6
Bismarck CONSUMER PANEL TESTED AND APPROVED AGE LEVEL-Adults of all ages, I2 years and up. NUMBER OF PLAYERS-Two. GAME LENGTH-Thirty to ninety minutes. Now YOU command the Bismarck-the pride of the German Navy. As in real life, YOU begin operations, from Bergen, leaving under the cover of low visibility weather. Your purpose-to search for Allied convoys. Success in disrupting Allied shipping could lead to an early German victory in Europe. As the British Admiralty, YOU must seek and destroy this 45,000 ton warship at all costs. YOU command all the ships that actually took part in the historic chase. Stopping the Bismarck's breakout from Bergen into the Atlantic is left entirely up to your skill in maneuvering the British fleet in strategic search patterns. It is now May 23, 1941-time to re-create history in this famous World War I1 naval search and battle. INSTRUCTIONS - READ FIRST @Copyright 1962-The Avalon Hill Company, Lllimon, Mwland Printed in U.S.A. ..... -c .... _ ---..,--- CONSUMER PANEL TESTED AND APPROVED AGE LEVEL-Adults of all ages, 12 year. and up . HUM.ER OF PLAYERS-Two. GAME LEHGTH-Tlt lrly to "I"ety mln .f ••. Now YOU command the Bismarck-the pride of the German Navy. As in real life, YOU begin operations from Bergen, leaving under the cover of low visibility weather. Your purpose-to search for Allied convoys. Success in disrupting Allied shipping could lead to an early German victory in Europe. As the British Admiralty, YOU must seek and destroy this 45,000 ton warship at all costs. YOU command all the ships that actually took part in the historic chase. Stopping the Bismarck's breakout from Bergen into the Atlantic is left entirely up to your skill in maneuvering the British fleet in strategic search patterns. It is now May 23, 1941-tirne to re-create history in this famous World War II naval search and battle. INSTRUCTIONS - READ FIRST ...

Bismarck 1962 Rulebook

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Page 1: Bismarck 1962 Rulebook

Bismarck CONSUMER PANEL TESTED AND APPROVED

AGE LEVEL-Adults of all ages, I 2 years and up.

NUMBER OF PLAYERS-Two.

GAME LENGTH-Thirty to ninety minutes.

Now YOU command the Bismarck-the pride of the German Navy.

As in real life, YOU begin operations, from Bergen, leaving under the cover of low visibility

weather. Your purpose-to search for Allied convoys. Success in disrupting Allied shipping

could lead to an early German victory in Europe.

As the British Admiralty, YOU must seek and destroy this 45,000 ton warship at all costs. YOU

command all the ships that actually took part in the historic chase.

Stopping the Bismarck's breakout from Bergen into the Atlantic is left entirely up to your skill

in maneuvering the British fleet in strategic search patterns.

It is now May 23, 1941-time to re-create history in this famous World War I1 naval search

and battle.

INSTRUCTIONS - READ FIRST @Copyright 1962-The Avalon Hill Company, Lllimon, Mwland Printed in U.S.A.

.....-c .... _

---..,--- CONSUMER PANEL TESTED AND APPROVED

AGE LEVEL-Adults of all ages, 12 year. and up.

HUM.ER OF PLAYERS-Two.

GAME LEHGTH-Tltlrly to "I"ety mln. f ••.

Now YOU command the Bismarck-the pride of the German Navy.

As in real life, YOU begin operations from Bergen, leaving under the cover of low visibility

weather. Your purpose-to search for Allied convoys. Success in disrupting Allied shipping

could lead to an early German victory in Europe.

As the British Admiralty, YOU must seek and destroy this 45,000 ton warship at all costs. YOU

command all the ships that actually took part in the historic chase.

Stopping the Bismarck's breakout from Bergen into the Atlantic is left entirely up to your skill

in maneuvering the British fleet in strategic search patterns.

It is now May 23, 1941-tirne to re-create history in this famous World War II naval search

and battle.

INSTRUCTIONS - READ FIRST ...

Page 2: Bismarck 1962 Rulebook

SEARCH BOARD The search for the Bismarck is done on the Search Board.

The Search Board shows the portion of the North Atlantic Ocean where the Bismarck operations took place May 23 to May 27, 1941. Areas and zones printed on the board are used to determine movement. AREAS: The large blocks such as A-1, B-2, etc. ZONES: The small blocks lettered A to D.

The Search Board is used by both players. A smaller repro- duction of this board is printed on the Record Pad so players can keep a written record of opponent's movements.

BATTLE BOARD Actual battle is conducted on the Red and Blue Battle Board.

At the start of any battle the Bismarck is placed in the center square, and the British ships are placed on any of the outermost squares at the discretion of the British player.

NOTE: Ship forms printed on the Baule Board do not indicate where you are to place ship counters. They are printed merely for effect.

The square counters I ,,.,,,... ,.. -... 2s that take part in the search procedure. They are used only on the Search Board.

PIPES: B-Battleships and Battle Cruisers; C--Cruisers; A-Aircraf t Carriers. MOVEMENT FACTOR: Maximum number of zones a counter may be moved in one turn on the Search Board.

Name of Ship

The rectangular counters represent ships that take part in battle. They are used only on the Battle Board.

Search Board +- Movement Factor

STARBOARD SECOYDARY ARMAMENT

BOW TURRETS

There are no counters for cruisers. In real life such ships would engage a battleship only in sheer desperation. Therefore, in the play o f Bismarck, cruisers are used only in the Search Procedure-and any engagement be- tween the Bismarck and British cruisers can be done only through Chance Table play. In addition, the German cruiser Prinz Eugen, which was with the Bismarck for a short time, is also not included since it played no important role in the actual Bismarck operations.

HOW TO WIN The player who has accumulated the most points when the

game ends is declared the winner. A Points Earned table is printed on the Battle Board. The game ends as soon as:

A. The Bismarck is sunk, or B. The Bismarck enters any one of the ports of Bergen, Brest, St. Nazaire or Ferrol after May 25, or

C. The German player has accumulated more points than it is possible for the British player to score, or D. Play reaches the time limit.

Sinking the Bismarck does not automatically make the British player the winner-it merely ends the game with the winner being the player having the most points at that time.

PREPARE FOR rur 1. Place the Search Board between both players with the

Search Board Chance Table side facing the British player. 2. Place the Screen in the middle of the Search Board so that

Starting Placement and subsequent play 6n both sides can be done in secret.

3. Place the Battle Board off to the side with the North end facing the German player.

4. The British player places on his Search Board all the square ship counters as instructed under Starting Placement Of All Ships printed on the Search Board.

5. The German player places on his Search Board at Bergen the square ship counter labeled Bismarck.

HOW TO PLAY

The following is a condensed step-by-step explanation of how to play Bismarck. Hereafter, the British player is called Blue; the German player is called Red. AREA SEARCH:

STEP 1 : Red takes his turn. He secretly moves the Bismarck from Bergen (C-8,A) to the desired zone. On the first turn the Bismarck may move up to 6 zones from Bergen; on all succeed- ing turns it moves up to two zones per turn.

STEP 2: Blue takes his turn. He secretly moves his counters on the Search Board up to the number of zones represented by their movement factors.

STEP 3: Blue "calls out" areas his counters lie in. Red must reply immediately when Blue calls out an area the Bismarck is in.

A. If Red is not in any of the areas called out, the Bismarck has not been located in which case play reverts to Step 1. B. But, if Red is in an area with Blue, players proceed to zone search, Step 4.

ZONE SEARCH:

STEP 4: Blue takes the pack of Zone Cards and pulls out one for each zone in the Bismarck's area that he has counters in.

STEP 5: Red takes the remaining Zone Cards and looks for the card representing the zone the Bismarck is in.

A. If Red finds his card in the pack, he has not been sighted in which case play reverts to area search, Step 1. B. But if Red does not find his card, he has been sighted:

1. If sighted by a Carrier or Cruiser, Red must disclose exact zone. Do not proceed to battle but revert to area search, Step 1. 2. If sighted by a battleship, proceed to battle, Step 6.

BATTLE:

STEP 6: Red places the rectangular ship counter represent- ing the Bismarck in the middle square of the Battle Board.

STEP 7: Blue places on the Battle Board rectangular ship counters for each battleship that sighted the Bismarck-placing them on any of the outermost squares regardless of the direction of movement of their respective Search Board counters.

STEP 8: Blue may move each battleship counter one square in any direction after which Red may move the Bismarck one square in any direction.

STEP 9: Players figure their salvo count-getting one die roll for each salvo.

STEP 10: After each die roll players consult the Battle Results Table and record "hits" on their respective Record Sheets.

SEARCH 10ARD The se;uch for the Bismarck is done on the Search Board.

The Search Board shows the portion of the North Atlantic Ocean where the Bismarck operations took place MllY 23 to May 27, 1941. Areas ami <!:ones printed on the board are used to determine movement.

AREAS: The large blOl.:ks such as A-I, B-2, etc. lONES: The small blocks lettered A to O.

The Search Board is used by both players. A smaller repro­dw.:tion of this board is printed on the Record Pad so players ean keep a written record of opponent's movements.

UTILE 10AID Actual battle is condw.:ted on the Red and Blue Battle Board.

At the slllrt of any bailie the Bismarck is placed in the center square, and the British ships are placed on any of the outermost squares at the discretion of the British player.

NOTE: Ship lor",. p';M~d Oil .h 811ul~ BOtI.d do 1101 j"dic"u ",h~r~ )·" u tI'~ 10 pl"c~ sMp co"m" •. Th,y Of« prl"ud m~rdy for ~(J~Cf.

SHIP COUNTfRS

The square counters represent all ships that take part in the search prOl.:edure. They are used only on the Search Board.

Name 01 ShiP~OOO Search Board

Type 01 Ship B 2 +--- Movement Factor

TYPES: B-Battleships and Battle Cruisers; ~ruisers; A--Aircralt Carriers. MOVEMENT FACTOR, Maximum number of zone5 a counter may be moved in one turn on the Search Board.

The rectangular counters represent ships that take part in ballte. They are used onty on the BailIe Board.

STARBOARD SECONDARY ARMAMENT

k BOW --t==~)~!I~.~~~:;~~%~~~P~~~'p.~~_~~j-1STERN TURRETS-r _ TURRETS

PORT SECONDARY ARMAMENT

Thu~ IIr~ nO counUrs fo. cruisrrs. In r~al III~ such shlp3 ",ould ~nR"'~ II bill/luMp only In .hu, drspuollon. Thu~fou. I" ,h, pl"y 01 BismarCk. cr~u~ .. IIr~ UJ~d only in ,h~ S,arch P'oudur<:-and any ~nlllg~m~nr ~_ ''''~rn Ih~ BI.marck and Bri'ulr crulurs con b~ rlOII' Dilly Ihrough Challcr Tab/~ play. In adrlilion. 'h~ G~'mlln c,",lsu Prl ,, : Eu~", "'hkh ... as ..,i,h 'h~ Bism"rck 1o, " ShoTt 'Im~. is "IJO nO' Illdudrd Jinu I' plo}·~d nO impOrl"'" ,ol~ In 'hr actual Bilmarck op~rQ'loIIs.

HOW TO WIN The player who has accumulated the most poi nts when the

game ends is declared the winner. A Points Earned table is printed on the Battle Board. The game ends as soon as:

A. The Bismarck is sunk, or B. The Bismarck enters anyone of the ports of Bergen. Brest, St. Na<!::tire or Ferrol after May 25, or

C. The German player has accumulated more points than it is possible for the British player to score, or

O. Play reaches the time limit.

Sinking the Bismarck does not automatically make the British player the winner-it merely ends the game with the winner being the player having the most points at that time.

"REPAIE FOR "LAY

I. Place the Search Board between both players with the SeC/rch Board Cha",·e Table side facing the British player.

2. Place the Screen in the middle of the Search Board so that Slaning Placement and subsequent play on both sides can be done in secret.

3. Place the Battle Board off to the side with the North end hcing the German player.

4. The British player places on his Search Board all the S:juare ship counters us instructed under SlanillG P/act'mt'nl 0/ A /I Ships printed on the Search Board.

5. The German player places on Iris Search Board at Bergen the ~quare ship counter labeled Bismarck.

HOW TO "LAY

The following is a condensed step-by-step explanation of how to play Bismarck. Hereaftcr. the British player is called Bille; the German player is called Red.

AREA SEARCH:

STEP I: Red takes his turn. He secretly moves the Bismarck from Bergen (C-S,A) to the desired wne. On the first turn the Bismarck may move up to 6 rones from Bergen; on all succeed­ing turns it moves up to two rones per turn.

STEP 2: Blue takes his turn. He secretly moves his counters on the Search Board up to the number of rones represented by their movement factors.

STEP 3: Blue "calls out" areas his counters lie in. Red must reply immediately when Blue calls out an area the Bismarck is in.

A. If Red is no! in any of the areas called out, the Bismarck has not been located in which case play reverts to Step J.

B. But, if Red is in an area with Blue, players proceed to wne search, Step 4.

ZONE SEARCH:

STEP 4: Blue takes the pack of lone Cards and pulls out one for each rone in the Bismarck·s area that he has counters in.

STEP 5: Red takes the remaining Zone Cards and looks for the card representing the rone the Bismarck is in.

A. If Red finds his card in the pack, he has not been sighted in which case play reverts to area search, Step I. B. But if Red does nOI find his card, he has been sighted:

I. If sighted by a Carrier or Cruiser, Red must disclose exact rone. Do ItO! prOl.:eed to bUlile but revert to area search, Step I. 2. If sighted by a ballieship, prOl.:eed to baltle, Step 6.

IATILE:

STEP 6: Red places the rectangular ship counter represent­ing the Bismarck in the middle square of the Battle Board.

STEP 7: Blue places on the Battle Board rectangular ship counters for each battleship that sighted the Bismarck-placing them on any of the outermost squares regardless of the direct ion of movement of their respective Search Board counters.

STEP 8: Blue may move each battleship counter one square in any direction after which Red may move the Bismarck one square in any direction.

STEP 9: Players figure their salvo count-gelling one die roll for each salvo.

STEP 10: After each die roll players consult the Battle Results Table and record ·'hits" on their respective Record Sheets.

Page 3: Bismarck 1962 Rulebook

After all salvos have been fired a round of battle is over. Repeat Steps 8 through 10 as often as necessary until:

a. The Bismarck is sunk thus ending the game, or b. All British ships on the Battle Board. are sunk in which case play reverts to area search, Step 1, or c. A withdrawal occurs through Chance Table play in which case play reverts to area search, Step 1. REMEMBER: When the Bismarck is sighted by a Carrier or

Cruiser, do not proceed to battle-do not play any Chance Table. Simply repeat area search procedure.

Be sure you understand the above routine before reading further. The remaining instructions deal with details of play.

HOW TO MOVE COUNTERS ON THE SEARCH BOARD 1. Blue is allowed to move all counters up to their movement

factor in each turn. 2. Blue is not required to move every counter, nor does he

have to move any counter in each turn. 3. Counters may be moved in any direction, or combination

of directions, in each turn. 4. Counters may be moved less than their movement factors. 5. Movement factors are not transferable from one counter

to another, nor can they be accumulated from one turn to the next.

6. There is no limit to the number of counters that can be stacked on any one zone.

7. Movement is not allowed into or through zones not con- taining letters A through D.

8. Counters may be moved through occupied zones. 9. Counters in zones at the board edges are not allowed to

move off the board. 10. When play is on the Battle Board, all Search Board

counters may be moved one zone after every three rounds of battle.

11. Movement factor for the Bismarck is six zones in the first turn; two zones all turns thereafter.

The die is used only to resolve battle and Chance Table situa- tions-it has nothing to do with movement.

HOW TO SEARCH AREA SEARCH: After Blue has moved all the counters

he chooses to move on the Search Board, he finds out whether or not he has moved into an area that Red is in. This is done as follows:

1. Blue calls out one area at a time after each of which Red must state whether or not the Bismarck is in that area.

2. Blue is allowed to call out only the areas where there are British counters.- He is not allowed to call out areas where there are no counters.

3. Blue is allowed to call out areas in any order he chooses. 4. Blue is not required to call out every area where he has

counters. 5. Blue stops calling out areas as soon as the Bismarck has

been located. Players then proceed immediately to zone search. 6. Blue may stop calling out areas any time he chooses in

which case players mark off time and repeat search procedure.

ZONE SEARCH: After Blue has located the area Red is in he finds out whether or not he has counters in the same zone with the Bismarck. This is done as follows:

1. Blue withdraws cards representing only the zones where he has counters. He is not allowed to withdraw cards for zones where there are no British counters.

2. Red takes the remainder of the zone cards and looks for the card of the zone the Bismarck is in. If Red cannot locate his card, then Blue and Red are in the same zone. If Blue and Red are not in the same zone, or Red has been sighted only by

a Blue Cruiser or Carrier, players mark off time and revert to area search, Step 1.

If the Bismarck has entered a zone of Bergen, Brest, St. Nazaire or Ferrol and British battleships have also entered that zone, players must proceed to battle. The Bismarck is not con- sidered in port until the Chance Table calls for withdrawal or all British battleships on the Battle Board are sunk.

HOW TO MOVE snws ON B A ~ L E BOARD 1. You are allowed to move all ships one square per round. 2. You are not required to move every ship, nor do you have

to move any ship in a round. 3. Ships may be moved vertically, horizontally and

diagonally.

4. Ships are not allowed to engage each other from A-range until they have first fought from B-range. For instance, if a British ship, in moving first, moves into B-range, the Bismarck is not allowed to move closer into A-range. If it wishes to move it must either move out of range or to another square in B-range.

5. Ships of opposing players are never allowed in the same square.

6. There is no limit to the number of British ships allowed in any one square.

7. Ships on the Battle Board cannot move off the Battle Board. Withdrawal may occur only when called for by the Battle Board Chance Table.

8. When a British ship is sunk it is removed from the game. Its corresponding Search Board counter must also be removed from the game.

9. After every three rounds of battle all Search Board counters may be moved one zone-and all ships that were previously just one zone away from the battle zone may be brought into battle. Ships already on the Battle Board remain in position-all new arrivals are placed on the outermost squares according to their direction of movement.

10. Ships may be turned completely around each turn.

HOW TO FACE SHIPS AFTER MOVEMENT ON BATTLE BOARD

1. Ships may be faced in any direction regardless of the number of ships in any one square.

2. Examples of facing positions are as follows:

B-Range A-Range Em BOW to BOW, BOW to Stem, Stem to BOW or Stern to Stern

Bow to Broadside or Stem to Broadside

Broadside to Bow or Broadside to Stern

Afler .. II s:.lvos have been fired ;1 round of bailie is over. Repeal Sleps 8 through 10 as often as necessary until:

a. The Bismarck is sunk thus ending the game, or b. All British ships on the Bailie Board are sunk in which case play reverts to area search, Step I, or c. A withdrawal occurs through Chance Table play in which case play reverts to area search, Step I. REMEMBER: When the Bismarck is sighted by a Carrier or

Cruiscr. do not proceed to battle--do not play any Chance Table. Simply repeat area search procedure.

Be sure you UllderS/{J/Id the above routine before reading fllflltn. Tlte remaining instructions deal .... illl detoils of play.

HOW TO MOVE COUNTIIS ON THI srA.CH .OA.D I. Blue is allowed to move all counters up to their movement

factor in each turn. 2. Blue is not required to move every counter, nor does he

have to move any counter in each IlIrn. 1. Counlers may be moved in any direction. or combination

of directions, in each turn. 4 . Counters mlly be moved less than their movement factors. S. Movement factors are nOI transferable from one counter

to another, nor can they be accumulated from one turn to the next.

6. There is no limit to the number of counters tha t can be stacked on anyone zone.

7. Movement is not allowed into or through zones not con· ta ining letters A through D.

8. Counters may be moved Ihrough occupied zones. 9. Counters in zones at the board edges are not allowed to

move off the board. 10. When play is on the Battle Board, all Search Board

counters may be moved one zone ufur every three rounds of baule.

11. Movement factor for the Bismarck is six zont'S in the first turn; two zones all turns thereafter.

The die is used only 10 reso/I'e baltle and Chance Table situo· lions-il Itas !lathing to do ... ilh movemenl.

HOW TO SEARCH AREA SEA RCH : After Blue has moved all the counters

he chooses to move on the Search Board. he finds out whether or not he has moved into an area that Red is in. This is done as follows:

I. Blue calls out one area al a time after each of which Red must state whether or not the Bismarck is in that area.

2. Blue is allowed to call out only the areas where there are British counters. He is not allowed 10 call out areas where there are no counters.

3. Blue is allowed to call out areas in any order he chooses. 4. Blue is not required to call out every area where he has

counlers. S. Blue stops calling out areas as soon as the Bismarck has

been located. Players then proceed immediately to zone search. 6. Blue may stop calling out areas any time he chooses in

which cast players mark off time and repeat search procedure.

ZONE SEARCH: After Blue has located the aroa Red is in he finds out whether or not he has counters in the same lone with the Bismarck. Th is is done as follows:

I. Blue withdraws cards representing only the zones where he has counters. He is not allowed to withdraw cards for zones where the're are no British counten.

2. Red t3kes the remainder of the zone cards and looks for the card of the zone the Bismarck is in. If Red cannot locate his card, Ihen Blue and Red are in the same zone. If Blue and Red lIre nOI in the same zone, or Red has been sighted only by

a Blue Cruiser or Carrier, players mark off time and revert to area search. Step I .

If the Bismarck has enlered a zone of Bergen. Brest, St. N3zaire or Ferrol and British battleships have also entered that zone. players must proceed \0 bUlfle. The Bismarck is not con' sidered in port until the Chance Table calls for withdrawal or ~11 British battleships on the BaUle Board are sunk.

HOW TO MOVE SHIPS ON .AnU .OARD \. You are allowed 10 move all ships one square per round. 2. You a re not required to move every ship. nor do you have

to move any ship in a round.

3. Ships may be moved vertically, horizontally and diagonaJJy.

4. Ships are not allowed to engage each other from A·range unti l they have first fought from B·range. For instance, jf a British ship. in moving first, moves into B·range, the Bismarck is not allowed to move closer into A·range. If il wishes to move it must either move OUi of range or to another square in B·range.

S. Ships of opposing players are never allowed in the same square.

6. There is no limit \0 the number of British ships allowed in anyone square.

7. Ships on the Battle Board cannot move off the Battle Board. Withdrawal may occur only when called for by the B:.ttle Board Chance Table.

8. When a British ship is sunk it is removed from the game. Its corresponding Search Board counter must also be removed from the game.

9. After every three rounds of battle all Search Board counters may be moved one zone-and all ships tha t were previously just one zone away from the baule zone may be brought into battle. Ships already on the Battle Board remain in position-all new arrivals are placed on the outermost squares according to their direction of movement.

10. Ships may be turned completely around each turn.

HOW TO FACE SHIPS AfUIl MOVEMINT ON .AnU .OA.D

I. Ships may be faced in any di rection regardless of the number of ships in anyone square.

2. Examples of facing posi tions are as follows:

Bow 10 Bow, Bow 10 Stem, Slem 10 Bow Dr Stem to Slem

t Bow to BlOadside or Stem to Broadside

-Broadside to Bow or Broadside 10 Slem

Page 4: Bismarck 1962 Rulebook

All other situations not shown above are automatically Broad- side to Broadside. A few Broadside to Broadside examples are as follows:

HOW TO FIGURE SALVO COUNT

The maximum number of salvos a ship is allowed to fire in a round is based on the following:

a. RANGE: Bow and Stern turrets may fire from A and B-ranges. Secondary Armament may fire from A-range only.

b. FACING: In Bow facing only Bow turrets may fire; in Stern facing only Stern turrets may fire; in Broadside facing all turrets may fire. For secondary armament, Port guns may f i e only when the enemy is on the Port side; Starboard guns may fire only when the enemy is on the Starboard side.

c. GUN DAMAGE: A ship gets one die roll for each gun section box containing no hits at the beginning of a round of battle. That salvo count is not reduced during a round if hits are incurred. However, such hits affect the salvo count for the following rounds. For instance, the Bismarck starts off with a Bow turret salvo count of six. If two Bow turret hits are in- curred during the first round, Bismarck still gets six die rolls in that first round; however, in the second round the Bismarck only gets four die rolls. If a ship is sunk before a round is over it still rolls its full salvo count for that round.

d. TIME: If battle is at night the British player's salvo count is reduced in half-Blue getting the benefit of any fraction. Red's salvo count is not reduced at night.

NOTE: If no salvos are fired after both players have moved their ships such' action still counts as a round of battle.

HOW TO RESOLVE BATTLE

1. One player rolls off his entire salvo count; then his opponent does likewise. It makes no difference which player rolls first since both players roll their salvo count for the round regardless of hits incurred on their own sllips.

2. After each die roll, match up the number rolled with the proper firing at column under the correct range to get the result of the salvo. For instance, if the Hood is firing at the Bismarck's Port side from B-range and a 3 is rolled, the Bismarck incurs a Port secondary armament hit.

3. Whenever a hit is scored, players place a check in one box of the section that has been hit.

a. Each hit upon a gun section reduces the salvo count by one for the following rounds.

b. Hits incurred on gun sections that are already completely knocked out are scored as midships hits instead.

c. A ship is not sunk until every midships box has been checked. For instance, it takes 10 midships hits to sink the Bismarck; three midships hits to sink the Hood, etc.

d. When a ship incurs a hit on the first shaded box in its midships section it loses its firepower. Beginning with the following round, it may no longer fire and must hope for with- drawal and attempt to elude the enemy for the remainder of the game. For instance, the Bismarck would be rendered help- less on the 8th midships hit; KGV on the 4th midships hit, etc.

e. The Rodney has no Stern turrets. However, it does have a third Bow turret but it is in such a position that it can fire only in broadside facing. On the Hit Record the third Bow turret is considered a Stern turret.

f. In cases where it is not obvious which secondary arma- ment (Port or Starboard) has been hit the decision is left to the ship receiving the hit.

MULTI-SHIP BATTLE

1. When more than one British ship engages the Bismarck on the Battle Board, Blue's salvo count is the total salvo count of all ships. For instance, in the first round when both the Hood and Rodney are engaging the Bismarck broadside to broadside from B-range the total salvo count would be: Blue -20 die rolls; Red-12 die rolls.

2. You may direct fire on any and all ships in range. 3. You are not required to direct all your fire on one ship,

nor are you required to fire at every ship. 4. Ships in B-range may fire over ships in A-range.

CHANCE TABLES

SEARCH BOARD: The Blue player has the option to play the Chance Table at the end of any daytime search turn in which he has failed to locate the Bismarck. Red may play the Chance Table only if Blue declines his option. To play the Search Board Chance Table, roll the die once.

BATTLE BOARD: Both players may play the Chance Table at the end of any round of battle. Players electing to play the Chance Table are allowed one die roll each-Blue rolling first when both elect to play.

Players are cautioned to study the Chance Tables before electing to play them.

HOW TO WITHDRAW FROM BA7TLF

Withdrawal from the Battle Board may occur only when called for by the Battle Board Chance Table. If a 1 or 2 is rolled by either player, play on the Battle Board ceases immedi- ately. Players revert to area search, Step 1, with all ships moving from the same zone that they were in at the beginning of the round of battle procedure.

TIME

Players record the passage of time by checking off one box left to right as follows:

1. After each Search turn in which the British player fails to sight the Bismarck, or

2. After every 6 rounds or at conclusion of battle. NIGHT PLAY: Shaded Time Record boxes indicate play is at night-a distinct advantage for the Bismarck which was the only ship with radarcontrolled fire power at night.

You have completed the instructions to BISMARCK. BISMARCK has been purposely designed to be challenging. For this reason you must become completely familiar with the rules in order to play correctly. Examples of play are in- cluded in the Historical Notes Card and should be referred to while playing your first few games.

For replacement parts price list, write: The Avalon Hill Company. 4517 HARFORD ROAD BALTIMORE. MD. 21214.

All other situations not shown above are automatically Broad-side to Broadside. liS fo llows:

A few Broadside to Broadside eumples are

-

HOW TO 'IGUlI SALVO COUNT

The maximum number of salvos a ship is allowed to fire in II round is based on the following:

a. RANG E: Bow and Stern turrets may fire from A and B-ranges. Secondary Armament may fire from A-range only.

b. FACING: In Bow facing only Bow turrets may fire; in Stern facing only Stern turrets may fire; in Broadside facing all tu rrets may fire. For secondary armament, Port guns may fire only when the enemy is on the Port side; Starboard guns may fire only when the enemy is on the Starboard side.

c. GUN DAMAGE: A ship gets one die ro ll for each gun se<: tion box containing no hits at the beginning of a round of bailIe. That salvo count is not reduced during II round if hils are incurred. However, such hils affect the salvo count for the following rOl,;nds. For instance, the Bismarck starts off with a Bow turret salvo count of six. If two Bow turret hils are in­curred during the first round, Bismarck still gets six d ie rolls in that firsl round; however, in the second round the Bismarck only gets four die ro lls. If a ship is sunk before a round is over it still rolls its full salvo count for that round.

d. TIME : If bailIe is at flight the British pl ayer's soh'o COlm l is reduced in half-Blue getting the benefi t o f any fraction. Red's salvo count is nol reduced at night.

NOTE: If no salvos are fired after both players have moved their ships such action still counts as a round of bail ie.

HOW TO IESOLVE .... TTLE

I. One player rolls off his enti re salvo count; then his opponent does likewise. It makes no difference which player rolls first since both players roll their salvo count for the round regardless of hilS incurred on thei r own ships.

2. After each die roll, match up the number rolled with the proper firing at column under the correct range to get the result of the salvo. For instance, if the Hood is firi ng at the Bismarck's Pon side from B-range and a 3 is rolled, the Bismarck incurs a Port s«ondary armament hit.

3. Whenever a hit is scored, players place a check in one box of the section that has been hit .

a. Each hit upon a gun section reduces the salvo count by one for the following rounds.

b. HilS incurred on gun sections that are already completely knocked out are scored as midships hits instead.

c. A ship is not sunk until every midships box has been checked. For instance, it takes 10 midships hits to sink the Bismarck; three midslrips hilS 10 sink the Hood, etc.

d. When a ship incurs a hil on the first shaded box in its midships s«tion it loses its firepower. Beginning with the following round, it may no longer fire and must hope for with­drawal and attempt to elude the enemy for the remainder of the game. For instance, the Bismarck would be rendered help­less on the 8th midships hit; KGV on the 4th midships hil, etc.

e. The Rodney has no Stern turrets. However, it does have a third Bow turret but it is in such a position that it can fire only in broadside facing. On the Hit Record the third Bow IUrret is considered a Stern turret.

L In cases where it is not obvious which secondary arma­ment (Pon or Starboard ) has beeo hit the decision is left to the ship receiving the hit.

MULn.SHIP .... TTLE

I. When more than one British ship engages the Bismarck on the Battle Board, Blue's salvo count is the total salvo count of all ships. For instance, in the first round when both the Hood and Rodney are engaging the Bismarck broadside to broadside from B·range the total salvo count would be: Blue -20 die rolls; Red- l 2 die rolls.

2. You may direct fire on any and all ships in range. 3. You are not required to direct all your fire on one ship,

nor are you required to fire at every ship. 4. Ships in B-range may fire over ships in A-range.

CH ... NCE TA.US

SEARCH BOARD: The Blue player has the option to play the Chance Table al the end of any daytime search turn in which he has fa iled to locate the Bismarck. Red may play the Chance Table only if Blue declines his option. To play the Search Board Chance Table, roll the die once.

BAlTLE BOARD: Both players may play the Chance Table at the end of any round of battle. Players electing to play the Chance Table are allowed one die roll each- Blue rolling first when both elect 10 play.

Players are cautioned to study the Chance Tables before electing to play them.

HOW TO WITHD .... W flOW .... nu Withdrawal from the Battle Boa rd may occur only when

called for by the Battle Board Chance Table. If a I or 2 is rolled by ei ther player, play on the Battle Board ceases immedi­ately. Players revert to area search, Step I. with all ships mov ing from the same zone that they were in at the beginning of the round of battle procedure.

TIME

Players record the pass:.ge of time by checking off one box left to right as fo llows :

I. After each Search IIlrn in which the British player fails to sight the Bismarck, or

2. After every 6 rounds or at conclusion of bait Ie.

NIGHT PLAY: Shaded Tim/' R{'mrJ boxes indicate play is at night-a dis tinct advantage for the Bismarck which was the only ship with radar-controlled fire power at night.

You have completed the instructions to BISMA RCK. BISMARCK has been purposely designed to be challenging. For th is reason you must become completely familiar with the rules in order to play correctly. Examples of play are in­cluded in the Historical Notes Card and should be referred to while playing your first few games.

For replacement parts price lis t. write : The Avalon Hill ("ompany, 4,.7 HARFORO ROAD. BALTIMORE. MD. 21214.

Page 5: Bismarck 1962 Rulebook

The Bismarck was the pride of the German Navy. Over 800 feet long and displacing more than45,OOO tons she was, next to the Hood, the largest warship afloat. Mounting eight 15 inch guns, heavily armored and well broken in, there was not a ship in the world that could stand up to her alone.

Now-May 22, 1941-the Bismarck was at sea. The British Admiralty, with the recent rampage of the Scharn-

horst and Gneisenau still fresh in their mind, swung into action. The plan of action devised earlier by Sir John Tovey, Commander in Chief of the Home Fleet, to stop a breakout of the Bismarck into the Atlantic was put into effect.

Sir John had the cruisers Norfolk and Suffolk patroling the Denmark Straits, the Birmingham, Manchester and Arethusa patroling between Iceland and the Faroes, and air reconnaissance covering the Faroes to the Shetlands. The capital ships of the Home Fleet at Scapa Flow had been divided into two squadrons. The Hood and Prince of Wales were sent to Iceland prepared to swing to either side of the island if the Bismarck came that way. The King George V, Repulse, and the aircraft carrier Victorious left Scapa Flow at 10:15 P.M. on the 22nd to cover from the Faroes south- wards.

All day of the 23rd there was no news of the Bismarck. Then, at 7:22 P.M. the Suffolk sighted two ships that were without a doubt the Bismarck and the Prinz Eugen. Messages were immediately sent and soon the Norfolk joined the Suffolk in tracking the Bismarck. The Hood and Prince of Wales, following the signals from the tracking cruisers, left Iceland on a course which would bring the Bismarck to action as soon as possible. At 5:35 A.M. on the 24th the Bismarck was sighted by the Hood squadron and shortly there- after the two squadrons entered into battle. The Bismarck chose the Hood, much to the Prince of Wales' relief, as its target. Almost from the beginning splashes from its 15 inch shells were seen rising around the ship. The Hood was steering a direct course for the Bismarck which in turn was showing her full broadside to the Hood. Thus, though the Hood presented a smaller target she could only bring her bow guns to bear on the enemy.

Three minutes later, with the range decreased considerably, Vice Admiral Holland on the Hood ordered the ship to turn broadside and bring all guns to bear on the enemy. However, at that moment, a gigantic ball of fire roared up from the Hood--quickly changing to a column of smoke that completely enveloped the ship. When the smoke cleared, oil and scattered debris was all that marked the spot where the Hood had been.

Before they could recover from the shock of seeing their com- panion ship blown from the water, the men on the Prince of Wales were brought under a heavy barrage of fire from the enemy ships. After several minutes of battle it became apparent that the new British battleship was no match for the Bismarck. With her upper bridge destroyed and firepower reduced, Captain Leech wisely retired from action behind a smoke screen.

When the news of the Hood's sinking reached the Admiralty immediate steps were taken to bring the Bismarck to action again. The Ramillies and the Rodney were ordered to leave the convoys they were escorting and convergeon the Bismarck's known position. Sir James Somerville's Force H of the Mediterranean Fleet, which had previously been ordered to come into the Atlantic to help cover convoys, was now also ordered to continue North to engage the Bismarck if the German ship headed for France. Meanwhile, Sir John Tovey on the King George V continued to make for the enemy in company with the Repulse and the Victorious. At 10:30 P.M. on the 24th the Victorious sent her planes to strike the Bis- marck, but the attack did not succeed in doing any significant damage to the ship though one torpedo did find its mark. How- ever, Sir John was not pessimistic. On his present course he would engage the Bismarck by morning if the Norfolk, Suffolk and Prince of Wales, who had joined the two cruisers, could continue to track the Bismarck. But the Prinz Eugen had already broken away, and at 3:00 A.M. on the 25th, in heayy seas and foul weather, the Bismarck gave her trackers the slip.

Throughout the morning and afternoon of the 25th the British Navy and Air Force searched for the Bismarck. Twice the enemy battleship had broken radio silence, but for various reasons it was

not until 6:30 P.M. that the Admiralty ascertained that she was headed in the general direction of the Bay of Biscay. All ships that had fuel enough to continue the search converged toward this area in the hope that the Bismarck's exact position would soon be discovered. And fortunately at 10:30A.M. on the 26th coastal air- craft located her steaming for France. By this time Force H was fast approaching the Bismarck, and at 3 :20 P.M. the aircraft carrier Ark Royal launched an unsuccessful air attack. At 7:00 P.M. another strike by the Ark Royal's torpedo planes was carried out in a last ditch attempt to slow up the Bismarck. There was prac- tically no chance of aircraft torpedos ever sinking the giant ship, but there was some hope that a lucky hit might slow her up enough to allow another engagement by heavy British ships. And a lucky hit it was that caught the Bismarck in thesternsectionand disrupted her steering. With only emergency steering to aid her, the Bismarck was forced to turn into the wind to reduce the force of the sea on her stern.

At 8:43 A.M. on the 27th the Bismarck was sighted by the King George 'V and the Rodney which had joined her shortly after the Repulse had retired because of fuel shortage. Five minutes later the two British ships opened fire almost simultaneously. For some two minutes the Bismarck did not return their fire. When she did she put the Rodney under a very accurate barrage. However; after her first few salvos, her gunnery efficiency was observed to fall off noticeably. By 9:30 A.M.many fires were discernible along the length of the

ship and the stern turret was the only turret still firing. By 10:OO A.M. the Bismarck was reduced to a silent wreck belching forth clouds of smoke and flame. But the wreck continued to float. The distinction of sinking the Bismarck was left to the cruiser Dorsetshire which fired three torpedoes at the ship from close range. The ship rolled slowly over to port and turned bottom up. Moments later the Bismarck slid silently beneath the waves.

All" rn",L. .,m.n cnpp* I I I S Y ~ W ~ Y. n

ll lUll l l l l "8," mnnr

Actual events of the Bismarck episode-May 23-27,1941

SHIP MAX. SPD. MAIN GUNS SEC. ARMAMENT (Knots) No. SIZE No. SIZE

Bismarck 32 8 15" 12 6" King George V 30 10 14" 16 5%" Prince of Wales 30 lo* 14" 16 5%" Hood 32 8 15' 12 5%" Rodney 23 9 16" 12 6" Ramillies 21 8 15" 12 6' Renown 29 6 15" 20 4%" Repulse 29 6 15" 12 4" *Newly commissioned-guns not completely functioning properly.

HISTORICAL COMMENTARY AND NOTES

The Bismarck was the pride of the German Navy. Over 800 feci langanl! displacing more than 45,000 IOns she was, next \0 the Hood, the largest warship afloaf. Mounting cigh! I S inch guns, heavily armored and well broken in. there was not a ship in the world that could stand up to her alone.

NoW-tMay 22, 1941 - the Bi~marck was at sea. The Bri tish Admiralty, with the recent rampage of the Scharn·

horsl and Gncisenau slill fresh in their mind, swung inlo aClion. The plan of action devised earlier by Sir John Tovey, Commander in Chief of the Home Fleet, to stop a breakout of the Bismarck into the Atlantic was put into effect.

Sir John had the cruisers Norfolk and Suffolk palroling the. Denmark Straits, the Birmingham, Manchester and Arelhusa palfoling ~Iween Iceland and the Faroes, and air reconnaissance wvering the Farces to the Shetlands. Thecapital ships of the Home Fl~t at Scapa Flow had been divided into two squadrons. The Hood and Prince of Wales were ~nt to Iceland prepared to swing 10 either side of the island if the Bismarck came that way. The King George v, Repulse. and the aircraft carrier Victorious left Scapa Flow at 10:15 P.M. on the 22nd to cover from the Farces south­wards.

All day of the 2)rd there was no news of the Bismarck. Then, at 7:22 P.M. Ihe Suffolk sighted two ships that wt:re without a doubt the Bismarck lind the Prinz Eugen. Messages were immediately sent and soon the Norfolk joined the Suffolk in tracking the Bismarck. The Hood and Prince of Wales, following the signals from the tracking cruisers, left Iceland on a course which would bring the Bismarck to action as soon as possible. At S :)5 A. M. on the 24th the Bismarck was sighted by the Hood squadron and shortly there­after the two squadrons entered into battle. The Bismarck chose the Hood, much to Ihe Prince of Wales' relief, as its target. Almost from the beginning splashes from its 15 inch shells were seen rising around the ship. The Hood was steering a direct course for the Bismarck which in turn was showi ng her full broadside to Ihe Hood. Thus. though the Hood presented a smaller la rgel she could only bring her bow guns to bear on the enemy,

Three minutes laler, with the range decreased considerably, Vice Admiral Holland on the Hood ordered the ship to turn broadside and bring all guns to bear on the enemy. However, at that moment, a gigantic ball of fire roared up From the Hood-quickly changing to a column of smoke thaI completely enveloped the s hip. When the smoke cleared, oil and scattered debris was all that marked the spot where the Hood had been.

Before they could recover from the shock of seeing their com­panion ship blown from the water,the men On the Prince of Wales were brought under a heavy oorrage of fire from the enemy ships. After several minutes of battle il became apparent that the new British battleship was no match for the Bismarck. With her upper bridge destroyed and firepower reduced, Captain Leech wisely retired from action behind a smoke screen,

When the news of the Hood's sinking reached the Admiralty immediate steps were taken to bring the Bismarck to ae tion again. The RamilJies and Ihe Rodney were ordered to leave the convoys they were escorting and convcrgeon the Bismarck'sknown position. Sir Ja mes Somerville's Force H of the Mediterranean Fleet, which had previously been ordered to come into the Atlantic to help cover convoy~, was now also ordered 10 continue North to engage the Bismarck if the German ship headed for France. MellOwhile, Sir John Tovey on the King George V continued to make (or the enemy in company with the Repulse and the Victoriou~. AI 10:30 P.M. on the 24th the Victorious scnt her planes to strike the Bis­marck, but the attack did not succeed in doing any significant damage to the ship though one torpedo did find its mark. How­ever, Sir John was not pessimistic. On his present course: he would engage the Bismarck by morning if the Norfolk, Suffolk and Prince of Wales, who had joined the two cruisers, could continue to track the Bismarck. But the Prinz Ellgen had already broken away, and at 3:00 A.M. on the 2Sth, in heavy seas and foul wealher, tbe Bismarck gave her trackers thc slip .•

Throughout the morning and afternoon of the 25th the British Na.v)' and Air Force seoro;hed for the Bismarck. Twice Ihe enemy battleship had broken radio silence, but for various reasons it was

not until 6:)0 P.M. that the Admiralty ascertained Ihat she was headed in the general direc tion of the Bay of Biscay. All ships that had fuel enough to contin ue the search converged toward this area in the hope Ihat the Bismarck's exact position would soon be discovered. And fortunately at 10:30 A.M. on the 26th coastal a ir­craft located her steaming for France. By this time Force H was fast approaching the Bismarck, and at ) :20 P.M. the aircraft carrier Ark Royal launched an unsuccessful ai r attack. At 7:00 P.M. another stri ke by the Ark Royal's torpedo planes was carried out in a last ditch attempt to slow up the Bismarck. There was pmc­lically no chance of ai rcraft lorpedos cver sinking the giant ship, but there was some hope thai a lucky hit might slow her up enough to allow another eng:lgemenl by heavy Brit ish ships. And a lucky hi t it was that caught the Bismarck in the stern section and disrupled her steering. With only emergency stcC'ringto aid her, the Bismarck was forced to turn into the wind to reduce the force of the sea on her siern.

AI 8:43 A.M. on the 27th the Bismarck was sighted by the King George 'V and the Rodney which had joined her shortly after the Repulse had retired because of fuel shortage. Five minutes raler Ihc two British ships opened lire aln)ost simultaneously. For some two minutes Ihe Bismarck did not return their fire. When she did she pUI the Rodney under a very accurate barrage. However; after her firsl few salvos, her gunnery efficiency was observed to fall off noticeably. By 9:30 A.M. many fires were discernible along the length of the

ship and the stern turret was the only turret still firing. By 10:00 A.M. the Bisman;:k was reduced to a silent wreck belching forlh douds of smoke and flame. But the wreek continued to float. The distinction of sinking the Bismarck was left 10 the cruiser DorselShire which fired three torpedoes at the ship from closerangc. The ship rolled slowly over to port and turned bottom up. Momenls later Ihe Bismarck slid silently beneath the waves.

.'"

'" ~, " .... .... , '. ,

"' -'-'~\,:;;:"'" -- ... .. ~ -""'~--_ ... ..

.-

~tllal events oJ tile Bismaftlt epilOde-M., 23·21,1941

SHIP MAX. SPD. MAIN GUNS SEC. ARMAMENT (Knots) No. SIZE No. SIZE

Bismarck 32 8 ". 12 " King George V JO 10 14' " 51,4" Prince of Walcs JO 10' '" 16 5',4" Hood 32 8 ". 12 5\1t" Rodney 23 9 '" 12 " Rllmillies 21 8 '" IZ " Renown 29 6 ". 20 4th" Repulse 29 ,

'" 12 " ·Newly commissioned- guns not completely functioning properly.

Page 6: Bismarck 1962 Rulebook

The following is an example of a few rounds of battle as they might actually occur. Hits have been arbitrarily administered for purpose of illustration. Hit Record shown at end of each round example shows accumulative effects of battle.

After both players place their ships (shown by the dash s h ~ p ouiines) on the Battle Board, Blue moves the Hood into B-range of the Bismarck's startlng posit~on. The B~smarck cannot now move Into the Hood's A-range on this turn but i t can move to another square i n B.range. Both ships are now bow to bow. Since only bow turrets may fire in bow to bow facing, the salvo count IS: Hood-5 die rolls; Bismarck- 6 die rolls.

Battle Results: The Hood incurs 2 bow turret hits; the Bismarck incurs 1 bow turret hit.

BISMARCK mmm D ~ ~ ~ ~ I ~ I I I I I I I I I

The Hood closes to A-range. The Bismarck then swings around to a bow to broadsida facing reducing its firepower but providing a smaller target. The Hood wil l be facing broadslde to bow and wil l be able to use its starboard secondary armament. Salvo count: Hood-10 die rolls (3 bow. 2 starboard secondary armament, 5 stern); Bismarck-5 die rolls.

Battle Results: The Hood incurs 2 starboard secondary armament and 1 midships hit; the Bismarck incurs 3 bow turret hits.

BISMARCK CI! U

PRINCE OF WALES rrrrn m m ~1117 rrrm

The Hood moves 1 square and turns itself around so its starboard secondary arma- ment cannot receive additional hits, showing the Bismarck its port side instead. The

Bismarck then places itself somewhat behind the Hood-both ships are now broadslde to broadside. Salvo count: Hood-10 (3 bow, 2 port secondary armament, 5 stern); Bismarck-10 (2 bow, 2 starboard secondary armament. 6 stern).

Battle Results: The Hood incurs 1 bow turret. 2 port secondary armament. 1 stern and 1 m~dships hit; the Bismarck incurs 2 starboard secondary armament. 2 stern and 2 midships hits.

BISMARCK vlNHill m w ppI7-Tr1 I- PRINCE OF WALES rrrm m m [m rrrm

HOOD a @Z e83 c?Tm

At the start of Round 4, Biue brings on the Prince of Wales that has been on the Search Board one zone away since the start of battle. I t is placed on the East side of the Battle Board since that was its direction of movement on the Search Board. The Hood and Prince of Wales move first. The Prince of Wales is not allowed to move toward the Bismarck because ~t hasn't yet fought from B-range. The Bismarck moves last as always, movlng to B-range on both Br~ttsh sh~ps. Salvo count: Hood-6 (2 bow, 4 stern); Prince of Wales-5; Bismarck-6 (2 bow, 4 stern with only the stern turrets allowed to fire on the Pr~nce of Wales).

Battle Results: The Hood incurs 1 bow. 1 stern turret hit; the Bismarck incurs 2 stern and 1 starboard secondary armament hit which becomes a midships h i t instead since the starboard secondary armament was knocked out in a previous round.

BISMARCK - [17 F'Fl 1-

PRINCE OF WALES m m m rm rrrm HOOD k%@ZO &3 @IIE BBD

The Hood, badly damaged. moves out of range. The Prince of Wales closes. B i t the Bismarck goes after the Hood and moves back into B-range on the Hood; A-range on the Prince of Wales. All ships are now broadside to broadside.Salvo count: Hood -4 (1 bow. 3 stern); Prince of Wales-12 (5 bow. 2 secondary armament-port or starboard a t Blue's choice. 5 stern); Bismarck-6 (2 bow, 2 port secondary armament-directed on the Prince of Wales only, 2 stern).

Battle Results: Hood sunk (The Bismarck h i k the Hood's port secondary arma- ment which becomes a midships h i t instead); Bismarck-1 bow, 2 port secondary armament, 2 midships hits; Prince of Wales-1 bow. 2 midships. 2 secondary armament with Blue choosing to record them as 1 port and 1 starboard armament hit since in the above diagram i t is not apparent which side of the Prince of Wales is facing the Bismarck.

BISMARCK RRnnRn @Ti3 kQ L3ZZUl

PRINCE OF WALES rn m m 1 m~ HOOD Rmhl K 0 m E!Dn Q l a

At the conclus~on of this Round Red decides the Bismarck is too badly daiaged to continue. He hopes for a withdrawal through Chance Table play. He rolls the die -and gets a 2. In this case, players do not go to Round 6 but remove the ships from the Battle Board and revert to area search. Step 1.

The following is an uampk of a (ew rounds of battle as the)' might aClIlatty occur. Hits have been arbitra rLly administered for purpose of illU5tflltion. I-l il Record shown at end of each round example shows accumulative effects of battlc.

lound 1 ,

• I

-- -c--• > -- --

..

Atw bolt! ~ll""" J!IC<I 1fI." .~, ... (Jh .... ft \lor Ihi dl '" ",,'P ,"il,""I "" I~. !hnl. BOI'~. BI .. "',,",U 1100 H_ ,. '0 a"""lt oj I"" B,.","u·, I tlOIInl "",u~ T_. B""'"J<~ Cl M ol _ ...... 1 '.'0 Il'o 1l00d I •. ro nCI on ' ~h lu'. O~I ,I CI" "' .... Iio llIOt/IIr "' .... ,. ,. a ·" ' I I. 60111 III' PI lie ..... bow ' 0 bow. S, ... onl , _ '~""!t "'"' rIle ,n _ 10 _ ' .. 'nc . Ihl .. 1. 0 to".1 II . HOOd-5 dll ,otb; 6"",.,,"_ 6 d,. '0111

6.tn, RI,.lts: flo, HOOd ,ftC",. 1 _ I"'M lIill . I ~. BI" ... ,.I ,.,.'" 1 _ 1.".1 bit.

BISMAR CK PRINCE or WALES =

HOOO , ~ .. , , , , , , " ,

• " , , , , , I ..

r:::J [T1 ..xr:. = l ou nd "

-- ,

• I , ,

T"'" HOOd clOSOI 10 "' .•• n,1 Th, Bh ...... k III,. ,.01..,1 " ,"lid 10 • IIow 10 Ior_"'" I.e. nl "d."n, ils Ii,,~._ bu, ,.ovidl. 1 ...... 1'.' "'lit. TIoo liNd ",,1101 I. clnl b.-"", ho _ In d ,.,11 be . bl , 10 .... ,II< 11I,_.d NCond.,., """""n'. 5.1000 ...... " Hoo<I_IO dOl .. II, II _ . 2 ,uflH»,d ooc""d.,., .. ",.","n' . 5 III.n): BI I","c~_ 5 <111 '011 .

81ttlt RnuTtI' Thl HOOd In,ufl 2 lllI bo"d .. cond.,., "","",tnl ond I ",id"'lpl hit. ",. Bi.", .. c_ in, ... 1 _ I~, .. I II,,,.

BISMARC K PRINCE or WALES

HOOD

~

= =

• " , , , , , , ..

Io .. nd " I , , -- --<:::>\

-

anon

= !<IT:

-

(

'~I HOOd m ..... 1 lQU1I1 ua IU .. I ,,"U .'0 .. 0 .. , ... llItIoOI'~ _~.ry .. "'" , minI connol "':1'" odd,tlonii ~iU. ~h"""1 ,h, e""'"fC_ ,10 po,1 .. 0. '.IIII U. Tk.

eil"'" "~ tto,~ pl . .. , 1, .. 11 _h'l bek;Ad IU HOOd_both oil'" .,. nO. ..-_",

t. Wood" ••. 511000 "",n': Hoo<I-IO n """. 2 """ ~na.ry ." ... "".1. 5 Ii"nl : 610"," , __ 10 12 _ . 2 .lo,boI'a ...... a.,., 1I",.""nl. Ii >llfnJ.

B.m. Ru.ll1 , Til, HDOd 'OCUrt 1 _ ,urrll . 2 ,,, .. , 1K00d. ,., .. ml",".I. 01.,. ,nd 1 ",ldlh'a' hit: 'h. 8i l"'''<~ In,u" 2 Itllboi,d socond. ,., "","",".t. 2 .te,n Ina 2 ",ia.~ l po hill.

BISMARCK W'"...tirrJ

PRINCE OF WALES CIIID HOOD ~

~ou.d 4 ,

A, tilt "'" 01 """"'" St.,. """II ... I ... ' "nt. oj WOlts 11401 .,., Moon an Ihl Surd! iIoo!a "", , ......... ., ... Ih' ~U'I 101 1M1t1, It '. ~Io,.d .... U.I £OIl ... ,. Of Ito, 11.0111, B",,'G .,"'~ , ..... , .... 11:1 4" .. 1_ 0' "'_"'to! Oft t'" S .. rc~ a .. ,a l~ .... _ •• a P"n •• "' WII .. ""' ... fo'JI 1ft. p,+~ .. 01 WII" \I ... , .U_ 10 "' ..... I_lid I~I &"ml"~ bf\:lull II hun' ,II l"",nl II"", B' ''",I Ih' 81,,,," , ,­fI'iO'H' I .. t .. II " ., ....... 'n' I •• ' ""1' on bolh 6""," .11'0' S,j~O <Ollnl ; H __ 6 (2 ""'" • ,tim); P,w," 01 WII .. _5. a .. ", .. ck-6 12 bow 4 II". " il~ ".1, I~I II". lu"'" 1110" '" to I", "" "'" P,I" ... 1 WI+ eo.)

811t1. fI.wl,. Inl " ""'" I...:.," I bow 1 ".f. 1."., h" . the a ..... '<1 ,"'." 2 ..... ,n<! 1 , flrtIolo,d H<Gftd.ry """"'onl ~' I w~ot/I He"", •• , "',doll'~1 ~+I I.ul.ld ".,. 1&0 ' '',boo,4 "".onlll'1 """"'.~I "". ~ .. ch" ", I~ • ""'0'" .. "no

BISMARC K PRINCE OF WAlES

HOOD

"' .... '-'-fl-'-< ,V"UJ.J~=

-, I1I' c:I1Il ..t.-l ~TJ ~ .. IY':-Y':J

/ Round 5 :

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BISMARCK ~ PRINCE or WALES

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