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Iron bottom & Sunset sky» Forums » Rules

Subject: Rules in English? rss

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Andrew Choong
United Kingdom
Chatham
Kent
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I do love this game, but I've been playing to reverse-engineered rules augmented by Google translate and guesswork. Are there any English translations of the rules available out there?
 
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TOMO KON
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Iron Bottom and Sunset Sky
-----------------
1.0 Introduction
2.0 Component
3.0 Die Roll
4.0 Damage
5.0 Lines
6.0 Capability of Airplanes
7.0 Detected
8.0 Escort
9.0 Withdrawal
10.0 Set-up
11.0 End of the Game and Victory 
12.0 Sequence of the Game
13.0 First Draw Phase
14.0 Deployment Phase
15.0 Reconnaissance Phase
16.0 Action Determination Phase
17.0 Air Combat Phase
18.0 Surface Combat Phase
19.0 Land Combat Phase
20.0 Return Phase
21.0 Special Card
22.0 Advanced Rule
23.0 Optional Rule

----------------- 1.0 Introduction Iron Bottom and Sunset Sky is a card game for two players about battles of Solomon Islands in WW2.
The game is played by US player and Japanese Player until either eliminates the opponent Strategic Base (Port Moresby or Rabaul) or one of any Deck is exhausted.

----------------- 2.0 Component
This game includes following
(1) Cards
A half of Cards are for US player and the other half is for Japanese player. Each player's card is divided into two types; Fleet deck and Airplane deck.

(2) Rule Book
The booklet you are reading now.

The players have to prepare as many dice to roll hits and to record the damages on fleet card.
You may use or make damage markers instead of using dice.
2.1 Ship Card
Ship cards have their nationality; US and Japanese.
Ship cards includes following ability

(1) Ship's name and type
A card is a ship or some ships. Also ship card has a type of the ship. These are no mean in the game except identify. Larger ships includes marginal escort fleet which are no on the card.

(2) Plane Icon
Indicating the number and type of Airplane card which is treated with on the card.

(3) Air (Anti-Air)
The ability against air to surface attack with anti-air guns and combat air patrol fighters.
Each time the card is attacked by an enemy Airplane card, it fires against it.

(4) Surface (Surface to Surface)
The ability to hit an enemy ship cards in surface combat by main guns.

(5) Torp (Torpedo)
The ability to hit an enemy ship cards in surface combat after guns attack by Torpedo and minor guns.

(6) (Surface to Land)
The ability to make an enemy base card before landing.

(7) Sub (Anti-Submarine)
The ability to counterattack against submarine's attack. Each time the card is attacked by submarine card, it fires against it.

(8) Speed
The ability to withdraw from a surface combat.

(9) HP
The card's endurance point.

(10) VP
The point to be given the enemy sink the card. Also using as seize of the fleet in set-up.

2.1.1 Escort
Some cards with white HP on black background are cards possibly escorting. These cards are treated as following:
(1) All "+#" abilities are treated as simply "#" when not attaching.
(2) All "+#" abilities are added to attached card's abilities to be one when escorting.
(3) Abilities of Surface, Torpedo, and Land are separated to upper and below. The upper ability is used when alone and the below ability is used when escorting.

2.2 Base Card
There are three types of base cards; Home base, Strategic base, and Front base.

(1) Each player must receive both his Home base and Strategic base at the start of the game.
(2) Front base cards are mixed with ship cards of same nationality to make a fleet deck. A front base will be given as well as a ship card.
(3) Each type of base has the line placed.

2.21 Strategic Base and Front Base
Strategic Base and Front Base has following ability.
The player whose Strategic Base is eliminated is lost the game.

(1) Name
The base's name. There is no mean except to identify.
2) Plane Icon
Indicating the number and type of Airplane card which is treated with on the card.

(3) Air (Anti-Air)
The ability against air to surface attack with anti-air guns and combat air patrol fighters.
Each time the card is attacked by an enemy Airplane card, it fires against it.

(4) TB (Torpedo Boats)
The ability against landing transporters and escort with torpedo boats, mines, and so on. Each time the card is landed by an enemy transporter, it fires against it.

(5) Garrison
The ability against army(s) on landed transporter(s).

(6) Patrol
The ability to reconnaissance to the enemy front line when the opponent declare landing to the base.

(7) HP
The endurance of the base. Either landed the enemy transporter when hp is zero or the army on the enemy transporter make it zero, the base is eliminated.
Even though transporter is eliminated same time as the HP is zero, the base is eliminated.

(8) VP
The twice as point as printed on the card is VPs to be given the enemy sink the card. Also using the value as fleet seize in set-up.
The Strategic Base does not have BP but printed "Auto". The Strategic base is automatically set up and causing automatic victory when eliminated.
2.2.2 Home Base
A Home Base card also has some same types of abilities as other types of bases. It has some special abilities as following instead of anti landing abilities.

(1) Repair
The ability only owned by Home Base. The player may attempt own ship card(s) with the ability.

(2) Hand, Seize, Max, and Draw/Get
Home base has "Initial number of hands", "Initial fleet seize", "Max Hands", and Number of cards the player gets of the number of cards the player draws.
It is the nation's ability rather than the home base. These ability never changed in the game.


2.3 Airplane card
Airplane cards have their nationality; US and Japanese.
Airplane cards includes following ability

(1) Maker, Code, and Name (Code name for Japanese Airplane)
These are no means except to identify.

(2) AirC (Air Combat)
The ability to attack enemy Airplane actively. Used when the card is in the task of Air control or Intercept.

(3) Air (Anti-Air)
The ability against air combat for self defense. Used when the card is in the task of attack
Each time the card is attacked by an enemy Airplane card, it fires against it.

(4) Bomb (Bombardment)
The Ability to attack to a surface ship card by dive bomb or level bomb. Bombardment has an advantage that rolls dice same as anti-air fire.

(5) Torp (Torpedo)
The ability to attack to a surface ship card by torpedo. Torpedo attack ability is averagely more than bombardment, but it has disadvantage that rolls after anti-air fire; only surviving Airplane may attack by torpaedo.

(6) Land
The ability to attack to a base card.

(7) Plane Icon and the type of Airplane
Indicating what fleet card may treat with the Airplane. A card with appropriate icon may treat with the Airplane. Each icon on the fleet card may treat with an Airplane card.
Carrier based Airplane may be treated by base or carriers.
Land based Airplane may be treated by base.
Seaplane may be treated by battle ships, cruisers, and some bases.
Flying boat may be treated by some of base cards. As an exception, RUFE, seaplane type of ZEKE, is deemed as flying boat because ships may not load it.

(8) Reconnaissance
The ability to fined enemy ships in Reconnaissance phase.

(9) Range
The ability to fly how far to attack and to return.

2.4 Event Card
Each player has own Event cards in his Airplane deck.
An event card has two way to be used. One is for event and the other side is supporting ships; transports or a submarine.

2.41
An event card gives a temporary affect. Timing and effect is written on the event card. The contradiction between the text and rules, the text on the card is in effect.
A player may play as many card in a time.

2.42 Supporting ship
There are two kinds of supporting ships: Transports and a submarine.
These are treated as a special ship card.
(1) Transports
Transports is needed to eliminate enemy base and is deployed in own deployment phase as a reinforcement of a usual ship card. Once it lands on land combat segment, the card is deemed as landed army troops.
Transports has following ability.

a) Army: Using in land combat segment to attack enemy base.
b) Air: Same as usual ship's Anti-air value. To indicate that transports may not fire alone, the ability is not zero but "-".
c) HP: Same as ship's HP; once army landed, it is the hp of the army.
d) Speed: To indicate that transports may not withdraw in a surface combat, the ability is "-".

(2) Submarine
A submarine card is played in Reconnaissance phase to place any enemy line to reconnaissance and/or torpedo attack.
A submarine cars has following ability.
(a) Torpedo: The ability to attack a ship card.
(b) Reconnaissance The ability to fine the enemy ship.
(c) HP: It has only a HP; a hit suffered kills the submarine card.

2.5 Deck and Discard pile There are four decks; US Fleet, US Airplane, JP Fleet, and JP Airplane. Each deck has a discard pile next to the deck.
A player may count the number of cards in any deck freely. A player may not examine the opponent's discard pile except the top card.

----------------- 3.0 Rolling Dice
3.1 Die Roll, hits, and attempts (1) Hits In this game, the number which the player rolls is called "Attempts." To resolve the hits, roll as many dice as the Attempts round by round. Usually, the attempts in the first round is as many as the current ability of the card.
(a) Each one to Three is "-", failed, and attempt is lost.
(b) Each four gives no hit, but the attempt is maintained.
(c) Each five gives one hit and the attempt is maintained.
(d) Each six gives two hits and the attempt is maintained.

See each section to know the effect of each hit.

Die roll Hit(s) Attempts Maintaining
1,2,3 - NO
4 0 YES
5 1 YES
6 2 YES

(2) Maintained Attempt
In this game, the roll which is four or more maintain the right of attacking attempt. It calls "Maintaining Attempt."
For example, four dice rolls are 1,3,4, and 6 gives two hits and two attempts maintaining because of 4 and 6. In the next round, still two dice are rolled for attack.

(3) Ability
(a) "-"
If the ability is "-", the card has no ability. It means that the card may not roll any die for the judge. If the card is attached by escort ship card, the card may use the "+#" ability of the attached ship.
(b) "0"
If the ability is "0" or the ability is reduced into "0", the card still have a limited ability. Roll (only) a die and get a hit only if the roll is six. The limited attack attempt is maintained in the case; which gives still only limited ability in the next round.

Die Roll Hit Attempts Maintaining
1~5 - NO
6 1 YES

(4) Attacking Attempt lost
Even though there is one or more attempts in the next round, the attacking attempt is lost in case that the card which supplies the ability is eliminated

3.2 Attacking

In this game, all types of attack is judged by following sequence.
(1) The Attacker rolls as many dice as the attempts each round to hit.
The number of attempts is determined by the type of attack.
(2) Each hit gives damage as following.
(a) If the defender is a ship card or a base card, each hit becomes a damage. To show how many damages on the card, use a die or other markers you supply.
(2) If the defender is an Airplane card, a hit eliminate the card.
(3) To show the maintained attempt(s), place as many dice as the attempt by the card.

3.3 Counterattack
Abilities in red on white background is counter attack ability. It does not use for active attack but for passive attack.
(1) Each time the card is attacked, the appropriate counterattack ability fires same time as the enemy attack.
"0" ability may counterattack.
Passive ability only of attacked card may be used, any other counterattack ability may not be used for the current attack to the card except escorting.
(2) Whether the passive ability may fire or not is referred to each section.
(3) In counter attack, the attempt is current (modified) ability of the passive ability and judge hit as well as active attack.
(4) The number of die rolls and maintaining attempt(s) differ in each type of attack.
(a) Air Combat
In Reconnaissance and attacking, these Airplane may counterattack each time the interceptor attacks. The attempt maintaining is ignored; instead the card may counter attack each time.
(b) To surface ship and to land base
In Air to Surface and Air to Land combat, attack is judged one car by one card.
In a card's attack, the defender may counterattack with the current modified passive ability. after the first round, defender may fire (only) with maintained attempts, if any.
Once the attacking card's attack is over, the defender may counter attack with the current modified passive ability against the next attacking card even though the defender lost all of its attempts in the previous combat.

3.4 Reconnaissance
Reconnaissance by air attempts to a line, and submarine reconnaissance attempts only to a ship card.
(1) Reconnaissance by air search for an enemy line. Judge to roll as if attack and as many unseen (tail-side) ship cards as hits. All hits of reconnaissance by Airplane cards in a line is totaled.
(2) Submarine reconnaissance choose an unseen ship card. Roll for reconnaissance. If one ore more hit is met, it is succeeded. The submarine continue to attack the found card.


----------------- 4.0 Damage
(1) Ship/Base
A ship or a base suffered a hit(s), put a die indicating the total damage number on it, or using damage marker you supply.
Damage(s) on a ship or a base is cumulated.
(a) Elimination
Once cumulated damage achieves a ship's HP or more, the ship card is eliminated.
Once cumulated damage achieves a base's HP, remaining hit(s) is ignored. If the last damage is caused by an enemy transports card or a transports card lands on such base card that has as many damages as it HP, the base is eliminated.
If a ship card is eliminated by any means, the opponent obtains as many VP as printed. If a base card is eliminated, the opponent gets twice as many VP as printed. The card is transferred to the opponent to show how many VPs each player has.
(b) Damaged Card's abilities
Each ability of a damaged ship/base is reduced by as many as hits unless it is not below zero.
"-" ability does not change by any damage.
(c) Airplane icon
Each damage on a ship/base card spoils an icon. If a damaged base has two ore more kinds of Airplane icon, each hit spoils each types icon.
For example, if "Turk" has a damage, all three kinds of icons are spoiled and only one land based icon is remaining.
(d) Home Card
A home card can be attacked for the purpose of temporarily ability weaken.
(e) Recovering
A ship may remove a damage by repairing.
All damages on a base is automatically removed on the owners deployment phase.

(2) Airplane
An Airplane card is eliminated by a hit.
If the some Airplanes attacks in same time, it is eliminated after it atttacks or counterattacks.


----------------- 5.0 Line
In this game Each player has three lines and his ship and base cards are placed on either lines; Front line, Middle line, and Rear line.
A line is an area and all ships in a line are considered close to each other.

5.1 Placement of cards
Each card must place one of the owner's three lines. The home base must be placed on the rear line and at least one base must be placed on the front line. The middle line can be vacant.
(1) Base Card
(a) Front base(s) must be placed on the front line.
(b) Strategic base must be placed on middle line in case that there is any front base on the front line. Otherwise, in case that no front base is on the front line, the Strategic base must be placed on the front line. If the last front base is eliminated, the strategic base is automatically removed to the front line. Vice versa, if a front base is reinforced and the strategic base is on the front line, the strategic base is removed to the middle line immediately.
(C) Home base is always placed on the Rear line.

(2) Ship card
A ship card may placed any of three lines.
To attend to the surface combat and landing combat, the ship must be on the front line.
To be repaired, the ship card must be on the rear line.

(3) Airplane card
Each airplane card is placed on a base card or on a ship card with appropriate icon.

5.2 Rear Line
Each ship on the Rear line is considered in port or cruising near the port.
Each ship on the Rear line can be repaired.
All ship cards on the rear line can be the target of reconnaissance and attack.
No airplane can be placed on the ship card on the rear line. Such airplane card(s) must be redeployed or discarded at the deployment phase.

5.3 Range
The distance between the rear line and the middle line is one as well as the distance between the middle line and the front line is one.
The distance between both front line is also one.
For example, the middle line to the opponent middle line requires Range 3 to go or to return. The distance between both home base requires range 5.
Even though the middle line is vacant, the range does not change.

5.4 Combat
Once an airplane card is one of six lines, it affects only the line where the card currently exists; it never attack outside the line.

----------------- 6.0 Airplane icon
Each icon may treat with a Airplane card which has same icon. A carrier based airplane may use either land base or carrier base.
If the type of icon does not match, the Airplane card does not place on the base/Ship card.
Except combat phase, all Airplane cards must be on a card which has a appropriate icon. Each icon treat with an appropriate Airplane card.


----------------- 7.0 Detected
A Ship card and an Airplane has two status. One is Detected which is head side and the other is unseen side which is tail side.

(1) Ship card
(a) Detected
Only Detected ship may be attacked.
Only Detected ship on the Front line may attend to a Surface combat and Landing combat.
(b) Unseen
Unseen ship can treat with Airplane cards as well as Detected one.
Unseen ship may not be attacked.
(c) Unseen to Detected
Each hit on Reconnaissance flip an unseen ship card over to Detected.
Any your own unseen ship(s) may voluntary change to Detected.
(d) All ship card(s) with no damage may change to Unseen if the player chose "Retreat Action." A ship with any damages may not be Unseen: it is always Detected. When the cards become unseen, the card(s) is simply flipped and may not be change the position even in a line; he may not mix up the unseen card, so the opponent may know what unseen card is there
(e) Change the position
In the Deployment phase, the player may mix the unseen ship cards up and redeploy freely.

(2) Airplane
(a) Deployed airplane
Each airplane card on a ship card is unseen.
Each airplane card on a base card is Detected.
(b) Airplane in air
Sorting airplane card keep the status until the Air combat starts in the line. Escaped airplane keep the status until it returns.
(c) Returning status
All airplanes return to ship card(s) become unseen.
All airplanes return to base card(s) become Detected.
If an airplane on a ship card escaped and return to a ship card, the card keep Detected.

(3) Base
All Base cards are always Detected and can be the target attacked.

(4) Transports
A Transports card and its attaching card is always Detected.


----------------- 8.0 Escort
Usually a ship card stands alone. However, a pair of cards may be deemed as one card; it is called "Escort."
Unless a rule or a text of the card does not indicate, both attached and attaching cards are treated as one card. If a rule or a text of a card indicate a ship card, it indicates also an Escort.
(1) Condition
(a) A ship with "+#" HP, it may attach any other ship card except other "+#" card.
(b) An Escort may disband only in deployment phase.
(c) An Escort is always formed by two cards, not three or more.
(d) A player may form any number of Escorts.

(2) Abilities of an Escort
An Escort's abilities are following.
(a) Both Airplane icons are totaled. Both card's Airplane icons can be used.
(b) Anti-Surface, Torpedo, and Anti-Land abilities are totaled with both attached ship card and below column abilities of attaching ship.
(c) HP is simply totaled.
(d) An Escort's speed is either slower speed.
(e) If both abilities are "-", the total is also "-" and if one of them is "-", simply use the other except Speed; since a transports card's speed is "-", the escort's speed is "-"
If the abilities are "0" and "+0", simply total is "0", not two "0"; it may counterattack only once.
(3) Reconnaissance to an Escort
A hit may detect an Escort.
(4) Damage on an Escort
The hits on an Escort is totaled. And a damage on a escort reduces each abilities of totaled as an Escort by one.
When an escort is disbanded in the owner's deployment phase, the damage(s) is divided freely by the owner unless the damage on a ship card may not be more than HP of the ship card. If divided ship has same damage as its HP, the card is eliminated at that time.
If totaled damage achieves the totaled HP or more, both cards are eliminated.
-----------------
9.0 Withdrawal
Any card involving the combat may voluntary withdraw from the current combat.
(1) Withdrawn card may not attend to any more combat and may not be attacked.
(2) Withdrawn card lost all its attempts, if any.
(3) Withdrawn Airplane card(s) is placed on the right of the line; the opponent's withdrawn Airplane card(s) is placed on the left of the line for you. They stain until return phase. Withdrawn ship card(s) is simply back to your front line.
(4) A ship card must judge Withdrawal check. Even though it fails, there is no penalty.


----------------- 10.0 Set up
10.1 Home base and Strategic base
Take both Home base cards and both Strategic Cards of US and Japanese.

10.2 Determine the player side
(a) If both players want the same side "Rabaul" and "Port Moresby" are drawn randomly by each player. Then The player who draws "Rabaul" plays Japanese Navy and the other is the US player. Otherwise, play as each player wants.
(b) US player receives also "Espritu Santo" and US fleet deck including US ship cards and US base cards and Airplane deck including US Airplane cards and US event cards.
Japanese player receives also "Turk", JP feet deck, and JP Airplane deck.

10.3 Fleet deck and initial fleets
Fleet deck contains all Ship cards and all Front base cards. Both player determine their initial troops.
(a) Each player secretly draw cards one by one from own fleet deck until the seize (VP value which base card's value is not doubled) total of drawn card achieves the initial seize or more; JP:18 and US:12.
For Example, US player draws "North Calolina & Washington(4)", "Wasp(3)", "San Juan and destroyers(1)", and "Henderson Field(8)". The VP valueof Henderson Field is eight when determining initial troops and reinforcement and sixteen when it is eliminated. If "San Juan and destroyers" will be drawn after "Henderson Field", US player did not draw it because The total value is more than 12 after he draws "Henderson Field." It means that if US player Draws "Henderson Field" at first, his troops is only two cards in case next drawn card is "North Carolina & Washington".
(b) Each player may return the drawn cards, reshuffle, and then redraw only once.

10.4 Initial Deployment
Each player deploy its fleet as following.
(a) The Home card is automatically placed on his rear line.
(b) All Front base card(s) is automatically placed on his front line.
(c) The Strategic base card is placed on the middle line unless he has no front line, otherwise the strategic base is placed on his front line.
(d) Each ship card is placed on any of his three lines. Any number of escort may be formed. All ships are unseen at first.

10.5 Airplane Deck
Airplane deck contains all Airplane cards and all event cards.
US player draws three cards from his Airplane deck and JP player draws twelve cards from his Airplane deck. These are not deployed yet.

10.6 Start the game.
Game start with US player turn.

----------------- 11.0 The game end and Victory

11.1 Automatic Victory
When a player eliminates the opponent Strategic base, he wins immidiately.
11.2 Time-up
Any of four deck is exhausted, the game end. The game ends just the time when a player cannot draw a card(s)
(a) Total enemy cards' VP value you eliminated. VPs on each base card is doubled. The player eliminated more VP cards wins.
(b) If both VP is same, US wins if "Henderson Field" card is in his front line, otherwise JP wins including US has not drawn "Henderson Field" card.


----------------- 12.0 Sequence of the game
Each player plays a turn alternatively.
A turn has following phase.

(1) First Draw Phase
The phasing player draws cards and determines choose a discard or not.

(2) Deployment phase
The phasing player may deployment and redeployment.
(a) Reinforcement Segment: Play as many reinforcement event card as you want.
(b) Ship redeployment: All ship card may move to other line. All unseen ship cards may be gathered once then redeploy after the are mixed up.
(c) Airplane Deployment Segment: Any number of Airplane cards in you hand may be played to be placed. all airplane may be redeployed. Any number of Airplane card(s) may be discarded.
(d) Repair Segment: Judge repairing and all damage on each base is completely removed; To eliminate an enemy base, you must give enough damage to eliminate in a turn.

(3) Reconnaissance
The phasing player may act Air Reconnaissance and/or Submarine Reconnaissance/attack.
(a) Air Reconnaissance Segment: Reconnaissance of Airplane card(s) and intercept, if any.
(b) Submarine Segment: Reconnaissance of Submarine and/or torpedo attack.
(4) Action determination phase
Determine one out of three actions and do following segment if any.
(a) Action determination segment
Choose one of following actions
(X) Retreat Action
Having second draw and retreat to make all undamaged ship unseen and then go to return phase..
(y) Air attack Action
Only Air Combat phase occurs and go to return phase.
(z) Landing Action
Patrol Segment, Air Combat phase, Surface Combat phase, and Landing combat phase occurs and go to return phase.

(b) Retreat segment
Only if the phasing player choose retreat action, he draw a card from Airplane deck into his hand and all undamaged ships are simply flipped over at the position. Then go to Return phase.

(c) Patrol Segment
Only if the phasing player choose Landing action, the phasing player choose a base card. Only the base card is the target of the turn. Roll as many dice in the first round as the Patrol ability of the base to reconnaissance the phasing player's front line. As well as normal judgment, maintained attempt(s) roll a die(s) in next round until all ships are detected or all attempts lost.

(5) Air Combat Phase
Only if Air combat action or Landing action is chosen, execute as following order.
(a) Airplane flight segment
(b) Air Combat Segment
Task Determination
Air to Air Combat
Air Attack

(6) Landing phase
Only if Landing action is chosen, execute as following order.
(a) Task determination segment
(b) Surface combat segment
(C) Sea intercept segment
(d) Surface to land bombardment segment
(e) Landing segment
(f) Land combat segment

(7) Return Phase

Both players' all airplane return to any ship or base within their own range. Each Airplane which may not return is discarded.
Then if the phasing player has seven or more card, discard any cards

----------------- 13.0 First Draw Phase
The Phasing player draws three card for US or two card for JP from own Airplane deck.
(a) US player draws three cards. If he discard one out of three card, go to deployment phase. If he wants to keep all three cards, skip all phases and go to the opponent turn.
(b) JP player draws two cards. If he discard one out of two card, go to deployment phase. If he wants to keep both cards, skip all phases and go to the opponent turn.

----------------- 14.0 Deployment phase
If the phasing player discarded one of drawn cards, the player executes deployment phase as following order.

14.1 Reinforcement segment
Play as many reinforcement card(s) as he wants.
(a) Front base
A front base card must be placed on the Front line. If Strategic base card is on the front line, it immediately move to the middle line. Each Base card is always Detected.
(b) Ship
Reinforcement ship card(s) is placed on his Rear line as unseen. They can redeploy in next segment.
(c) Transports
Some of event card is also played as Transports, the owner may choose either way. If he wants to play the card as Transports, play as if reinforcement in this segment except it is always Detected.

14.2 Ship redeployment segment
(a) Each ship cards may move their position including in the own line. Unseen card can be mixed before redeploy.
(b) The phasing player may form and/or disband escort(s) freely. A card in disbanded escort may form another escort soon. Detected status is continued. If either/both cards forming a escort is detected, the formed escort must be detected.

14.3 Airplane card deployment segment
(1) The order of deployment and redeployment.
The Airplane icon must always match between the ship/base and the Airplane card.
(a) The phasing player may discard any airplane card(s) which is already deployed.
(b) The phasing player may redeploy any card(s). The phasing player may gather all/some Airplane card and then place each card to make secret redeployment.
(c) The phasing player may deploy any Airplane card(s) on any ship/base card.
(d) All Airplanes on a ship on the Rear line must be deployed or discarded.

(2) Detected status
Each Airplane card on a base is Detected. Each Airplane card on a ship is unseen.
If a card is replaced from ship to base or vice versa, the status changes immediately.

14.4 Repair and recover of Base card

(1) Repair of a ship
In Repair segment of Deployment phase, the ships in the Rear line may be repaired.

(a) The phasing player rolls as many dice as the current repair point in the first round. The maintained attempts may cause die roll in the next round. Each hit removes any one damage in the Rear line.
(b) If the Home base is damaged and the repair ability becomes "0", only what die roll is six is a hit with maintaining attempts.

(2) Recover of Base
All damages on each phasing player's base are automatically removed at the repair segment.
Note that since repair segment is after deployment, the damage prevents the phasing player from Airplane deployment.


-----------------
15.0 Reconnaissance phase
After Deployment phase, the phasing player execute reconnaissance. Air and/or Submarine reconnaissance is allowed. Air Reconnaissance goes first.


15.1 Air Reconnaissance
Air Reconnaissance is played as following
(1) The phasing player may flight as many Airplane cards as he wants. Each Airplane card fly to any of enemy three lines in its range.
(2) The non-phasing player may intercept. He may flight any Airplane(s) with active Air Combat ability to any own line with the phasing player's Reconnaissance Airplane(s) in its range.
(3) If the phasing player allocates Airplanes to two or more lines, he decides the order of resolving.

15.2 Resolving Reconnaissance
Reconnaissance and Interception are resolved same time in round by round. Any Anti-Air ability of a ship/base card may not fire against Reconnaissance.
(a) In each round, simply the phasing player rolls as many dice as the attempts totaled by the line. In the first round, the attempts is as many as the total of existing Reconnaissance Airplane(s). Each hit make a ship card Detected immediately; the phasing player chooses.
(b) In Each round, the intercept Airplane attacks any of the phasing player's Reconnaissance Airplane with its attempts. In the first round, the attempts is as many as its Air Combat ability.
If two or more interceptor attacks to one card, the owner decide the order of attack. Once he decide the target, it my not be changed in the round. So if previous interceptor eliminated the card, remaining card does not attack in this round with maintaining attempts.
(c) Each time a Reconnaissance card is fired, it counterattack to the attacking card with Anti-Air ability. If it maintained any attempts, it may counterattack to the next interceptor in the round. If it lost all attempts, it may not counterattack in the round to later interceptor. It may counterattack normally in the next round.
(d) Once a round is over, both player may withdraw any/all of Airplane card(s) voluntarily. A card with no attempts to Reconnaissance/Air Combat must withdraw. If All ship(s) of the line becomes Detected, also all cards withdraw. Withdrawn card(s) is placed on the right of the line for the owning player. It is not in play until return phase. Note that the reconnaissance Airplane and interceptor to Reconnaissance may not attend the later combat.
(e) If All Airplane withdraw, the line's reconnaissance is ended and resolve next line, if any.

15.2 Submarine Reconnaissance segment
The phasing player may play as many Submarine card(s). Once a submarine card is played and is resolved. Then the phasing player may play next or end the Submarine segment.
(1) Determining the target ship card
Choose any enemy ship card even though the Rear line. He may choose an either Detected or Unseen ship
(2) Reconnaissance
Even though the target is Detected, the submarine card requires reconnaissance, because submarine is hard to Detect a ship even though she knows the target's approximate position.
Roll a die in the first round as its Reconnaissance ability. If the reconnaissance is succeeded, the target ship becomes Detected (if Unseen, it is flipped over) and the submarine may attack the ship, otherwise she submarine card is discarded.
(3) Torpedo Attack
The first round's attempts is two because of a Submarine's ability. The target ship may counterattack by current modified anti-submarine ability, if any.
The attack and counterattack execute same time.
Even though the target ship lost the attempts of counterattack in a combat, she may use the ability against the next submarine in the segment.
(4) Airplane card(s) on the target ship
If the target surface ship suffers damage(s), it causes the lost of Airplane icon. If there is/are too many Airplane(s) after all submarine attacks end, the owner must discard the Airplanes on it to be correct (he chooses). If the target card is eliminated or loses all Airplane icon ability(s), all Airplane cards on it are discarded.

----------------- 16.0 Action Determination Phase

16.1 Action Determination segment
The phasing player choose one out of "Air Combat Action", "Landing Action" and "Retreat Action".
The landing action may be chosen even though the phasing player does not have transports; his ship(s) may attack a base.

16.2 Retreat Segment
To abandon attacking, the phasing player may chose his fleet to retreat.
(a) Second draw
The player choosing Retreat action draws a card from his Airplane deck.
(b) Retreat
The phasing player simply flipped his Detected ship to Unseen over. A ship with damaged and/or Transports (with attaching card if any) may not be Unseen.
The card may not move the position.

16.3 Patrol
If the phasing player chooses Landing action, the phasing player must choose one of the opponent's base card(s) in the Front line.
The opponent player execute Reconnaissance with its patrol ability as if an air Reconnaissance to the front line with the ability.
No intercept is allowed against patrol.

----------------- 17.0 Air Combat Phase
Air combat phase must occur incase that the phasing player choose either Air Combat action or Landing Action, even though the phasing player does not want and/or dose not have any Airplane cards.
In the phase, Non-Phasing player may flight and attack to the phasing player.
The Air combat phase is resolved as following.
In Air Combat phase, the attacker means the player who attacks to the enemy line and the Defender is the player who is attacked in his line.

17.1 Flight Segment
Each player may flight all Airplane cards in range including escaping. The status of Detected/Unseen is maintained until air to air combat starts.
If a Carrier based Airplane card is placed on a base card, its range is temporally reduced by one; its range is not reduced in Return Phase.
The order of flight segment is following.
(1) Phasing player's attack
The phasing player flight any card(s) to the opponent line(s).
(2) Non-Phasing player's reaction
The Non-Phasing player flight all of his Airplanes to either own or enemy line in its range. It means that the Non-phasing player flight both Airplane(s) to attack the enemy ship/base, to intercept against the phasing player's attack, and to escape.
(3) Phasing player's Intercept.
The phasing player flight remaining all Airplanes, if any. At this time, no airplanes may flight to any enemy line, but may do to any own line or escaping.
(4) Escaping
Any Airplane card(s) may escape to avoid the opponent attack. The Escaping Airplane card(s) moved to the right of own middle line as withdraw and is waiting for returning phase; which may not attack nor be attacked.

(2) Resolving Air Combat
If there are more than one line which has attacking Airplane cards, the phasing player may choose the order of resolving. After a line's combat is resolved, next line's combat is resolved until all combats are done.
Each Air Combat is resolved as following order.
(a) Tasking
(b) Air to Air Combat
(c) Air Attack

17.2 Air Combat segment
If attacked line has intercepting card of the defender, Air to Air combat occurs after Task determination. If there is no interceptor, these sequences are skipped.
(1) Task determination
If there is no interceptors, all Airplanes are automatically in Attack task. Otherwise the attacker divide each airplane in the resolving line into Escort Task, Attacking Task, or withdraw. The cards into Escort task must have active Air Combat ability.
Then the defender also divided each airplane in the resolving line into Air control task, Intercept task, or withdraw.
Withdrawn Airplane card(s) move to the right of the line immediately.
A player do not have to allocate at least one card to each task. For example, the attacker may design all airplane into Air control task and the defender may withdraw all airplanes, and so on.

(a) Escort:
Airplanes to attack Interceptor(s).
(b) Air Attack:
Airplanes to attack Surface/Base card(s).
(c) Air Control:
Airplanes to attack Escort(s).
(d) Intercept
Airplanes to attack to Air attack(s).

(2) Sequence
Air Combat executes as following order.
(a) The attacking player determines the task for each airplane in the line.
(b) The Defending player determines the task for each airplane in the line.
(c) All Airplanes at the line become Detected if unseen.
(d) Executing Air Control Combat
(e) Execute Intercept Combat

(3) Air Control Combat
In Air Control Combat, Escort Airplanes and Air Control Airplanes may attack each other and Escort Airplanes may attack also to Intercept Airplanes.
The combat execute round by round as following.
(a) Determines target
The defender determines each Air Control Airplane's target on the escort airplanes.
Then Attacker determines each Escort Airplane's target on either the Air Control or Intercept.
Each Airplane may change the target each round. An Airplane may be attacked by two or more enemies.
(b) Resolving Air Control Combat.
All Escort(s) and Air Control(s) attacks to each target same time. In the first round, the attack attempts is as many as its Air Combat ability otherwise maintaining attempts.
The player should place as many dice as maintaining attempts on each card .
Start of each round, starting with the attacker, all Airplanes with no maintaining attempts and any airplanes he wants withdraws.
Note that the Airplanes with Intercept task may not attacked but may be attacked. Such airplane(s) may withdraw freely as well as Air Controllers. No Airplanes with Air attack task may not attacked nor be attacked.
(c) End of Air Control Combat
If all Airplanes withdraw, the Air Control combat ends and go to Intercept combat. Or return to (a) to go to next round.

(4) Intercept Combat
Survived Airplane(s) with Intercept task may attack freely to Airplanes with Air Attack task.

(a) Determine Target
Each Intercept determine an Airplane with Attack task. An Airplane may be attacked by two or more Interceptors; in such case, the attacker indicate the order to execute attacking.
(b) Resolving Intercept Combat
Each Interceptor may attack with the maintaining attempts; in the first round, it rolls as many dice as its Air Combat ability.
Each Airplane attacked may counterattack against the Interceptors. If it maintains attempts, it may counterattack to the next Interceptor, if two or more interceptors attacks in same round, otherwise it lost the counterattack attempts in the round. Each round the Air Attack Airplane may counterattack with its Anti-Air ability.
Counterattack and attack to Air attack Airplane execute same time.
(c) Starting with Attacker, at the start of each round, any Airplane may withdraw.
If all of either player's Airplane withdraw, the intercept combat ends.

17.3 Air Attack Segment
Each survived Airplane with Air Attack task attacks one of enemy ship/base cards.
(1) Determining a target
The attacker determines a target enemy ship/base card in the line for each Air attack Airplane. A ship/base card may be attacked by two or more attacker's cards.
Unseen ship may not be targeted.
If two or more attacker attacks a ship/base, the attacker decide the order of attacking. After previous Airplane completed the air attack, the next Airplane goes next.
Once the target is determined, it is not changed, even though the ship/base is sunk or suffered maximum hits.
(2) Determining type to attack
There are two types to attack a ship, bombing and torpedoing. The attacker determine each Airplane to attack a ship by either bomb or torpedo. Airplane to attack a base uses it land ability.
(a) Bombing
An airplane to attack a ship with "0" or more bomb ability. Counterattack by Anti-Air and Bombing are fired same time.
(b) Torpedoing
An airplane to attack a ship with "0" or more torpedo ability. Counterattack by Anti-Air fires first before torpedo attack; the torpedoing airplane may be eliminated before attack.
(c) Air to Land
An airplane to attack a ship with "0" or more anti-Land ability. Counterattack by Anti-Air and Bombing are fired same time.

(3) Resolving Air Attack
For each attack, resolving following. The attacker decide the order of resolving round by round.
In the first round, the attacker uses its ability to use and the defender uses its current anti-air ability.
(a) Anti-Air fires
Each attacked ship/base rolls as many dice as maintained attempts. In the first round, its current anti-air ability is used; so dive bombers should attack first before torpedo attacking to reduce anti-air ability.
If it maintains attempts, it uses for the next round of the current attacking Airplane. Each time new attacker starts attacks, the current Anti-air ability is used for the first round of the Airplane.
(b) Air attack
Each attacking Airplane rolls as many dice as its attempts. In the first round, the attempts is its ability of either bomb or torpedo which is chosen.
(c) If either the hit to base is as many as its HP, the ship is sunk, the Airplane card lost its attempts, the Airplane withdraw. Otherwise, the attacker may withdraw the Airplane anytime even though it starts Air attack.
If the target ship is sunk or the base suffers as many hits as its HP, all Airplane(s) not yet attacks to the target withdraw automatically because the target may not change.

----------------- 18.0 Landing Phase
If the phasing player chooses Landing Action, a surface combat and Landing combat occurs.
The target base must be determined and it may not be changed.

18.1 Attending ships
The ship cards attending is determined by following order.
(a) All ships in the front line of both players automatically attend even though the owner does not want.
(b) The phasing player may voluntary flip his any unseen ship card(s) over if any to attend.
(c) The non-phasing player may voluntary flip his any unseen ship card(s) over if any to attend.
(d) The target base must attend to the landing combat. Any other base card and unseen ship card do not attend to the surface combat and landing combat.

18.2 Order of Surface combat
Surface combat executes in following order:
(1) Task Determination segment
(a) The phasing player divides his ships into Escort task and Landing support task.
(b) Then non phasing player divides his ships into Sea Control task and Intercept task
(2) Sea Control Segment
Both Sea control task ships attacks.
(a) Bombardment
(b) Torpedo
(3) Intercept Segment
(a) Bombardment
(b) Torpedo
(4) Surface to land bombardment segment
(a) Landing support ship fires to the target base
(5) Landing segment
(a) Landing and counterattack by Torpedo Boat
(b) Land Combat

18.3 Task Determination
Each ship attending to the surface combat must be chosen to either tasks:
(a) Escort
Escort ship(s) may attack to either the enemy Sea Control ship or Intercept ship in Sea Control Segment
(b) Landing Support
Each Landing support ship attacks to the target base in Surface to land bombardment segment. They may be attacked in Intercept segment.
(c) Sea Control
Sea Control ship(s) may attack to the Escort ship(s).
(e) Intercept
Defender's Intercept ship may attack to Landing support ship(s) in intercept segment. They may be attacked in sea control segment.

18.4 Sea Control Segment
In the segment, each Escort ship and Sea Control ship fires each other, and any Escort ship(s) may attack the defender's intercepting ship.
In Sea control segment, All ships with Intercept task may be attacked and may not attack.
Sea control combat execute as following.
(a) Surface Bombardment
In Surface Bombardment, combat is executed round by round.
At the start of each round, starting with the attacker, any ship(s) except the speed ability is "-" may try withdrawal. Even though the current speed is "0", it may tray. The trial causes no penalty.
Simply roll as many dice as the speed ability. Any hit cause that the card withdraws; if the current speed is "0", only six is hit by rolling a die.
Then starting with the attacker, each player determines a bombardment target for each ship with Sea control. An attacking ship may attack to one of the enemy Sea Control ship and Intercept ship.
All ships fire in same time.
At the first round, the attempt is as many as her current surface bombardment ability, otherwise use the maintaining attempts.
Each hit causes a damage on the target ship after all ships fire. The maintained attempt(s) uses for the next round.
If all ship lose the attempts or are withdrawn, the bombardment segments ends and go to torpedo segment, if both player has any ship.

(b) Torpedo segment
If at least a ship has a target, Torpedo segment occurs.
In Surface Torpedo segment, combat is executed round by round as well as bombardment.
At the start of each round, starting with the attacker, any ship may retreat as well as bombardment segment.
Then starting with the attacker, each player determines a torpedoing target for each ship with Sea control. An attacking ship may attack to one of the enemy Sea Control ship and Intercept ship.
All ships fire in same time.
At the first round, the attempt is as many as her current torpedo ability, otherwise use the maintaining attempts.
Each hit causes a damage on the target ship after all ships fire. The maintained attempt(s) uses for the next round.
If all ship lose the attempts or are withdrawn, the Torpedo segments ends and go to Intercept segment, if both the attacker has Landing support ship(s) and the defender has Intercept ship(s), or go to Surface to Land segment.

(c) Intercept combat segment
Each Survived Intercept ship attacks to an opponent Landing support ship.
It executes as well as Sea Control segment, except Only Intercept ships may attack to Landing support ships and Landing support ships may not attack in the segment but may try withdrawal at any round.
Both bombardment and torpedo attack execute in order.

(d) Surface to Land segment
Each survived Landing support ship may attack to the target base except its Surface to land ability is "-".
The attacker decides the order of firing ships to attack. The bombardment fires ship by ship.
Each time a new ship starts fires, the base counterattack with the current Land to Surface ability. A ship's attack executes round by round. Each maintained attempts uses in the next round, if any. A ship may withdraw at the start of any round.
Even though the base loses all attempts, it may counterattack to next ship with the current ability.
If all ship withdraw, or the number of damages on the base achieves as many as its HP.

(e) Landing Segment
The attacker choose the landing Transports card(s), if any.
The target base attacks with the current Torpedo Boat ability to each Transport(s). Maintained attempts may use to the transports: it may not use for the other landing Transports, if any.
Now the attaching escort for a Transports card must detaches if the transports will land. The damage on the cards must be allocated into either ships as the owner's choice freely; it may causes either card sinks.

The attacker determines the order of Transports card to throw into the land combat, if any. The Land combat executes round by round. At the first round, the Transports uses its current Army ability and the target base uses it current Garrison ability. Each time a new transports attacks, the current Garrison ability may counterattack even though it loses the attempts in the previous combat.
If all transports are eliminated or lose its attempts before the damages on the target base achieves its HP, the landing fails.
If at least one Transports card lands when the current base's HP is zero or the Transports hits the damages on the target base achieves as many as its HP, the target base is eliminated.
In all cases, all landing Transports automatically discarded.


----------------- 19.0 Return Phase Each player returns all withdrawn and escaped Airplanes; which are on the right of each line.
(a) The Airplane must return to a base/ship in its range and matching the Airplane icon.
(b) If an Airplane icon on a base/ship may allow loading only a matching Airplane and each hit on the base/ship card spoils each icon of all types.
(c) All Airplane cards which can not return are discarded.
(d) All Airplane cards returning to ship cards are placed on with unseen and to base cards are placed on with Detected
(e) Both players' Returning are executed same time.

Then the phasing player's turn ends and go to next player's turn.
The game goes execute above turn by turn alternatively.

-----------------
20.0 Note

20.1 RUFE
FUFE is a seaplane. However, it may not be loaded on ships but on bases. So it treated as Flying boat in the game.

20.2 Seaplane icon on US ships
Even though many US ships have the ability to treat with seaplane, the game does not contain US seaplane.



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Andrew Choong
United Kingdom
Chatham
Kent
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Dear Tomo,

Thank you so much for your efforts and the very comprehensive reply to my request. I very much enjoy your game and I'm sure I will be enjoying it more now that I can play it properly! :) I very much appreciate your consideration.

Best wishes,

Andrew
 
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