprise Attack Card being part of the intercept. Since Jim’s result of 9 is at least double Tom’s result of 2, the Georgic is sunk by the intercept. Its card is added to Jim’s Victory Award pile.

Jim: Not bad – two out of three merchantmen sunk with the third one damaged. Now with having the additional turn, I should be able to mop up the damaged Elsinor.

Jim turns up his last Action Card, Second Chance, which indicates that he will immediately receive an additional turn.

Jim ends his current turn by ordering and discarding the four Action Cards he played during the turn and drawing a single new Action Card and adding it to his hand.

Tom draws two new Merchantmen Cards to replace the Bowes Castle and Georgic.

Tom: Here he comes again with the Karlsruhe. I’m certain he’s going to try and sink my damaged Elsinor. I’d do the same in his place. This time, I could play my Shallow Run card in reaction to the intercept, but I don’t see any point given that the Elsinor is already damaged. She’d probably just run aground and sink giving Jim the points in any event. I’ll save it for a better situation with better odds.

Jim turns up the Damage Control Action Card he placed on the Karlsruhe and announces Tom’s Elsinor as the target.

Since Tom decided not to react, Jim selects the blue, green and white dice listed as the Karlsruhe’s attack. Tom selects a single green die listed as the Elsinor’s defense.

Both players simultaneously roll their dice with Jim rolling a blue 3, a green 2 and a white 2 and Tom rolling a 3. Tom’s 3 is modified to a 1 since the Elsinor is damaged (3 minus 2). Since Jim’s result of 3 is at least double Tom’s result of 1, the Elsinor is sunk by the intercept. Its card is added to Jim’s Victory Award pile.

Jim ends his additional turn by discarding the one Action Card he played during the turn and drawing a single new Action Card and adding it to his hand.

Tom draws a new Merchantmen Card to replace the Elsinor.

Jim: Now the Elsinor makes it three-for-three. I just added 21 points to my ever-expanding Victory Award pile.

Tom: Jay and Dan are now giving me the evil eye. They probably think I should have done something more to prevent the Karlsruhe’s pleasure cruise through my merchant fleet. I can’t worry about that now, as I need to see how I can score some serious points myself. Jay’s damaged Leopard looks real inviting. It’s a good thing I have an Interrogate card in my hand. Luckily, I also have a Lay Mines card and the Meteor poised to make that happen. I’m also going to use the U-27 to torpedo any large survivors. Finally, I’m going to give Jim back a little of his own medicine by hitting him with a Rendezvous Missed card.

Tom places the Lay Mines Action Card facedown directly on the raider Meteor to show she is the ship laying the mines.

Tom also commits to playing Interrogate, U-27 and Rendezvous Missed Action Cards by placing all three facedown in front of his force.

Tom announces the Interrogation against the Leopard as his first action. He selects the blue and green dice listed as the Interrogate challenge. Jay selects a single blue die listed as the Interrogate response.

Both players simultaneously roll their dice with Tom rolling a blue 10 and a green 4 and Jay rolling a 7. Since Tom’s result of 10 is greater than Jay’s result of 7, the Leopard is recognized – Jay rotates it 90° to indicate that it’s now recognized.

Jay: It seems everyone wants to take a turn at sinking the Leopard. I bet Tom doesn’t realize that I drew a Shallow Run card at the end of my last turn. Even though the Leopard is damaged, this is the best time to play it.

In an attempt to prevent the Interrogate intercept against the Leopard, Jay plays a Shallow Run Action Card directly from his hand. A Shallow Run Action Card automatically cancels any announced intercept, but the player must determine if the escaping ship is damaged crossing the shoal.

Jay selects the blue and red dice listed as the Shallow Run challenge. Tom selects a single blue die listed as the Shallow Run response.

Both players simultaneously roll their dice with Jay rolling a blue 3 and a red 4 and Tom rolling a 6. Since Jay’s result of 4 is not greater than Tom’s result of 6, the Leopard was damaged crossing the shoal. However, since the Leopard was already damaged, it is sunk as a result of this new damage. Its card is added to Tom’s Victory Award pile.

Tom: That’s not how I planned for it to work out, but despite the fact that the Leopard basically sunk herself, her 19 points will go a long way in boosting my total.

Tom then announces the mine attack by turning up the Lay Mines Action Card on the Meteor. Since mines individually attack all Merchantmen, they will attack each Jay’s three ships the Dee, the Hyades and the William P. Frye.

Tom selects the blue and red dice listed as the mine attack. Jay selects a single red die listed as the Dee’s defense.

Both players simultaneously roll their dice with Tom rolling a blue 6 and a red 2 and Jay rolling a 3. Since Tom’s result of 6 is at least double Jay’s result of 3, the Dee is sunk by the mine attack. Its card is added to Tom Victory Award pile.

Tom again selects the blue and red dice listed as the mine attack. Jay selects a single white die listed as the Hyades’ defense.

Both players simultaneously roll their dice with Tom rolling a blue 2 and a red 3 and Jay rolling a 2. Since Tom’s result of 3 is greater than Jay’s result of 2 but not double it, the Hyades is damaged by the mine attack. It’s marked with a black damage marker.

For a final time Tom selects the blue and red dice listed as the mine attack. Jay selects a single white die listed as the William P. Frye’s defense.

Both players simultaneously roll their dice with Tom rolling a blue 7 and a red 2 and Jay rolling a 6. Since Tom’s result of 7 is greater than Jay’s result of 6 but not double it, the William P. Frye is damaged by the mine attack. It’s marked with a black damage marker.

Tom: My mines managed to sink the smallest of Jay’s three merchantmen and damaged the other two. I’ll now send in my submarine, U-27, to finish off the Hyades.

Mines and submarines have special attack capabilities. While a player may only intercept an opposing ship once per turn, they may attack merchantmen any number of times during a single turn with mines and/or torpedoes.

Tom turns over the U-27 Action Card and announces the Hyades as the target of its torpedo attack. Since Jay doesn’t have any reaction cards to counter a submarine torpedo attack, e.g., Q-Ship or Razzle-Dazzle, the attack is resolved.

Tom selects the blue, white and red dice listed as the U-27’s torpedo attack. Jay selects a white die listed as the Hyades’ defense.

Both players simultaneously roll their dice with Tom rolling a blue 4, a white 3 and a red 4 and Jay rolling a 3. Jay’s 3 is modified to a 1 since the Hyades is damaged (3 minus 2). Since Tom’s result 4 is at least double Jay’s result 1, the Hyades is sunk by the torpedo attack. Its card is added to Tom’s Victory Award pile.

Tom: Not too bad an outcome with two out of three merchantmen sunk. Although Jim or Dan will probably go after the damaged William P. Frye before it’s again my turn. Now it’s time to see if Jim is going to have supply problems.

Tom turns over his final Action Card, Rendezvous Missed, and announces that Jim must check supply with his warship the Karlsruhe and his two raiders the Berlin and the Kaiser Wilhelm der Grosse. Unrecognized raiders must still check for supplies. Merchantmen do not check for supplies, this only applies to the German forces.

For the Karlsruhe, Tom selects the blue and green dice listed as the Rendezvous Missed challenge. Jim selects a single green die listed as the Rendezvous Missed response.

Both players simultaneously roll their dice with Tom rolling a blue 5 and a green 7 and Jim rolling a 6. Since Tom’s result of 7 is greater than Jim’s result of 6, the Karlsruhe missed the supplies rendezvous. It’s marked with a black limited supply marker.

For the Berlin, Tom again selects the blue and green dice listed as the Rendezvous Missed challenge. Jim selects a single green die listed as the Rendezvous Missed response.

Both players simultaneously roll their dice with Tom rolling a blue 4 and a green 5 and Jim rolling an 8. Since Tom’s result of 5 is not greater than Jim’s result of 8, the Berlin passed its supplies rendezvous.

And finally for the Kaiser Wilhelm der Grosse, Tom selects the blue and green dice listed as the Rendezvous Missed challenge. Jim selects a single green die listed as the Rendezvous Missed response.

Both players simultaneously roll their dice with Tom rolling a blue 10 and a green 5 and Jim rolling a 7. Since Tom’s result of 10 is greater than Jim’s result of 7, theKaiser Wilhelm der Grosse missed the supplies rendezvous. It’s marked with a black limited supply marker.

Ships with limited supply have their intercept capability reduced. There are other Action Cards that may restore a ship to full supply status.

Tom ends his turn by ordering and discarding the four Action Cards he played during the turn and drawing a single new Action Card and adding it to his hand.

Jay draws two new Merchantmen Cards to replace the Dee and the Hyades.

It’s now Jay’s turn again.