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Collapsible D: The Final Minutes of the Titanic thumbnail

Collapsible D: The Final Minutes of the Titanic

Collapsible D: The Final Minutes of the Titanic Rulebook

Table of Contents

Table of Contents

  • Idea and Object of the Game
  • Contents of the Box
  • Game Components
  • Game Setup
  • How to Play
  • The Game in Detail
    • The Phases of the Turn
    • 1. Alarm
      • Unaware or Alerted Passengers
    • 2. Movement
      • The Crowd
    • 3. Event
      • Collapsible B
    • 4. Flooding
      • The water reaches the Passengers
  • The Board Spaces
  • Passenger Cards
  • Aids for the Passengers
  • Lifeboat Cards
  • Boarding the Lifeboats
  • Diagram of the Sinking of the Ship
  • Sequence of Game Turns
  • Passengers of the Ship
    • 1st Class Passengers
    • 2nd Class Passengers
    • 3rd Class Passengers
    • Crew Members
  • Lifeboats of the Ship
  • End of the Game
  • Optional Rules
    • Ankle-deep water!
    • Hang on to something!
    • I'll take care of it!
    • A bit of composure, Gentlemen!
    • Women and children first!
  • His Tips
  • Two-Player Game (Official Variant Sheet)
    • Setup
    • 2. Movement
  • Aids Summary
  • Phases Summary
  • The Chronicle of the Final Moments

Idea and Object of the Game

A thrilling survival game set in the dramatic final minutes of the Titanic, for 3 to 6 players aged 12 and up.

Collapsible D(TM) recalls, one hundred years later, the account of the sinking, during her maiden voyage, of the British passenger ship named Titanic.

Each player leads a group of passengers to safety through the many decks of the ship, while the gigantic hull is rapidly invaded by the freezing waters of the Atlantic Ocean. Will you manage to reach the lifeboats in time?

Contents of the Box

This package contains:

  • this rulebook;
  • the game board, which reproduces a section of the RMS Titanic;
  • 36 standard cards containing: 6 markers in 6 different colours (white, blue, yellow, black, red and green) and 30 Passengers;
  • 42 small cards containing: 10 Lifeboat cards, which represent the seven wooden boats, the launch and the two collapsible canvas boats of the starboard side, and 32 Flooding cards divided into 4 decks;
  • 1 die-cut cardboard sheet containing:
    • 8 Order tiles, square;
    • 10 Water tokens;
    • 9 Bonus tokens, oval;
    • 20 Aid tokens, round;
    • 6 Crowd tokens, rectangular;
    • 18 Time tokens;
  • 21 wooden Passenger pawns, of four types and in 6 different colours: white, blue, yellow, black, red and green;
  • 4 wooden dice with 6 coloured faces.

Game Components

(Illustrated page. Components shown: game board; Passenger cards (1st Class (9), 2nd Class (3), 3rd Class (9), Crew (9)); markers (6) in 6 different colours (blue in the example); dice (4), wooden; Passenger pawns (21), wooden, in 6 colours (blue in the example); Flooding cards (32) of four different cycles (A, B, C and D); Lifeboat cards (10); Order tiles (8); Aid tokens (20); Crowd tokens (6); Water tokens (10); Bonus tokens (9); Time tokens (18).)

Game Setup

(Example for 4 players. The illustrated board labels the following elements: the Turn Track; the pile of face-down Order tiles; the position of the face-down Flooding cards; the Crowd tokens placed on the Turn Track; the Crowd event and the Lifeboat event; the Priority Table; the bonus points for the priority with which the Passenger is rescued on the Lifeboat; the pile of revealed Order tiles; the Lifeboat Access, which connects the space to the Lifeboat; a yellow Stairway; a red 3rd Class space; a green 2nd Class space; the Aid tokens; the starting position of the Passengers; the Aid Table; the bulkheads, which guide the movement of the Water tokens; the blue unaware Passenger pawn of a 1st Class Passenger.)

Place on the playing surface the game board, which reproduces the starboard section of the ocean liner, divided into coloured spaces.

All the Passenger pawns of the ship move through the coloured spaces of the game board:

  • 1st Class: the blue spaces represent the luxurious areas of the famous first class of the Titanic.
  • 2nd Class: the green spaces represent the places of the comfortable second class.
  • 3rd Class: the red spaces represent the cramped areas of the economical third class.
  • Crew: the black spaces represent the zones dedicated to the members of the crew.
  • Common areas: the white spaces represent the common areas of the ship.
  1. Shuffle the 8 Order tiles face down and place the pile, face down, in its slot on the board.
  2. Shuffle the four Flooding decks (A, B, C and D) separately and take 4 cards from each; place them face down, in sequence, next to the Turn Track. Put the remaining cards in the box without looking at them, since they will not be needed for this game.
  3. Take all 6 Crowd tokens and place them on the Flooding cards indicated by the Turn Track with the Crowd icon. Do the same with all 9 Bonus tokens.
  4. Place the Lifeboat card that has x6 on its back, face down, in its slot on the board. Then shuffle the other 9 remaining cards face down and place them at random in the slots that remain free on the board, without looking at them.
  5. Place the 10 Water tokens in their sections (from 1 to 10) on the board.
  6. Shuffle all 20 Aid tokens face down and place them, without looking at them, in the slots of the Aid Table on the board.
  7. The player who has most recently travelled by ship (or a randomly chosen player) chooses one of the six available colours and receives the marker and 3 Passenger pawns (1st Class, 3rd Class and Crew) of the chosen colour (* the 2nd Class pawn is returned to the box because it will not be used). Proceeding clockwise, each player receives the same set. Put away all unused components.
  8. All players place their marker on the playing surface in front of them, but only the First player has it with the white-star side revealed.
  9. In a 3-player game the only colours to choose from are: blue, yellow and red. Each player takes all 4 pawns of the chosen colour.
  10. Divide the 4 Passenger decks by Class and shuffle them separately. Each player in turn order, proceeding clockwise, receives 1 1st Class Passenger card, 1 3rd Class card and 1 Crew member (the 2nd Class cards are put in the box because they are not used in this game). In a 3-player game, each player also receives 1 2nd Class Passenger card.
  11. Each player places his Passenger pawns on the board in the spaces of the starting positions according to the information shown on the cards. Each pawn placed on the board must be marked with a Time token, to indicate the unaware status of the Passenger (explained later).

Wednesday 10 April 1912, at noon, the Titanic sets sail on her maiden voyage, making a first stop at Cherbourg (France), then at Queenstown (Ireland), and then ploughing the ocean toward New York, boilers at full steam. The sea is calm and the weather is good...

How to Play

A game consists of 16 game turns, each covering about 10 minutes of the story of the sinking.

11:40 pm00:20 am01:00 am01:40 am
11:50 pm00:30 am01:10 am01:50 am
00:00 am00:40 am01:20 am02:00 am
00:10 am00:50 am01:30 am02:10 am
ABCD

Each cycle, made up of four game turns, is matched with a different deck of Flooding cards (A, B, C and D).

Each turn is divided into four phases, in which the players can move the Passengers they control in an attempt to reach the Lifeboats to rescue them from the advancing water that invades the sections of the ship.

  1. ALARM: 1. First player: the role of First player is passed on. 2. Alert: unaware Passengers may become alerted.
  2. MOVEMENT: 1. Dice: the player whose turn it is receives all the dice. 2. Hold: Passengers may hold dice. 3. Roll: the dice not held are rolled and assigned to Passengers. 4. Passengers: pawns are moved using assigned dice. 5. Crowd: Crowd tokens are moved with the unassigned dice.
  3. EVENT: if the Turn Track provides for it, a Crowd event occurs (the First player puts a Crowd token into play) or a Lifeboat event (the first Order tile is revealed). The Lifeboat card indicated by the revealed Order tile is lowered into the sea with any Passengers accepted on board. Match the corresponding Bonus token to the card.
  4. FLOODING: the Flooding card of the current turn is revealed. The Water tokens move in sequence on the board (see the diagram on page 12) by the number of levels indicated by the revealed card. Pawns (and the relative cards) of Passengers, Aid tokens and Crowd tokens reached by the water are removed from the game. The turn ends and a new one begins.

If the last game turn (02:10 am) has ended, the game is over and each player calculates his final score.

The Game in Detail

The Phases of the Turn

Sunday 14 April 1912, 11:40 in the evening. The British passenger ship, Olympic class, named Titanic, collides with an iceberg that opens some gashes along the right-hand side, the starboard side, of the ocean liner.

2,228 people on board, including the 800 men of the crew, seek salvation from the black and freezing Atlantic waters in the 20 available lifeboats, before the hull, breaking in two sections, sinks forever into the ocean.

1. Alarm

Important: ignore this phase in the first game turn (11:40 pm).

The first phase of each turn is divided into two parts:

1. FIRST PLAYER. The right to be the First player is passed from the player who has it to the player on his left, rotating clockwise.

The one who acquires this right turns his marker onto the side with the white star, to indicate this condition. The one who gave it up also turns his marker, onto the side without the white star, for the opposite purpose.

At any moment of the game, only one player can be the First player.

Example: Giacomo, the blue player, was the First player of the initial game turn (11:40 pm). At the start of the second turn (11:50 pm) he turns his marker back to the normal position, while Gabriele, the red player, who sits on his left, turns it to the side with the white star to indicate that he is the First player of this new turn: he will be the first to act.

2. ALERT. The Passengers in play whose Alarm Time corresponds to the time indicated by the current turn become alerted: the Time token must be removed from the pawns of those Passengers and placed on their cards.

Example: Miss Mary Kelly, Giacomo's (blue player) 3rd Class Passenger, has 11:50 pm as her Alert time. During the first phase of the second turn, Giacomo removes the Time token from that Passenger's pawn, to place it on Miss Kelly's card. From this moment, that Passenger is no longer unaware and her movement characteristics change.

Unaware or Alerted Passengers

Passengers enter play, during setup, unaware: the pawns are marked by Time tokens, inserted in the slot of the pawn. At the turn established by the Alarm Time, Passengers change their status from unaware to alerted. The Time token must be removed from the pawn of an alerted Passenger and placed on the relative card to indicate to the player who controls it the change of status.

Only an alerted Passenger can use any Aid token that has been assigned to him.

2. Movement

In the second phase of each game turn, each player, in turn order, rotating clockwise, performs the following actions in sequence:

1. DICE. The player whose turn it is receives all four dice.

Note. The dice can show the following results: white, blue, yellow, black, red or green. The results obtained on the dice are used by the players to move horizontally between adjacent spaces the pawns of the Passengers they control.

The colour of the result (or of equal results) used must correspond to the colour of the space that the pawn is going to occupy.

There are three special results obtainable on the dice:

  • White. Consider the white result as a wild card that can be turned into any other colour obtainable on the dice (blue, yellow, black, red and green).
  • Yellow. Note that on the board there are no yellow spaces, but only yellow Stairways. Stairways allow the vertical movement of a Passenger's pawn. By using 1 yellow result it is possible to move vertically through 1 yellow Stairway an alerted Passenger (2 yellow results if the Passenger is unaware). Moving through a yellow Stairway ignores the colour of the space that is going to be occupied.
  • Black. By using 1 black result it is possible to: move horizontally into 1 adjacent black space the pawn of an alerted Passenger (2 black results if the Passenger is unaware), or copy the colour of another die assigned to the same Passenger (a copied colour counts for the rule of two equal results). With 1 black result it is also possible to move vertically through 1 black Stairway the pawn of an alerted Passenger (2 black results if the Passenger is unaware). Moving through a black Stairway ignores the colour of the space that is going to be occupied.

2. HOLD. Before rolling the dice, the player whose turn it is may have any number of the Passengers he controls hold 1 die. The result of that die is imposed by the colour indicated on the Passenger's card. Held dice are assigned to the card of the Passenger who will use them.

Example: Giacomo, the blue player, controls Mrs Hoyt, 1st Class, Miss Kelly, 3rd Class, and Mr Phillips, Crew. In the current turn he decides to hold a red result with Miss Kelly, assigning a die to her. In this phase Giacomo rolls only three dice.

3. ROLL. The dice that are not held are rolled. Then each die may be assigned to the card of the Passenger who will use it.

Example: Giacomo, the blue player, rolled three dice and obtained: green, black and blue. He assigns the green and black results to Mrs Hoyt; the blue result he does not assign to any Passenger.

4. PASSENGERS. The movement of the Passengers' pawns is carried out. Using the dice results assigned to the Passengers, their pawns can be moved on the board through the coloured spaces.

Important: movement must always be horizontal, NEVER vertical (except for Stairways or other exceptions) or diagonal.

An unaware Passenger can move into 1 adjacent space, possibly through a Stairway, at the cost of 2 equal results, respecting the limitations. An alerted Passenger, instead, can move at the cost of 1 result for each space or Stairway.

Example: Giacomo, the blue player, uses the black result assigned to Mrs Hoyt to copy the green result, and with the two equal results moves that unaware Passenger into the adjacent green space on the left. Then he uses the red result held by Miss Kelly to move that alerted Passenger into the adjacent red space on the left. The unassigned blue result is unused.

Warning: a pawn can never move into a space where two other pawns are already present. White spaces are an exception.

Pawns that move into an adjacent space occupied by a Crowd token (except for white spaces) require the use of an additional result of any colour, from a die assigned to that Passenger.

The light-blue bulkheads do not limit the movement of the Passengers' pawns and of the Crowd tokens.

When a Passenger moves into a space marked with an Aid, the player who controls him may secretly look at the relevant token on the Aid Table and decide whether to assign it to that Passenger, placing the token face down on the card.

Example: Massimo, the yellow player, uses two equal black results, turning the white into black, to move Mr Whiteley onto the black space with Aid I. Massimo takes token I from the Aid Table, looks at it in secret and assigns it to Mr Whiteley. As long as Mr Whiteley has not been alerted, that Passenger cannot use the Aid that has been assigned.

5. CROWD. Any dice not assigned to Passengers can be used to move Crowd tokens, provided that a player has at least one Passenger pawn on the spaces of the ship.

The Crowd

The white Crowd token can be moved through the spaces of the board using results of any colour of dice not assigned to Passengers. Each die allows the Crowd to move into 1 adjacent space, horizontally or vertically through a Stairway, regardless of the colour of the die result used or of the colour of the space occupied or of the Stairway crossed.

The light-blue bulkheads do not limit the movement of the Crowd token.

Example: Gabriele, the red player, has a blue die left over that was not assigned to any Passenger. He decides to move a Crowd token through a black Stairway, to "disturb" the movement of his opponents. Now, if Massimo, the yellow player, wants to move his 3rd Class Passenger into the adjacent green space on the right, occupied by the Crowd, he will have to use an additional result, of any colour, besides the green result normally needed.

3. Event

During the third phase, in specific game turns indicated by the Turn Track, an event occurs. There are two different types of event:

CROWD: the Turn Track shows in white that the First player receives the Crowd token of the current turn and places it on the board in a free space (without pawns or other Crowd tokens) of the colour indicated by the glow of the Crowd icon on the Turn Track.

LIFEBOAT: the Turn Track shows in brown that some Lifeboats (1 or 2 depending on the turns) are lowered into the sea. This procedure provides that:

  • the first tile of the Order pile is revealed, which indicates which Lifeboat card must be revealed in order to be lowered into the sea; turns 15 and 16 (02:00 am and 02:10 am) are an exception and ignore this action;
  • the Lifeboat card is revealed and it is checked which of the Passengers present on its Priority Table can be taken on board; Passengers who possess characteristics that do NOT allow them to pass the limitations for being taken on board are put back on the relative white access space of the Lifeboat; at turn 15 (02:00 am) the second Lifeboat card of access 8 is revealed; at the last turn, 16 (02:10 am), the third and last Lifeboat card (Collapsible D) of access 8 is revealed;
  • the relative Bonus token (if present) is placed on the revealed Lifeboat card, as indicated by the Turn Track.

Collapsible B

During the sinking, when collapsible boat B was lowered into the sea it capsized, throwing its passengers into the water. Some crew members managed to right it. Other passengers, swimming, managed to be rescued by other lifeboats.

In the game too, Collapsible B capsizes at the moment it is lowered into the sea.

No Bonus token is placed on Collapsible B; it is instead removed from the game.

Passengers rescued in this way do not benefit from any end-of-game Bonus indicated by the Priority Table, and are worth half of their score (indicated by the card), rounded down. Passengers who reveal the Lifebelt Aid are an exception (see the box "Aids for the Passengers" on page 9).

4. Flooding

During the fourth and last phase of each turn, as indicated by the Turn Track, a Flooding card is revealed and the Water tokens must be moved, in sequence, to simulate the sinking of the ship.

For each section (the spaces between two bulkheads) of the ship, specific Water tokens are used, moving them vertically by as many levels as indicated by the value of the revealed Flooding card.

Only when the Water token of a section exceeds by 1 space the maximum height of a bulkhead, the movement of that token stops and the remaining movement is assigned, until exhausted, to the token of the next section, possibly creating a chain effect. This type of movement tries to simulate the spilling of water that led to the inevitable sinking of the ship (see the Diagram of the Sinking of the Ship on page 12).

The water reaches the Passengers

If a Water token reaches or passes spaces occupied by Passenger pawns or tokens (Aid or Crowd), these are immediately removed from the game.

The last light-blue bulkhead, the leftmost on the ship, represents the famous breaking point of the hull, when two thirds of the forward hull was by then immersed in the ocean. At that moment the ship broke in two sections and sank for good.

The Board Spaces

STARTING POSITION: the spaces of the ship that contain a numbered mark are the places where the Passengers' pawns are put into play during setup. During the game they are considered normal spaces, with no additional rules.

BLUE: the blue spaces of the ship are 1st Class areas. Any blue die result can be used to move pawns into these spaces.

GREEN: the green spaces of the ship are 2nd Class areas. Any green die result can be used to move pawns into these spaces.

RED: the red spaces of the ship are 3rd Class areas. Any red die result can be used to move pawns into these spaces.

BLACK: the black spaces of the ship are Crew areas. Any black die result can be used to move pawns into these spaces.

WHITE: the white spaces of the ship are common areas. Any die result can be used, ignoring its colour, to move pawns into these spaces. They are the only spaces into which pawns can move even if they are occupied by two or more pawns. In white spaces the limitations of the Crowd have no effect.

STAIRWAYS: Stairways are vertical connections between spaces of the board and can be yellow or black. Moving pawns through Stairways, regardless of their colour, allows ignoring the colour of the space that is going to be occupied.

CROWD: pawns that want to move into an adjacent space occupied by a Crowd token require the use of an additional die result, ignoring its colour. Spaces occupied by a Crowd token do not allow collecting any Aid tokens.

AIDS: when a Passenger's pawn moves into a space marked with a letter, the player who controls him may secretly look at the relevant Aid token on the Aid Table and decide whether to assign it to that Passenger, placing the token face down on the card.

LIFEBOATS: when the pawn of an alerted Passenger moves into a white space with the Lifeboat mark, the pawn may be placed on the Priority Table of the relevant Lifeboat, at no additional movement cost.

Passenger Cards

There are 4 types of Passenger cards in the game. All cards show on the front a series of information that is very important for the game:

  1. Class: the symbol (and more generally also the artwork of the entire front of the card) indicates the Passenger's Class: 1st, 2nd or 3rd, or Crew member. The Class is one of the determining factors for the limitations of Lifeboats when lowered into the sea. The symbol is also shown on the back of the card for convenience.
  2. Starting position: indicates the space in which the pawn is placed on the board during setup. (Example: Lightoller starts from position 27 of the board.)
  3. Alarm time: indicates the game turn in which the Character changes his status from unaware to alerted.
  4. Sex: when present, indicates another determining factor for the limitations of Lifeboats when lowered into the sea.
  5. Victory points: the quantity of points that the player counts at the end of the game if the Passenger is brought to safety on a Lifeboat.
  6. Die: when present, indicates the result imposed on the held die. (Example: Lightoller can hold a die with a black result.)

Also shown on a card: an Aid assigned (token placed on the card), and the held die.

Aids for the Passengers

In the belly of the ship, Passengers can find people or objects of great usefulness. Several spaces of the board are marked with letters of the alphabet (from A to T) that hide the corresponding Aids on the Aid Table. You can see the complete list of available Aids in the column alongside.

When a pawn enters a space where an Aid is present, the player who controls it can look, in secret, and take the relevant token from the Aid Table to assign it to that Passenger's card. A Passenger can have only one Aid token assigned. If a player decides to assign an Aid to one of his Passengers, but this one already has one, he can decide to swap it.

It is not possible to discard an Aid token assigned to a Passenger except as a consequence of a game effect.

To activate the effect of an Aid it is necessary that it be revealed from the card of an alerted Passenger to whom it is assigned and whom you control.

The number in brackets is the number of such tokens in the game.

  • Lost Child (1): can be revealed by a Passenger who is on the Priority Table of a Lifeboat during the Event phase. In the absence of other Woman Passengers on that Lifeboat, it allows the Passenger to ignore all limitations. Alternatively, it can be revealed at the end of the game by a Passenger rescued: worth 2 additional Victory points.
  • Stock Exchange Bag (2): can be revealed at the end of the game, during the final count of points, by a Passenger rescued on a Lifeboat: worth 3 additional Victory points.
  • Service Key (5): can be revealed by a Passenger during the Alarm phase. When revealed, the Passenger moves vertically into an adjacent space. This Aid is removed from the game after use.
  • Jewel (1): can be revealed at the end of the game, during the final count of points, by a Passenger rescued on a Lifeboat: worth 5 additional Victory points.
  • Watch (2): can be revealed by a Passenger during the Alarm phase. When revealed, the player secretly looks at up to 3 Order tiles of the pile. Then he may put them back in the order he prefers. This Aid is removed from the game after use.
  • Pistol (1): can be revealed by a Passenger who is on the Priority Table when the Lifeboat is lowered into the sea, during the Event phase. The Passenger ignores the limitations. The player keeps this token near his marker: it subtracts 2 Victory points at the end of the game. Alternatively, it can be revealed during the Movement phase to remove from the game a Crowd token in an adjacent space. In this way the crowd is dispersed and the Aid is also removed from the game after use.
  • Lifebelt (3): can be revealed by a Passenger during the Flooding phase. If the pawn must be removed from the game because it is reached or passed by a Water token, it can make a move into an adjacent space. This Aid is removed from the game after use. Alternatively, it can be revealed at the end of the game, during the final count of points, by a Passenger rescued from Collapsible B (see later): that Passenger's Victory points are not halved.

Lifeboat Cards

There are 10 Lifeboats in the game, each distinguished by its own card. All cards show on the front a series of information that is very important for the game (illustrated with a card, with the Bonus assigned shown on it):

  1. Lifeboat: a number or a letter indicates the historical reference to one of the starboard lifeboats of the ship. (The Lifeboat card of Boat 14.)
  2. Limitations: if a Passenger possesses one of the characteristics indicated in red, he is NOT allowed to board when the Lifeboat is lowered into the sea. The limitations can be of five types: 1st Class, 2nd Class, 3rd Class, Crew, Men, Women. (Boat 14 does NOT take Men Passengers on board.)
  3. Capacity: indicates the maximum number of Passengers who can board the Lifeboat. The information is also shown on the back of the card, to give indications to the players. (Boat 14 takes up to 4 Passengers on board.)

Lifeboat cards are placed face down, during setup, in the appropriate spaces on the game board, adjacent to the Priority Tables. They are revealed by the effect of the Order tiles. When the card is revealed, that Lifeboat is lowered into the sea. According to what the Turn Track indicates, when a Lifeboat card is revealed any Bonus token can be assigned to it. Passengers who are rescued on that Lifeboat benefit from that additional score at the end of the game, in the final calculation of points.

Boarding the Lifeboats

Some white common-area spaces, on the highest deck of the ship (the so-called Boat deck), have access to a Lifeboat. The space marked 8 is an exception: it gives access to three different Lifeboats, including Collapsible D.

Moving into a white space with Lifeboat access allows the Passenger to be put, at no further movement cost, on the relevant Priority Table, in the first free position, provided that the Lifeboat card has NOT yet been revealed.

Warning: only alerted Passengers can be moved from the white access spaces to the Priority Tables of the relevant Lifeboats.

When the card is revealed, the Lifeboat is lowered into the sea and each Passenger, in order of Priority, compares his characteristics with the limitations of the Lifeboat, indicated on the card.

If the Passenger passes the limitations, he is lowered into the sea aboard the Lifeboat and rescued. His score, indicated on the card, is modified by any Bonus, counted at the end of the game, for the calculation of the final victory. The pawns of the Passengers aboard a Lifeboat lowered into the sea remain on the Priority Table, in the positions acquired, until the end of the game.

If the Passenger does NOT pass the limitations of the Lifeboat, his pawn leaves the Priority Table and returns to the corresponding white access space. On the next available turn, that Passenger can be moved normally by the player who controls him. The positions of the Passengers on the Priority Table, after the possible elimination of those who do not pass the limitations when the Lifeboat is lowered into the sea, are not changed. Any Bonus gained is the one relative to the position obtained at the moment the Passenger was placed on the table.

Example: Boat 14 is revealed, which does not accept Men Passengers. On the Priority Table there are three Passengers: first Mrs Harris, then Mr Hurst, both belonging to the red player, and finally Master Joseph of the yellow player. Mr Hurst does not pass the limitations and his pawn leaves the table to return to the relative access space. Master Joseph, instead, ignores the limitations relative to Sex because he is a child.

During his own turn, a player may, for whatever reason, have one of his Passengers leave the Priority Table if the Lifeboat card has NOT yet been revealed. The pawn of that Passenger returns to the corresponding white access space and can be moved normally. Any Passengers remaining on the Priority Table shift position, occupying the spaces that have been left free.

Diagram of the Sinking of the Ship

(Illustrated page 12-13: a diagram of the ten sections, with numbers indicating the game turn in which each Water token level is reached. The numbered diagram itself is not reproduced here; the text below describes the example.)

At the end of every game turn, in the fourth phase, Flooding, the Turn Track reveals a Flooding card. According to the number indicated on the card, the Water tokens on the board must be moved in sequence.

A part of the hull is divided into 10 different sections, delimited by light-blue bulkheads. Each section contains a specific Water token which usually covers two adjacent spaces of the ship (sections 1 and 9 are an exception). The token indicates the level of the water that has flowed in from the breach caused by the impact with the iceberg.

Important: Water tokens always move vertically, with a movement oriented toward the upper part of the ship, in order to simulate the filling of the hull, as the large white arrows in the diagram show.

Only when the Water token of a section exceeds by 1 space the maximum level of a bulkhead, the movement of that token stops and the remaining movement is assigned, until exhausted, to the token of the next section, possibly creating a chain effect. When the Water token of a section reaches the level of a previous section, the movement of the tokens resumes from the previous ones until the level is levelled again, as the change of colour of the lines in the diagram suggests.

The diagram simulates the flooding of an entire game. The numbers indicate the game turn. Although the sequence remains unchanged in every game, the movement of the Water tokens, over the course of the turns, can change according to the randomness of the Flooding cards revealed.

  1. (11:40 pm) The first Flooding card, which has value 2, is revealed: the Water token of section 1 is moved vertically by 2 levels from its starting position.
  2. (11:50 pm) The second Flooding card, with value 3, is revealed: the Water token of section 1 is still moved from its current position but only by 2 levels because it immediately exceeds the bulkhead limit by one space. The Water token of section 2 is then moved from its starting position by 1 level, corresponding to the remaining movement from the previous section.
  3. (00:00 am) The third Flooding card, with value 2, is revealed: the Water token of section 2 moves by another 2 levels from its current position.
  4. (00:10 am) The fourth and last Flooding card of cycle A, which has value 4, is revealed: the Water token of section 2 moves by another 2 levels, exceeding the bulkhead limit by one space. The remaining movement moves the Water token of section 3 by 2 levels from its starting position.
  5. (00:20 am) The fifth Flooding card, the first of cycle B, with value 5, is revealed: the Water token of section 3 moves by 3 levels and the Water token of section 4 by 2 levels.
  6. (00:30 am) The sixth Flooding card, which has value 4, is revealed: the Water token of section 4 moves by 3 levels exceeding the limit of the third bulkhead. The remaining movement is immediately applied to the Water token of section 5 starting from its initial position.
  7. (00:40 am) The seventh Flooding card, which has value 5, is revealed: first the Water token of section 5 moves by 3 levels. The other 2 movements move the Water token of section 6 by 1 level from its starting position.
  8. (00:50 am) The eighth Flooding card, the last of cycle B, which has value 6, is revealed. The water rises ever faster: the Water token of section 6 moves by 4 levels; then the Water token of section 7 by another 2 levels.
  9. (01:00 am) The ninth Flooding card, the first of cycle C, which has value 6, is revealed: the Water token of section 7 moves by 3 levels and then the Water token of section 8 by another 3 levels.
  10. (01:10 am) The tenth Flooding card, which has value 5, is revealed: pay attention to what happens! The Water token of section 8 moves by 2 levels. Then, starting again from the beginning, the Water tokens of sections 2, 3 and 4 move by 1 level each respectively. If you wonder about the reason for this movement, you must think that the ship, in reality, is tilting as she sinks bow first into the ocean.

In this example the game ends, but in the account of 1912, corresponding to a hypothetical later game turn, the Titanic disappears into the freezing waters of the Atlantic Ocean never to resurface.

Sequence of Game Turns

The Titanic had been built to the best of her possibilities. All the standards of the time had been exceeded, in size, sumptuousness and safety. Nothing like it had ever been attempted before, nor had the magnitude of a disaster of these proportions. A series of coinciding factors led to the account of that dramatic April night one hundred years ago. 160 minutes that will go down in history.

11:40 pm. Start of the sinking. Each player, in turn order, may move the Passengers he controls. Reveal the first Flooding card A of the Turn Track and move the Water token of section 1 by as many levels as indicated by the card.

11:50 pm. Each player, in turn order, may move the Passengers he controls. The First player places on the board the first Crowd token in a free red space. Reveal the second Flooding card A of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

00:00 am. Each player, in turn order, may move the Passengers he controls. Reveal the third Flooding card A of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

00:10 am. Each player, in turn order, may move the Passengers he controls. The First player places on the board the second Crowd token in a free black space. Reveal the fourth and last Flooding card A of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

00:20 am. Each player, in turn order, may move the Passengers he controls. The First player places on the board the third Crowd token in a free green space. Reveal the first Flooding card B of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

00:30 am. Each player, in turn order, may move the Passengers he controls. The First player places on the board the fourth Crowd token in a free blue space. Reveal the second Flooding card B of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

00:40 am. Each player, in turn order, may move the Passengers he controls. The First player places on the board the fifth Crowd token in a free blue space. Reveal the third Flooding card B of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

00:50 am. One Lifeboat. Each player, in turn order, may move the Passengers he controls. 1 Lifeboat is lowered into the sea and gains the Bonus token 4. Passengers aboard this Lifeboat benefit from four additional points in the final count at the end of the game. Reveal the fourth and last Flooding card B of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

01:00 am. Each player, in turn order, may move the Passengers he controls. The First player places on the board the sixth and last Crowd token in a free white space. Reveal the first Flooding card C of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

01:10 am. One Lifeboat. Each player, in turn order, may move the Passengers he controls. 1 Lifeboat is lowered into the sea and gains the Bonus token 3. Passengers aboard this Lifeboat benefit from three additional points in the final count at the end of the game. Reveal the second Flooding card C of the Turn Track and move the Water tokens by as many levels as indicated by the card.

01:20 am. Two Lifeboats. Each player, in turn order, may move the Passengers he controls. 2 Lifeboats are lowered into the sea and both gain the Bonus token 3. Passengers aboard these Lifeboats benefit from three additional points in the final count at the end of the game. Reveal the third Flooding card C of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

01:30 am. One Lifeboat. Each player, in turn order, may move the Passengers he controls. 1 Lifeboat is lowered into the sea and gains the Bonus token 2. Passengers aboard this Lifeboat benefit from two additional points in the final count at the end of the game. Reveal the fourth and last Flooding card C of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

01:40 am. One Lifeboat. Each player, in turn order, may move the Passengers he controls. 1 Lifeboat is lowered into the sea and gains the Bonus token 2. Passengers aboard this Lifeboat benefit from two additional points in the final count at the end of the game. Reveal the first Flooding card D of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

01:50 am. Two Lifeboats. Each player, in turn order, may move the Passengers he controls. 2 Lifeboats are lowered into the sea and both gain the Bonus token 1. Passengers aboard these Lifeboats benefit from one additional point in the final count at the end of the game. Reveal the second Flooding card D of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

02:00 am. One Lifeboat. Each player, in turn order, may move the Passengers he controls. 1 Lifeboat is lowered into the sea, the penultimate, marked on the board with the Time 02:00, which gains the Bonus token 1. Passengers aboard this Lifeboat benefit from one additional point in the final count at the end of the game. Reveal the third Flooding card D of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card.

02:10 am. Last Lifeboat. Each player, in turn order, may move the Passengers he controls. Collapsible D, the last Lifeboat, marked on the board with the Time 02:10, is lowered into the sea. Reveal the fourth and last Flooding card D of the Turn Track and move the Water tokens in sequence by as many levels as indicated by the card. The game is over. Proceed to the final calculation of Victory points.

History tells that at 02:20 am the ship will sink completely into the ocean. Forever.

Passengers of the Ship

44 passengers were saved on Collapsible D, lowered into the sea at 2:05 in the morning of 15 April 1912: 40 women and children, 2 men and 2 crew members. The testimonies, however, report a decidedly lower estimate: unfortunately Collapsible D had on board only 26 people, 8 first-class passengers, 2 second-class, 8 third-class and 8 crew. Seven of these people have not been identified.

In the game there are 4 types of Passengers. Only in a 3-player game does each player receive one Passenger of each type. Otherwise, during setup each player receives 1 1st Class Passenger, 1 3rd Class Passenger and 1 Crew member. Each Passenger has specific game characteristics, indicated on the card.

1st Class Passengers

Mrs Charlotte Appleton, American, is aboard the Titanic with ticket No. 11769. At the time of the wreck she is 53 years old. She is saved boarding Collapsible D. Starts the game in position 1. Alerted at 00:50 (eighth turn). If rescued she is worth 4 points.

Mr Mauritz Håkan Björnström, Swedish businessman, is aboard the Titanic with ticket No. 110564. At the time of the wreck he is 28 years old. He is saved boarding Collapsible D. Starts the game in position 2. Alerted at 01:00 (ninth turn). If rescued he is worth 5 points. The illustration depicts a fictional character.

Mrs Caroline Lane Brown, American, is aboard the Titanic with ticket No. 11769. At the time of the wreck she is 59 years old. She is saved boarding Collapsible D. Starts the game in position 3. Alerted at 01:20 (eleventh turn). If rescued she is worth 6 points.

Mrs Lily May Futrelle, English journalist and writer, is aboard the Titanic with ticket No. 113803. At the time of the wreck she is 35 years old. She is saved boarding Collapsible D. Starts the game in position 4. Alerted at 00:40 (seventh turn). If rescued she is worth 4 points.

Mrs Irene Harris, American actress, is aboard the Titanic with ticket No. 36973. At the time of the wreck she is 35 years old. She is saved boarding Collapsible D. Starts the game in position 5. Alerted at 00:30 (sixth turn). If rescued she is worth 5 points.

Mr Frederick Maxfield Hoyt, American, is aboard the Titanic with ticket No. 19943. At the time of the wreck he is 38 years old. He is saved boarding Collapsible D. Starts the game in position 6. Alerted at 00:50 (eighth turn). If rescued he is worth 7 points.

Mrs Jane Anne Hoyt, American, is aboard the Titanic with ticket No. 19943. At the time of the wreck she is 31 years old. She is saved boarding Collapsible D. Starts the game in position 7. Alerted at 01:10 (tenth turn). If rescued she is worth 4 points.

Mrs Gertrude Maybelle Thorne, American, aboard the Titanic with ticket No. 17585 made out to George Thorne. At the time of the wreck she is 38 years old. She is saved boarding Collapsible D. Starts the game in position 8. Alerted at 11:50 (second turn). If rescued she is worth 7 points. The illustration depicts a fictional character.

Mr Hugh Woolner, English businessman, is aboard the Titanic with ticket No. 19947. At the time of the wreck he is 45 years old. He is saved boarding Collapsible D. Starts the game in position 9. Alerted at 01:00 (ninth turn). If rescued he is worth 5 points.

2nd Class Passengers

Attention: 2nd Class Passengers are used exclusively in 3-player games.

Mrs Elizabeth Catherine Brown, South African, is aboard the Titanic with ticket No. 29750. At the time of the wreck she is 40 years old. She is saved boarding boat No. 14. Starts the game in position 10. Alerted at 00:20 (fifth turn). If rescued she is worth 6 points.

Mr William John Mellors, English merchant, is aboard the Titanic with ticket No. 751. At the time of the wreck he is 19 years old. He is saved by swimming to Collapsible B. Starts the game in position 11. Alerted at 00:00 (third turn). If rescued he is worth 6 points.

Master Edmond Roger and Michel Marcel Navratil, French, sons of Mr Michel, are aboard the Titanic with ticket No. 230080. At the time of the wreck they are 2 and 3 years old respectively. They will be saved by their father on Collapsible D. They start the game in position 12. Alerted at 00:30 (sixth turn). If rescued they are worth 8 points. The Navratil brothers have no limitations on boarding Lifeboats.

3rd Class Passengers

Miss Erna Alexandra Andersson, Finnish maid, is aboard the Titanic with ticket No. 3101281. At the time of the wreck she is 17 years old. She is saved boarding Collapsible D. Starts the game in position 13. Alerted at 00:10 (fourth turn). If rescued she is worth 8 points. The illustration depicts a fictional character.

Mrs Maria Mathilda Backström, Finnish, is aboard the Titanic with ticket No. 3101278. At the time of the wreck she is 33 years old. She is saved boarding Collapsible D. Starts the game in position 14. Alerted at 00:00 (third turn). If rescued she is worth 10 points.

Mr Joseph Pierre Duquemin, British mason, is aboard the Titanic with ticket No. 752. At the time of the wreck he is 19 years old. He is saved boarding Collapsible D. Starts the game in position 15. Alerted at 00:20 (fifth turn). If rescued he is worth 10 points. The illustration depicts a fictional character.

Miss Annie Jane Jermyn, Irish, is aboard the Titanic with ticket No. 14313. At the time of the wreck she is 26 years old. She is saved boarding Collapsible D. Starts the game in position 16. Alerted at 00:40 (seventh turn). If rescued she is worth 7 points. The illustration depicts a fictional character.

Miss Mary Kelly, Irish, is aboard the Titanic with ticket No. 14312. At the time of the wreck she is 22 years old. She is saved boarding Collapsible D. Starts the game in position 17. Alerted at 11:50 (second turn). If rescued she is worth 6 points. The image that inspired the illustration is part of documentation of the period but not official: it could be a historical fake.

Mr David (Abraham Harmer) Livshin, English jeweller, is aboard the Titanic with ticket No. 374887. At the time of the wreck he is 25 years old. He escapes from the Titanic passing from Collapsible B to boat No. 12, but does not survive the night. Starts the game in position 18. Alerted at 00:10 (fourth turn). If rescued he is worth 10 points. The illustration depicts a fictional character.

Miss Berta Olivia Nilsson, Swedish, is aboard the Titanic with ticket No. 347066. At the time of the wreck she is 18 years old. She is saved boarding Collapsible D. Starts the game in position 19. Alerted at 11:50 (second turn). If rescued she is worth 6 points. The illustration depicts a fictional character.

Miss Bridget O'Driscoll, Irish, is aboard the Titanic with ticket No. 14311. At the time of the wreck she is 27 years old. She is saved boarding Collapsible D. Starts the game in position 20. Alerted at 00:10 (fourth turn). If rescued she is worth 8 points. The illustration depicts a fictional character.

Master Michael Peter Joseph, Lebanese, is aboard the Titanic with ticket No. 2668. At the time of the wreck he is 4 years old. He is saved boarding Collapsible D. Starts the game in position 21. Alerted at 00:20 (fifth turn). If rescued he is worth 10 points. Michael has no limitations on boarding Lifeboats. The illustration depicts a fictional character.

Crew Members

Mr Arthur John Bright, English officer of the Titanic. At the time of the wreck he is 42 years old. He is saved on Collapsible D, taking command of it. Starts the game in position 22. Alerted at 00:20 (fifth turn). If rescued he is worth 5 points. Special ability: +2 Victory points at the end of the game if he is saved on Collapsible D.

Miss Annie Caton, English Turkish-bath attendant of the Titanic. At the time of the wreck she is 33 years old. She is saved boarding boat No. 11. Starts the game in position 23. Alerted at 00:20 (fifth turn). If rescued she is worth 5 points. The illustration depicts a fictional character.

Mr John T. Hardy, English steward of the Titanic. At the time of the wreck he is 37 years old. He is saved boarding Collapsible D. Starts the game in position 24. Alerted at 00:30 (sixth turn). If rescued he is worth 6 points.

Mr Walter Hurst, English stoker of the Titanic. At the time of the wreck he is 23 years old. He escapes from the Titanic on Collapsible B and is saved thanks to the lifejacket given to him by his father-in-law. Starts the game in position 25. Alerted at 11:50 (second turn). If rescued he is worth 10 points. Special ability: he possesses the ability of the Lifebelt Aid.

Mr Charles John Joughin, English baker of the Titanic. At the time of the wreck he is 32 years old. He is saved boarding Collapsible B. Starts the game in position 26. Alerted at 00:50 (eighth turn). If rescued he is worth 7 points. Special ability: the dice assigned to this Passenger must be re-rolled. His score is not halved on Collapsible B. His score is counted halved if he ends the game in a Boat deck space marked with the Bonus.

Mr Charles Herbert Lightoller, English, second officer of the Titanic. At the time of the wreck he is 38 years old. He is saved on Collapsible B, which he commands after having righted it. Starts the game in position 27. Alerted at 01:30 (twelfth turn). If rescued he is worth 5 points. Special ability: he prevents the capsizing of Collapsible B.

Mr William A. Lucas, English sailor of the Titanic. At the time of the wreck he is 25 years old. He is saved boarding Collapsible D. Starts the game in position 28. Alerted at 01:30 (twelfth turn). If rescued he is worth 6 points.

Mr John George Phillips, English wireless operator of the Titanic. At the time of the wreck he is 25 years old. He rights Collapsible B but does not survive the night. Starts the game in position 29. Alerted at 01:40 (thirteenth turn). If rescued he is worth 6 points. Special ability: if he does not move until the time he is alerted, +2 Victory points at the end of the game.

Mr Thomas Arthur Whiteley, English waiter of the Titanic. At the time of the wreck he is 18 years old, just turned. He is saved boarding Collapsible B. Starts the game in position 30. Alerted at 00:20 (fifth turn). If rescued he is worth 7 points.

Lifeboats of the Ship

The Titanic had 20 lifeboats, equally distributed on the two sides of the boat deck of the ship. With the starboard boats about 393 passengers were saved, according to the testimonies (which we used as the first reference for the game). Through historical reconstructions it is instead hypothesized that the number was even lower: about seventy more passengers were not saved from the sinking.

The game is played on the starboard section of the ship, reproduced on the game board, with half of the twenty lifeboats of reality available. Players will have to lead the Passengers they control through the sections and the stairways that lead to the Lifeboats reachable from the Boat deck, the white spaces of the highest level of the ship, marked by the Lifeboat markers.

Passengers who are put to safety aboard the Lifeboats contribute to the final score for that player's victory over his opponents.

BOAT No. 2 (launch): was lowered into the sea at 01:45 am with 26 passengers on board instead of the 40 it could have carried: 21 women and children, 1 man and 4 crew members.

BOAT No. 4: was lowered into the sea at 01:55 am, the last boat before the collapsibles, with 40 passengers on board instead of the 65 it could have taken: 36 women and children and 4 crew members.

BOAT No. 6: was lowered into the sea at 12:55 am, the first starboard lifeboat, incredibly with only 28 passengers on board instead of the 65 it could have carried: 24 women and children, 2 men and 2 crew members. (The Italian text prints "12:55 pm".)

BOAT No. 8: was lowered into the sea at 01:10 am, with 39 passengers on board instead of the 65 it could have taken: 35 women and children and 4 crew members.

BOAT No. 10: was lowered into the sea at 01:20 am, with 55 passengers on board in place of the 65 it could have carried: 50 women and children and 5 crew members.

BOAT No. 12: was lowered into the sea at 01:25 am, with 42 passengers on board instead of the 65 it could have carried: 40 women and children and 2 crew members.

BOAT No. 14: was lowered into the sea at 01:20 am, with 63 passengers on board instead of the 65 it could have carried: 53 women and children, 2 men and 8 crew members.

BOAT No. 16: was lowered into the sea at 01:35 am, with 56 passengers on board instead of the 65 it could have carried: 50 women and children and 6 crew members.

COLLAPSIBLE B: when it was lowered into the sea it unfortunately capsized, throwing its passengers into the water.

COLLAPSIBLE D: was lowered into the sea at 02:05 am, the last lifeboat to leave the Titanic, with 44 passengers on board instead of the 47 it could have carried: 42 women and children, 2 men and 2 crew members. Some survivors of collapsible A, which also capsized during lowering, were taken aboard this lifeboat.

Collapsible D has no limitations. It has a maximum capacity of 6 Passengers. This Lifeboat is always lowered into the sea last.

End of the Game

At the conclusion of the sixteenth turn (02:10 am) the game ends: each player calculates his points on the basis of the value of the Passengers brought to safety aboard the Lifeboats, adding any Bonuses and the additional points of any Aids.

The pawns of Passengers who at the end of the game are in the white Boat deck spaces marked with a Bonus can count those points in the final calculation of Victory points. The points indicated on the cards of those Passengers, instead, cannot be counted.

Several passengers, seeing the desperate situation, having lost the possibility of boarding the lifeboats, threw themselves directly into the water since the sea level was by then lapping the highest decks of the ship. Some of them managed to be picked up by the crews of the lifeboats.

The player who totals the highest score wins the game.

In case of a tie, the player who has saved the greatest number of Passengers wins the game. If the tie persists, victory is awarded on the basis of the time at which the Lifeboats with the Passengers were lowered into the sea.

Example: Giacomo, the blue player, finishes tied with Gabriele, the red player, in total points and number of Passengers. But Giacomo has a Passenger aboard the Lifeboat lowered into the sea at 00:50 while the first Passenger saved by Gabriele is on the Lifeboat lowered into the sea at 01:20. This time the victory is Giacomo's.

Optional Rules

Attention: the optional rules can also be used in combination with each other.

Ankle-deep water!

By introducing this rule, when a Passenger's pawn is reached or passed by a Water token, the pawn is laid down and the player has the next turn to bring it to safety, according to the normal movement rules.

If at the end of the next turn the pawn is still in a space reached by the Water token, the Passenger is considered definitively reached by the water and must be removed from the game.

Hang on to something!

By introducing this rule, at the penultimate game turn (02:00 am) the pawns benefit from 1 additional space of movement when moving toward the bow of the ship, paying no additional cost. Otherwise, if they move toward the stern of the ship, the pawns must be assigned an additional result (of any colour).

I'll take care of it!

Some members of the Crew, on page 17 of the rulebook, report particular special Abilities that can be integrated as optional rules.

A bit of composure, Gentlemen!

By introducing this rule, during setup remove from the game all 6 Crowd tokens and, consequently, ignore the effects of the Event phase, Crowd.

Women and children first!

By introducing this rule, a player may use any 2 assigned results to secretly look at the Lifeboat card on which he has a Passenger in first place on the Priority Table.

His Tips

Collapsible D(TM) is a game with a high coefficient of randomness: you will be called to challenge the luck and chance that may be set against your Passengers.

Never waste dice when you have the chance. Help luck by wisely exploiting the dice held by Passengers.

Calculate carefully the characteristics of the route so that it suits your Passengers. The water advances progressively and in the last turns you may struggle to reach the last Lifeboats available.

When you have the opportunity, collect Aids; some hide effects that could change the fortunes of a game.

Two-Player Game (Official Variant Sheet)

Source: official two-player rules sheet "Come si gioca a 2 giocatori / Le Varianti nel Dettaglio", Sir Chester Cobblepot, translated from Italian. These additional rules must be integrated with the official rulebook published with the board game Collapsible D: The Final Minutes of the Titanic.

A two-player game is always made up of 16 game turns, each covering about 10 minutes of the story of the sinking. The turn track (11:40 pm to 02:10 am, cycles A, B, C, D) and the four phases (Alarm, Movement, Event, Flooding) are the same as in the standard rules, with the following modifications:

  • Alarm: 1. First player: the role of First player is passed to the opponent. 2. Alert: unaware Passengers may become alerted.
  • Movement: 1. Dice: the player whose turn it is receives all the dice. 2. Hold: each Passenger is considered as having held the die. 3. Roll: four dice are rolled and assigned to Passengers. 4. Passengers: pawns are moved using assigned and held dice. 5. Crowd: Crowd tokens are moved with unassigned dice.
  • Event and Flooding: as in the standard game.

A two-player game essentially follows the same rules as a normal game, as described more extensively by the official rulebook. This section therefore reports only the exceptions that characterise the variant.

Setup

During Game Setup (page 5 of the Rulebook), at point 9 both players choose 2 of the six available colours and both receive the marker and 6 Passenger pawns (1 marker and 3 pawns for each chosen colour).

As in a game of more than 3 players, the pawns and cards of the 2nd Class Passengers are not used.

Consequently, at point 10 of Game Setup, each player chooses 1 of the colours he owns and receives 1 card for each Passenger. The operation is then repeated exactly the same for the second colour of each player. In this way, each player has a total of 6 Passengers divided into two distinct groups, each referring to a different colour of play.

Example: Giacomo has chosen blue and red. He receives 1 1st Class Passenger, 1 3rd Class and 1 Crew member. He places this first series of cards adjacent to the blue marker: that group of Passengers will be indicated by the blue pawns. The next group of Passengers, instead, will be the red one.

2. Movement

2. HOLD. During phase 2, Movement, at point 2, Hold (page 7 of the Rulebook), all the Passengers that each player controls must be considered as if they had held 1 die of the colour indicated on the card.

Therefore, in reality, there is no need to fill in, on the part of the players, any choice during this point of the phase. In this way, each Passenger has a dedicated additional die at each game turn.

Example: Giacomo, blue and red player, does not need to decide to hold results by assigning dice to the Passengers he controls. In this phase Giacomo always rolls four dice, because each Passenger generates a held die of his colour.

Important: Passengers who have not indicated on the card the colour of the held die, hold 1 white die.

3. ROLL. Four dice are always rolled. Then each die can be assigned to the card of any Passenger he controls, who will use it.

Example: Giacomo, blue and red player, rolled four dice and obtained: green, black and white. He decides to assign the white die to the blue 3rd Class Passenger, Mrs Backström, the blue die to the blue 1st Class Passenger, Mr Woolner, and the black die to Mr Joughin, the red Crew member. (As printed in the sheet, the example lists three rolled results but assigns the white, blue and black dice, the blue die presumably being a held die.)

4. PASSENGERS. The movement of the Passengers' pawns is carried out. Using the results of the dice assigned to and held by the Passengers, their pawns can be moved on the board through the coloured spaces.

Example: Giacomo, blue and red, moves his unaware Passengers: thanks to the held dice, Mrs Backström has a red die and a white die and can move into a red space. Mr Woolner with two blue dice and Mr Joughin with two black dice can each move into one space of the relative colour.

For every other rule not set out here, refer to the official Rulebook published for the game.

Even in two-player games, if desired, it is possible to introduce the optional rules described on page 19 of the Rulebook, without having to apply any particular variant.

Aids Summary

  • Lost Child (1): in the absence of other Woman Passengers, ignores the limitations of a Lifeboat. Alternatively, worth 2 additional Victory points.
  • Stock Exchange Bag (2): at the end of the game, the Passenger rescued on a Lifeboat is worth 3 additional Victory points.
  • Service Key (5): moves the Passenger vertically into an adjacent space.
  • Jewel (1): at the end of the game, the Passenger rescued on a Lifeboat is worth 5 additional Victory points.
  • Watch (2): allows looking at up to 3 Order tiles of the pile. Then they are put back in the order preferred.
  • Pistol (1): the Passenger ignores the limitations of a Lifeboat. Subtracts 2 Victory points at the end of the game. Alternatively, removes from the game a Crowd token in an adjacent space.
  • Lifebelt (3): if the pawn is reached or passed by the Water it can move into an adjacent space. Alternatively, the Passenger's Victory points are not halved by Collapsible B.
  • Steward (3): the player looks at a Lifeboat card still face down on the board.
  • Uniform (2): transforms his Class into Crew. Moreover, the result of the die held by this Passenger is black.

Phases Summary

  1. ALARM: 1. First player. 2. Alert the Passengers.
  2. MOVEMENT: 1. Dice. 2. Hold dice. 3. Roll the dice not held. 4. Passengers: pawns are moved. 5. Crowd.
  3. EVENT: Crowd (the First player puts a Crowd token into play) or Lifeboat (the Order tile is revealed and the relative Lifeboat card).
  4. FLOODING: the Flooding card is revealed. The Water tokens move in sequence. The turn ends and a new one begins. If the last turn has ended, the game is over.

The Chronicle of the Final Moments

SUNDAY 14 APRIL 1912

11:40 pm. The lookouts Lee and Fleet raise the alarm: "Iceberg right ahead!" First Officer William Murdoch orders helmsman Robert Hitchens: "Hard astarboard." The ship slowly begins to turn, but the obstacle is only 450 metres away. For ten seconds the blade of ice "saws" the side: a cut 90 metres long. Many passengers are asleep and notice nothing, others have woken. The damage is irreparable: the Titanic is mortally wounded.

00:00 am. It is calculated that 7,450 tonnes of water have come in; the bow begins to sink into the ocean.

00:10 am. Captain Edward John Smith and the architect Thomas Andrews have completed the inspection tour of the damaged compartments: Andrews estimates that the ship will sink within a couple of hours and therefore suggests immediate evacuation of the ship.

00:25 am. Captain Smith gives the order to put the lifeboats in the sea: "Women and children first!"

00:45 am. The first of the distress rockets is fired.

00:50 am. Boiler room number 5 is completely submerged by the water.

01:25 am. Panic is total. Almost all the lifeboats have been launched: 1,700 people are still on board.

01:30 am. The ship's radio now works only on emergency batteries. At this moment 31,000 tonnes of water have entered.

01:50 am. The water is now overflowing from boiler room 5 and begins to penetrate room 4. The upper deck too is lapped by the water.

02:05 am. The first funnel detaches and collapses onto the bridge; the rudder and the propeller begin to emerge from the water level. The captain frees the radio operators Bride and Phillips.

02:10 am. Boiler room 4 is by now under water, the bow has also disappeared below the surface. It is estimated that 39,000 tonnes of water have already entered the hull of the Titanic, which has already reached the boat deck. The commendable crew operating in boiler room 2 abandons its post and tries to save itself.

02:15 am. The crew of boiler room 1 also meets enormous difficulty keeping its balance: by now the ship is too tilted. The bilge pumps are out of use.

02:17 am. By now the Titanic has reached such an inclination that it is difficult for all those remaining on board to stay upright. The crew, which has worked with self-sacrifice in the bowels of the ship, has difficulty finding an escape route to reach the upper decks and save themselves. The dynamos, which supplied electricity, have a last gasp.

02:18 am. The famous break-up occurs. The breaking of the hull causes the boilers to explode, steam escapes freely. Everything is collapsing, boiler room number 1 is flooded. Everything fails: the wiring lines are broken, the Titanic is left in darkness, the rudder for a moment lowers again to the level of the water.

02:19 am. The wheelhouse part rises again in the darkness, while the bow part begins to sink.

02:20 am of 15 April 1912. The stern part of the ship too disappears from the surface of the ocean: the Titanic has sunk. Hundreds of people in the water died slowly of hypothermia. Only 705 people, embarked in the lifeboats, survived. At 08:50 the ship Carpathia leaves the site of the sinking with the survivors to reach New York.

  • The First player receives all 4 dice.
  • Steward (3): can be revealed by a Passenger during the Alarm phase. When revealed, the player looks at a Lifeboat card still face down on the board. This Aid is removed from the game after use.
  • Uniform (2): can be revealed by a Passenger during the Alarm phase. As long as the Passenger has the Uniform assigned, his Type becomes Crew member. Moreover, the result of the die held by this Passenger is black.
  • (01:20 am) The eleventh Flooding card, which has value 5, is revealed: the Water token of section 5 must move by 1 level. Then the same is applied to the Water tokens of sections 6, 7 and 8. The remaining movement sets in motion the Water token of section 9.
  • (01:30 am) The twelfth and last Flooding card of cycle C, which has value 6, is revealed: the Water token of section 9 moves by 5 levels; the remaining movement moves the Water token of section 1 by 1 level.
  • (01:40 am) The thirteenth Flooding card, which has value 7, is revealed: the tokens of sections 2, 3, 4, 5, 6, 7 and 8 each move, in sequence, by 1 level.
  • (01:50 am) The fourteenth Flooding card, which has value 6, is revealed: the first movement is of the Water token of section 9 by 1 level, then the remainder sets in motion the Water token of section 10, the last; this latter token rises by 5 levels.
  • (02:00 am) The penultimate Flooding card, which has value 8, is revealed: the Water token of section 10 rises by another 2 levels, then sets in motion, each by 1 level, the tokens of sections 1, 4, 5, 6, 7, 8 and 9.
  • (02:10 am) It is the last turn and the last Flooding card, which has value 7, is revealed: the tokens of sections 10, 4, 5, 6, 7, 8 and finally 9 move for the last time, each by 1 level, in sequence.