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• Play a torpedo card (of any color) if you can connect it via fleet icons on the top-left of the card.  Select a sub to attack
• Play a torpedo card (of any color) if you can connect it via fleet icons on the top-left of the card.  Select a sub to attack
Remember that fleet cards are individual, torpedo cards are common.


Note that if no submarine of the color corresponding to the card (fleet or torpedo) is on the board, ''the card becomes wild'' and you can select any sub.
Note that if no submarine of the color corresponding to the card (fleet or torpedo) is on the board, ''the card becomes wild'' and you can select any sub.

Revision as of 23:11, 7 May 2020

On your turn you must:

• Play at least 1 fleet card and affect a sub of the corresponding color

Then, you can:

• Play further fleet cards (of any color) if you can connect them via fleet icons on the top-left of the card

• Play a torpedo card (of any color) if you can connect it via fleet icons on the top-left of the card. Select a sub to attack

Remember that fleet cards are individual, torpedo cards are common.

Note that if no submarine of the color corresponding to the card (fleet or torpedo) is on the board, the card becomes wild and you can select any sub.

If you played a torpedo card, 1 8-sided dice will be rolled for every torpedo icon on that card. Any roll below the target sub's position on the board sinks the sub.

Game End and Scoring

If all but 2 subs have been sunk, or if there are no torpedo card available to replace a used torpedo card, the game ends.

Each player scores as follows:

• 1 x Sub in Scoring Area

• -1 x Torpedo Card in Scoring Area (missed shots)

• 2 x Surviving Sub on board

• 1 x Sub pair of the same colour in Scoring Area

• 2 x four subs of different colours in ScoringArea