Wargame Mechanics Index

Unterseeboot: U-Boat Solitaire

Depth is the central trade-off: surfacing recharges batteries and improves torpedo odds but exposes the boat to aircraft, while diving drains a finite battery clock and is the only escape from destroyers.

A print-and-play solitaire press-your-luck game in which the player commands a Type VIIA U-boat on a 20-turn North Atlantic patrol. The boat moves on a small grid of positions across four depth levels, identifies and torpedoes merchant targets for tonnage, and manages battery power, seven torpedoes and three hull points. Aircraft and destroyers are run by fixed die-roll procedures, and the patrol counts only if the boat returns to base.

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Mechanics 14 · 1 distinctive

Ranged Combat

1fire

The Type VIIA carries seven torpedoes, and each shot spends one.

How it works

A Torpedo token is removed for every shot, hit or miss, and only one may be fired per turn. The Type VIIC upgrade carries 14 and may fire two at once, split between two adjacent targets at Periscope Depth. A double salvo automatically triggers destroyer detection.

You may only fire one torpedo per turn. You must remove a Torpedo token in order to fire at a target.
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1fire
Torpedo AttackTarget-number to-hit

One torpedo per turn sinks an identified target on 3+ from the surface or 4+ at periscope depth.

How it works

A surface attack requires being in the target's space and sinks on 3+. A submerged attack from Periscope Depth against an adjacent target sinks on 4+. Torpedoes cannot be fired from 100m or 200m. Sunk target dice go to the Tonnage Sunk area.

If the U-boat is on the Surface and in the same space as the Target, remove a Torpedo Token from your submarine and roll a die: On a 3+, the Target is hit and sunk.
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Naval Systems

3naval
Battery Power PhaseSubmerged endurance clock

Each submerged turn uses a battery token, which only surfacing restores; running out sinks the boat.

How it works

The boat has six rechargeable Main Battery tokens and three non-rechargeable Auxiliary Power tokens. If it starts the phase submerged it removes one token, and if none remain it is sunk. If it starts surfaced, all Main Battery tokens are restored. This limits how long the boat can stay hidden.

If the U-boat starts this phase submerged (Periscope Depth, 100m, or 200m), remove one Main Battery Token or an Auxiliary Power Token. If you cannot remove one of these tokens, the U-boat is immediately Sunk
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2naval
The Four Depth LevelsSubmarine & torpedo

Depth sets what the boat can do and how vulnerable it is.

How it works

Only at the Surface or Periscope Depth can the boat identify targets and fire torpedoes. Aircraft can only spot a surfaced boat. Destroyer attacks damage on 3+ at the Surface, 4+ at Periscope Depth, 5+ at 100m and 6 at 200m. Optional uncontrolled dive: at 200m with one hull token left, after surviving a destroyer attack, a roll of 1 implodes the boat.

There are four depth levels: Surface (1), Periscope Depth (2), 100 Meters (3) and 200 Meters (4).
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Scenario, Campaign & Victory

1scen
Playing a CampaignCampaign linkage

A campaign links consecutive patrols, tracked in a log book.

How it works

To succeed the player must survive at least 10 patrols while tracking total tonnage sunk. Each patrol is recorded in the log book with tonnage, torpedoes fired, damage, repairs and survival.

A campaign is a series of linked games where you go out on several consecutive patrols. To be successful, you will need to: Survive at least 10 patrols
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1scen
Victory ConditionsObjectives & victory points

Victory requires surviving, and its level comes from tonnage sunk on a table of historical decorations.

How it works

Sum the tonnage dice x1000 and consult the honours table, from 0-6000 tons (U-boat War Badge) to 43,000+ tons (Knight's Cross with Oak Leaves, Swords and Diamonds). A sunk boat is a loss whatever its tonnage.

Your victory level is determined by amount of tonnage sunk on your patrol and whether or not you survived.
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Solo & Non-Player Forces

2solo
Destroyer PhaseProgrammed opponent

Destroyers follow a fixed Search, Detected and Attack escalation that is triggered by firing a torpedo.

How it works

Firing from the surface means automatic detection. Firing at Periscope Depth places a Searching token, and every Destroyer Phase after that rolls a search (detected on 1-3) until the boat is detected or evades. Once Detected, the destroyer attacks once per turn using the depth table. The boat evades, discarding all tokens, only by ending the phase at 200m after surviving the attacks.

Once a Destroyer begins its search, it will not relent until it has detected your U-boat or you have evaded it.
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1solo
Aircraft PhaseAI behaviour tables

Enemy aircraft roll to spot a surfaced boat and then strafe it every turn until it dives.

How it works

If surfaced, roll a die: 4+ not spotted, otherwise place a Spotted token. A spotted boat suffers a Strafing Attack each Aircraft Phase, damaged on 3+, until it submerges and discards the token. Submerged boats cannot be spotted.

If the U-boat is surfaced, an enemy plane will attempt to spot you. Roll a die: On 4+, the U-boat is not spotted
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Turn Structure & Sequence

2turn

The player may end the patrol early, but must meet conditions to get home safely.

How it works

The game ends after Turn 20 or when the boat is sunk. At the start of any turn the player may return to base, which requires no Searching or Detected tokens, surfacing, and surviving one last Aircraft Phase. Failing to surface by the end of Turn 20 loses the game.

To successfully return to base you must: Begin the turn with no Detected or Searching tokens in the Enemy Destroyer Area; Return the U-boat to the Surface, and Survive an Aircraft Phase one last time
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1turn

Each of up to 20 turns runs six fixed phases.

How it works

1 Maneuver, 2 Battery Power, 3 Target Identification, 4 Aircraft, 5 Torpedo, 6 Destroyer. Enemy aircraft and destroyers act in their own phases after the player's movement and identification.

Each turn consists of the following six phases: 1. Maneuver Phase ... 2. Battery Power Phase ... 3. Target Identification Phase ... 4. Aircraft Phase ... 5. Torpedo Phase ... 6. Destroyer Phase
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Command & Control

2cmd
Identifying a TargetHidden units & blinds

Targets start unidentified and may turn out to be false contacts; identification rolls their tonnage.

How it works

At the Surface or Periscope Depth the boat may try to identify one Unidentified Target in the same or an adjacent space each turn. Roll a target die: on 1 it is a false contact and is removed; on 2+ the die is placed on the target as its tonnage in thousands of tons. Optional Big Ships: a 6 rolls again for a larger die (d8-d20) for tonnage, and ships of 10,000 tons or more need two torpedo hits.

On a 2+, place the die on the Identified Target Token to represent the target's tonnage, with each point representing 1000 tons. On a 1, you've identified a false contact
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Damage & Attrition

1dmg
Hull Tokens / Damage ControlHit points / strength points

The boat has three Hull tokens, and each damage gets one immediate 4+ repair roll before a token is lost.

How it works

When damaged, roll once immediately: on 4+ the damage is repaired and ignored, otherwise remove a Hull token. Losing the third Hull token sinks the boat and ends the game.

To Repair the damage, roll a die: On a 4+, your crew has repaired the damage and it is ignored. Otherwise, the crew fails to repair it and you must remove a Hull Token
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Resolution Engine

1engine
Battle die and Target diceSix-sided dice core

A single d6 battle die resolves all tests, and d6 target dice record tonnage.

How it works

One Battle die handles identification, spotting, attacks and repairs, all as simple target numbers. Five Target dice sit on identified targets showing their tonnage. Optional Big Ships use a d8, d10, d12 or d20 for tonnage.

You will need a total of six of these, including 1x Battle die and 5x Tanker dice.
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Movement & Manoeuvre

1move
Maneuver PhaseGridded movement

The U-boat moves one space orthogonally on a grid of five to six positions across and four depth levels.

How it works

Each turn the boat may move one space up, down, left or right, or stay put. The four depth rows are Surface, Periscope Depth, 100m and 200m. Merchant targets sit in the Surface row, so horizontal position decides which targets are in reach.

During the Maneuver Phase, you may move the U-boat one space up, down, right, or left. You may also choose to remain in place.
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