The Flight of the Goeben: World War I Naval Operations in the Mediterranean
The Flight of the Goeben: World War I Naval Operations in the Mediterranean Rulebook
Table of Contents
Table of Contents
- Basic Game
- The Mapboards
- The Grids
- The Secret Die Roll
- Unit Counters
- Victory Conditions
- Prepare for Play
- How to Play
- Spotting
- How to Search
- Island Squares
- Stacking
- Wireless Interception
- Coaling
- Colliers
- British Ultimatum
- Coastlines
- Italian Neutrality
- Night Turns
- Chase (continued) and Movement Rules
- Port Squares
- Towing
- Fast Speed
- Endurance
- Chase
- Fast Chase Speed
- Combat
- French 19th Corps
- Shelling a Town
- Entering the Dardenelles
- Ending the Game
- Optional Search
- Optional Rule
- Advanced Game
- Charts and Records
Basic Game
The Mapboards
The two mapboards, identical in all geographical information though each containing information necessary to the play of the game by the British or German commander, show the area of the central Mediterranean where the Goeben operated in early August, 1914. The white areas are land; anchors are ports; Port Squares may only be entered on the side the arrow points to.
The Grids
A uniform hexagonal grid has been superimposed on the map; hereafter these hexagons are called 'squares'. (ie, island squares, sea squares, etc.) The map has also been subdivided into seven irregular SEAS, and each sea further divided into two or more AREAS. Areas are identified by letters; and individual sea squares within a given area are identified by a one digit number.
There are also 'S' (for strait) squares, Strait of Messina and Strait of Bonifacio, and squares D1, 2 and 3, at the Dardenelles, and two 'Sp' squares one at Taranto (Italy) and Cape Bon (North Africa).
Finally, while no sea operations can obviously take place on land, coastal and port squares are considered both land and sea, having special properties. They are referred to by the name of the port or by a two digit number.
NOTE: Coastal configurations have been distorted to conform to the hexogonal grid, so don't kvetch about the cartography!
The Secret Die Roll
Players will need a normal die for several functions of the game: however, it was found a way was also needed for players to simulate a die roll, where one player knew the result and the other didn't, and he had to be honest about it. Ergo, the Secret Die Roll.
Eight sets of counters, small ones numbered 1-6, have been included in the game. These should be placed in a small box or bag from which they can be chosen without either player being aware on the number on a counter. In the basic game this technique will be used to select victory conditions; in advanced versions it will be more important.
Unit Counters
The game is played with the square unit counters, which also contain information needed by both players. These counters represent ships or units or groups of ships. The types of counters needed to play the game are:
BB = Dreadnaught Battleship; BC = Battlecruiser; B = Older Battleship; CA = Armored Cruiser; LC = Light Cruiser
- Ship counter (example: Indomitable, BC, 22, 2): shows the name of the ship, the type, the SPEED (up to 2 squares per turn), and the fast speed capability (relative chase speed of 22).
- Unit counter (example: 1st CS, CA, 20, 2): Name of Unit - First Cruiser Squadron. Type of ships in unit - (two armored cruisers).
- Collier #1 (F, 1): German Collier = Speed of one square per turn.
- Escort #3 (B, 1): French Convoy Escort - Speed one square per turn. Basic Game Only.
- Transport (T, 1): French Troop Transport - Speed one square per turn.
- Coaling counters for the Indomitable and the First CS: there is a coaling counter in the game for every unit except transports, colliers, and convoy escorts.
- SEARCH and SPOTTED: Search counters, usable by both sides as aides in search procedure.
- TIME counter: Index counter, used with the Time Index, Hit Record and Endurance Charts.
- Secret Die Roll counters (numbered 1 to 6): you should have eight sets (48 counters).
Note: the duplicate set of ship counters given with each fleet is used by the opposing player as search markers.
British units are green, French are dark green; Germans are blue; Austrian are dark blue, Italians are black.
Victory Conditions
The game begins with neither player knowing just what he had to do to win: then, before the 1500 Aug. 3 turn, the German player chooses a number at random-makes a Secret Die Roll, SDR-and the British player makes an SDR before the 0300, Aug. 4 turn. In each case, players should look at their numbers, and place them face down in a way to prevent your opponent from seeing your number, but which allows your opponent to be sure you can't make the old switcheroo during the game.
When you know your number, you should compare it to the victory condition chart. The game is won on points, which are added up at the end. This chart tells you just how many points you can get for doing just what during the game. Though objectives are generally similar, neither player knows till its all over just what it takes to win. (Pretty damn clever rule, eh?)
Prepare for Play
Each player takes his respective map board and places it where his opponent can't see it. A screen would do nicely. One player is the British commander, and he will also maneuver French units. The other player is the German. Then, units matching these on the "At Start" section are placed on the board, as shown. You should also place on the Coaling Index matching units for each one of the board (except colliers). Place search counters where they will be convenient to both players. Place two of the small Index Counters to indicate the time is 9 am, Aug. 2, 1914.
How to Play
Step 1 - Players begin a turn (a six hour period) by secretly and simultaneously moving any, all, or none of their counters in any direction or combination of directions, up to their maximum movement factors.
Step 2 - Under certain conditions movement gives away the position of a player's ship or ships. These positions should be announced at this time.
Step 3 - Players now search for the enemy by calling off names of seas, areas, and squares. The British player searches first, then the German player.
Step 4 - If a player knows he is in the same square with an enemy unit, combat takes place. If neither player discovers he is in the same square as the enemy, or after all combat is resolved, play resumes with step one and the Time Index is moved down a six hour period. This procedure is continued until the game is over.
Spotting
Whenever a player's counter(s) moves through any of the following squares during a turn, he must announce the fact, telling his opponent just what counter it was: all Sp and D squares, all strait squares and any coastal or port squares. This applies even if the square in question is supposedly friendly. It is not neccessary to tell where the unit ended its turn if it isn't one of the above squares. If it does end its turn in one of the above squares, he must state this.
How to Search
Search is carried out by calling out, in any order you wish, any or all of the seas in which you have units. If your opponent does have a unit there, he must state this, and no more: he doesn't tell you what the unit is. You then continue to search by calling out any areas in which you have units-you must actually have a unit in the area being searched.
Your opponent acknowledges in the same way as above. Finally, you may call out specific squares in which you have units. In this case, if your opponent is on that square, he must say what is there exactly, and you must tell him exactly what you have on the square. There is no limit to the number of seas, areas and squares in which you may search, as long as you have units there. Moving during search procedure is cheating.
Island Squares
Every time a player calls out a search square containing islands, he must roll the die. An odd roll means his opponent responds in the normal manner. An even roll leaves the option to his opponent of telling whether he will be found out. Of course, this option is taken before the first player discloses what he is searching with. When a player calls out a sea or area, and his opponent only has a ship in an island square, the opponent must respond normally.
Stacking
There is no limit to the number of ships, of any side, that can be on a square. Ships may stay together when moving, within the limits of their movement factors, or split up at any time. Notice that some counters, like 1 and 2 CS, contain more than one ship. There is no provision for these ships ever to split up.
Wireless Interception
An attempt was made in designing Goeben to eliminate the inconsistencies involved in other search procedures in other naval games. This lead to the three level search procedure and the irregular grid system. It is felt this system allows players to simulate line of sight search at sea while giving away a minimum of information to his opponent. Such information as to where ships are, as revealed in the search procedure, fairly well duplicates the interception of wireless messages in this period.
Coaling
Coal consumption dominated World War I naval activities, and was particularly critical to the naval actions reproduced in GOEBEN. Look at the COALING INDEX. This shows players the status of fuel on each of their ships or units. As ships use fuel, or are refueled, the index is moved up or down. Notice that more than one counter can use the same coaling chart.
When a counter moves off the end of the chart it is out of coal and dead in the water for the rest of the game. When a counter is in the very first square at the top of the chart, it is full of coal and can hold no more. Except where otherwise noted, all ships begin the game full.
Ships may take on coal at any friendly port. (For the Germans, this means Pola). The Germans may also get coal from a collier, or from "merchant ships in Italian ports". To take on coal, a ship must first move into a port square, or merge with a collier, and begins taking coal in the same turn. German ships with colliers can't move while taking on coal. You may leave the port, or split from the collier, the turn after coaling ceases.
Italy was neutral, but sympathetic to the Central Powers and, in the way it worked, able to be intimidated by the Germans to allow limited use of their ports. There were always German merchant ships in these ports, which the Germans could get coal from although the Italians wouldn't give them any. The Germans may therefore enter and coal at an Italian port, but at a much reduced rate. They may not stay in any one Italian port more than 36 hours (six turns) without going to sea again.
Coal consumption and coaling rates are printed on the coaling index.
Colliers
Only the German player has, and can use, colliers. He has three of these which are placed anywhere on the board at the beginning of the game. Colliers have no combat value, and are slow, so they are immediately sunk if found in the same square with an allied combat unit. Even an allied combat unit that couldn't normally attack. They should be well hidden.
If caught coaling with a collier, the German player a) looses all coal he would have taken on that turn, b) attacks by adding one digit to his die roll that turn.
British Ultimatum
When the game starts, no one is at war with anyone else. War was declared between France and Germany so quickly it doesn't matter here (though it took the French government quite a bit longer to tell their navy than it did the German.) Germany and Great Britain, however, didn't go to war until midnight, August 4, when an ultimatum to the Kaiser to stop invading Belgium (real politik?) expired. Therefore, British ships can't fire on German ships until 1) the Germans attempt to sink a French Transport, or 2) the 1500 Aug. 5 turn, and the Germans can't fire on the British until the British fire on them, or the 1500 Aug. 5 turn.
Note that on the TRC this is referred to as "OPEN FIRE".
Coastlines
Coastal squares are treated just like normal sea squares for movement and combat purposes, except that they have the special spotting problem. You may not, however, sail the coasts of a neutral, including Albania, Greece, Turkey and Italy.
NOTE: Coastal squares 41, 42, 43, 52 and 80 all have two, non-contiguous segments of sea on either side of the land in those squares: Players may indicate to themselves which side of that square they are on by placing their ship counters off center in the square (favoring the side the ships are on). When searching, the opponent must be told what side of the coast the ships are sailing off. Example; "52, Adriatic side." Ships of opposing sides found to be in such squares but on different "sides" of the coastline, may not engage in combat. Ships may not sail through such squares without logically following the coastline. For instance, one could not make the move 'Ionian, A2 to coast 52 to Adriatic C4. Let reason prevail!
Italian Neutrality
Didn't really mean that about not being able to sail the coasts of Italy (and Sardinia and Sicily). The Germans did, with impunity, and the British foolishly respected Italy's neutrality. So in the game, the Germans can, and the British can't. This means the German can use the Straits of Bonifacio and Messina, and the British can't. (Beginning with the 12 Noon, Aug. 6 turn, before any movement is made, the British player may make a Secret Die Roll each turn to see if anybody in his chain of command has enough guts to chance violating Italian neutrality. He must draw a one. Whether he does draw a one or not, he keeps the result a secret until ready to exercise this new privilege.) Must only have two SDR counters in play at a time for this.
Night Turns
Shaded squares on the Time Index indicate night turns. These have the following affect: 1) Before search procedure, each player rolls the die to see if any of his ships that passed through any of the five straits or a coast square must report the fact. If he rolls odd, he reports just as a day move. If he rolls even, he doesn't report ships in that square. 2) Seas and areas are searched normally, but the die must be rolled before each SQUARE is called off. If an even number is rolled the other player need not admit he has a ship there. (In case one, even if a player didn't go through a strait or sail a coast, he might want to roll the die to deceive his opponent. That's OK.)
Chase (continued) and Movement Rules
If ships in a square are being chased, they may not split up, the faster going on ahead.
Port Squares
If a ship is on a port square, the player must disclose (before search procedure) whether the ship is in port or merely cruising off the coast. If a ship is in port, it can't fight and can't be attacked. Port squares may only be entered or left by the side of the square the arrow points to.
The holding squares next to most ports are a convenience device to reflect the fact that a ship is in that port without cluttering the port with ship counters.
Towing
Ships dead in the water, either because they are out of coal or because of combat damage, may be towed by any other friendly ship (no matter how small) at the rate of one square per turn. Ships that are being towed add one to their die roll if they must fight. Of course, a ship in a unit that's dead in the water can be towed by another ship in that unit. The British player doesn't need another ship to tow: he had plenty of destroyers that could do the work.
Fast Speed
All units with a "O" in their movement factor have a fast speed capability: on any turns they wish they may move three instead of two squares. Note, however, that using fast speed greatly increases coal consumption.
Endurance
The major German and British units in the Mediterranean with fast speed abilities were also, in fact, in bad shape. One British BC was 90 stokers short; the Goeben had serious boiler problems. All were 'foul' from peace time inaction and peace budgets. The endurance rule takes this into account.
Each time one of the ships mentioned on the Endurance Index uses fast speed, a marker is moved down the index. The first time fast speed is used the marker is placed on the first square of index. After using fast speed a few times, players have to roll the die to see if they can keep it up. The necessary die roll is indicated on the index. The counter isn't moved off the index: when it reaches the last square the die roll indicated there must be rolled each time the player wants to use fast speed.
However, should a player attempt to roll for fast speed and fail, he looses fast speed for the rest of the game. There is no way to move an endurance marker back up the index. A ship uses coal at the fast speed rate when it tries, but fails, to use fast speed.
Chase
When players begin a movement turn with ships on the same square, one or both players may announce he intends to chase his opponent. (If neither player intends to chase, movement and search is normal; if both players intend to chase, neither group of ships can move that turn. It is assumed they want to stay and slug it out in combat.)
In a chase, the chasing player merely moves his ships to whatever square the chased ships end their turn on, assuming he has enough movement rate. Slower ships may have to fall behind in the chase. If slower ships are in the group doing the chasing, they must end their turn in a square "in the wake" (behind) of the chased group.
Fast Chase Speed
The numbers (22, 24, etc.) written on some counters are the actual maximum effort, in knots, these ships were able to produce at this time. Ships may try to escape from being chased by 1) comparing the Fast Chase Speed of the slowest ship in the group being pursued, with the FCS of each ship (or unit) in the pursuing group. 2) subtracting the chaser's speed from the chased's speed. 3) rolling the die. If the difference were 2, one or two would have to be rolled for the chased ships to escape and so on.
This process is repeated, beginning with the fastest chasing ships, for each chasing ship or unit. When a chasing ship fails to roll successfully to stay up with the chased ship(s), all the rest of the chasing ships that haven't rolled up are assumed to also fall behind. Chased ships and those that stay with them move three squares; those that fall behind move two squares. All ships expend coal at the fast speed rate.
Combat
When, at the end of search procedure, ships are at sea in the same square, combat must take place. Ships 'fire' at each other simultaneously, so the affect of combat shouldn't be registered until after both players have fired. Ships fire only once per turn.
ALL ships use the following combat results table, and a die is rolled to resolve combat:
| Die roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Result | 2 Hits | Hit | Hit | Miss | Miss | Miss | Miss |
The die is rolled once for each ship, and any ship can only fire on one other ship per turn.
Firing must be distributed evenly among types of ships in a square. For instance, if there were three ships of type 'X' in a square, they would all have to fire on 'X' type ships if possible. In addition, they would have to divide their fire as evenly as possible among similar enemy ships.
Ships may never fire on a higher ranking ship when a lower ranking enemy ship remains in the square. The rank of ships is:
- BB - Dreadnaught Battleship
- BC - Battlecruiser, and B, older Battleship
- CA - Armoured cruiser
- LC - Lightcruiser
When ships do fire at a higher ranking ship, they must add one to their die roll for each higher rank. Nothing happens to the die roll when higher ranking ships fire at lower ranking ships.
In many cases (see the hit record card) one hit sinks a ship. Keep track of ships which are sunk, and the number of ships remaining in units, on the hit record card.
Better ships can take more than one hit. In this case, hits are either GUNNERY PROTECTION hits, or SPEED hits. Roll the die for each of these hits; an odd number is a G/P hit, an even number is a Speed hit. For each G/P hit a ship has, add one to its die roll next time it fires. For each speed hit, the ship looses first its fast speed ability (if it still has it) or, then, its ability to move two squares per turn, then its ability to move at all.
When all speed boxes are full, a ship is dead in the water. When all G/P boxes are full, a ship may no longer fire. It is impossible to repair battle damage. When all boxes of one type are full, apply future hits to the other type box. When all boxes are full, bubble, bubble.
Players must specify which ships they are firing at before any combat takes place. Thus, it is possible a ship will sink before all ships have fired at it, or possible that the '2Hit' result will come up against a ship that only needs one hit. These excess firings and hits are lost.
French 19th Corps
The French 19th or Colonial Corps, was vitally needed on the continent to repel the expected German invasion of France. It had three, instead of the normal two, divisions. To get any points for getting this corps to France it must arrive at Toulon by Aug. 7, 1500 at the latest.
The corps, however, may not sail without escort, and the escort must first set sail from Toulon. For the basic game, the French fleet has been merged into three composite escort forces. At any turn, 0300 Aug. 3 or thereafter, they may sail for North Africa. They must sail directly to a port containing a French division. They can't go out of their way to look for German units and, in fact, can't fire on German ships except in special circumstances. They can't leave North Africa (stacked with a transport counter) until 2 turns after they have arrived there.
These French counters, stacked with a transport, can't merge with other French units while returning from N A, though British ships may be added to a stack of transports and escorts.
Though French units may search while coming and going from North Africa, they can't fight unless a German unit on their square announces it intends to attack the transports. In this case, the escort unit fires on the Germans with the affect of two (old) Battleships. The Germans can't fire on the escort.
It is assumed that after the escort fires, any surviving German ships automaticaly sink the transport if it still has an open Gunnery box.
Shelling a Town
The German player may shell any port(s) on the North African Coast at any time. To do this he merely moves onto the port square and announces he is shelling it. This is the end of his move. He gets points for each ship that does this, to each town, as many times as he likes. The Goeben and Breslau, despite the difference in their size, get the same number of points for shelling a town.
Ships in port aren't affected by shelling a town.
Entering the Dardenelles
Only the German ships may enter the Dardenelles (squares D2, D3). They must first stop on square D1, and continue next turn. However, on the next turn, they must roll a 1 to 4 on the die in order to enter. If they don't roll, wait, and try again next turn. They roll after the combat portion of the turn is finished. The Germans may only enter the Darenelles after Aug. 9 (2100).
Once a German ship has left the Western edge of the Board, or entered the Dardenelles, it may never reenter the game.
Ending the Game
The game ends at the completion of the Aug. 12 turn. At that time any German ship which has not left the Mediterranean, or returned to a friendly port, or entered the Dardenelles, is considered sunk. Allied ships still at sea, whether or not they have enough coal to get back to port, aren't considered sunk.
Optional Search
If players find enemy ships are crossing each other's paths too often doing the movement portion of a turn, but not being found during search procedure, the following, somewhat slower, search method may be used. (Or both systems can be used in conjunction)
Instead of making a complete move and then searching, players search up to three times a turn. First, all units which will move one square or more in a turn move just one square. Then, a normal search is carried out. Then ships which are to move two or more squares move, followed by another search. Ships using fast speed may move again, and there is another search. In between each move ships may "chase". An attempt to escape from a chase can't be made until the third, or fast move part of a turn. Combat only takes places after all three moves and all three searches are over. If, in one of the three movement segments a ship declined to move, it may not move again that turn.
Optional Rule
For some strange reason, the British feared the sortie of the Austrian Navy, which in fact proved ineffectual during the war. Austria didn't even declare war until Aug. 12. Anyway, this fear tied up a major British Force (four armoured cruisers) watching the mouth of the Adriatic in the first few days of August. To simulate this, try the following rule: The British player must keep at least four ships at all times in any Adriatic search area. Each turn he fails to do this he looses one point per ship not there.
Advanced Game
If the preceding rules create a game of extreme confusion, they really don't begin to recreate the muddle in the minds of the naval commanders on the scene, particularly the British. In fact, GOEBEN is the perfect situation for those who like "what if" games: any conceivable "what if" was just around the corner in the real situation.
We go to the SDR. Consult the "What If Chart." It will tell you who draws a SDR for which possibility. It is not necessary to use all of these "What If's", and players can balance them as they wish. However, taken all together, they do create the real, complete, chaos of early August, 1914.
As background, it should be pointed out that the Austrians were very slow about declaring war. The Italians, who were Allies of the Germans and Austrians, decided maybe that wasn't such a good idea. They backed out of the alliance at the last minute and eventually joined the western allies. Turkey had a secret alliance with Germany, which it showed little interest in keeping. It was taking its own good time to mobilize and didn't want to get 'pushed' into war. The British should have known better, but they couldn't get properly concerned about the Turkish situation. They also were scared to death of alienating Italy. Finally, the French fleet at first proved nearly worthless. It wasted four times as many ships escorting its transports as necessary, ships that could have sealed the fate of the Goeben and Breslau. In fact, with dozens of light cruisers, destroyers, and submarines available for scouting and tracking the Goeben, they didn't. Finally, both the Germans and British had considered reinforcing the Mediteranean. The Germans were going to send the Moltke, sort of a sister ship to the Goeben, in October. The British decided it wasn't worth it to send the New Zealand in the summer.
In the advanced games it is assumed the regular French fleet is used, instead of the stereotyped Convoy Escort units. The Austrians and Italians have similarly organized fleets.
What If? (Fleet SDR's)
British
| SDR | Result |
|---|---|
| 1, 2, 3, 4 | No effect |
| 5 | German player must tell you now if he has Victory Conditions 1, 2 or 3. |
| 6 | New Zealand starts the game at Malta - tell German. |
French
| SDR | Result |
|---|---|
| 1, 2 | Similar to basic game. Fleet units may be combined in any way to escort or screen transports. Not necessary for a transport to have an escort on the same square. French units may not leave the Western Med. They may not attack any other units unless hostile units on the same square announce they are attacking transports. In this case, they attack with half as many die rolls (fractions dropped) as the real number of escorting ships would normally call for: ie, four battle ships roll two dice. The CS units may not be used in the game. |
| 3, 4 | Ships protecting convoys fire as above. However, the fleet may be used in any way the British commander wishes. It may leave the Western Med, and may search for and attack enemy units. CS units aren't used. |
| 5, 6, 7 | Same as above, except CS units are used. They are VERY helpful for scouting. You need not tell the German player any of the above situations are in effect. |
As soon as Italy goes to war on one side or the other, the other side gets to add one to either the effective SDR of the French or Austrian Fleets. For instance, if Italy goes to war on the side of England, and the Austrian fleet SDR was 5, the German player could use the fleet as if its SDR were six.
Except where indicated above, don't tell your opponent what your SDRs are.
German
| SDR | Result |
|---|---|
| 1 | Goeben has no fast speed |
| 2, 3 | No effect |
| 4 | Goeben has endurance like Moltke |
| 5 | Moltke enters western Med 1500 Aug. 4 (coal counter at 16) - tell Br now |
| 6 | Moltke starts game with Goeben in Adriatic or Ionian - Tell Br. |
Austrian
| SDR | Result |
|---|---|
| 1, 2, 3, 4 | No effect (don't tell) |
| 5 | Fleet may sortie, and be used fully by the German player, as soon as a one is rolled on the die. Roll before the 0300 Aug. 8 turn, and every turn thereafter if necessary. DON'T tell the British player until you start rolling. |
| 6, 7 | Same as above, only you need to roll a 1 or 2. Start rolling 0300 Aug. 5. |
Italy (This SDR is placed face up)
| SDR | Result |
|---|---|
| 1, 2, 3 | No effect. |
| 4 | Italy hostile to Germany. Thus nobody can ever use the Italian coastline, the two straits, or Italy's ports to coal from merchant ships. |
| 5 | Italy may go to war. At the beginning of the game both players pick more SDRs, keeping them secret. Before the Aug. 5, 1500 turn, both players reveal these. The player with the higher number gets Italy on his side, and the Italian fleet may immediately embark. However, the German player gets to add one to his SDR. In case of a tie, (German 4, Br 5) Italy is neutral. Use of Italian coast, ports, etc, is as in basic game. (Any German ship in an Italian port may go to sea if Italy declares war.) |
| 6 | Same as above, except British players adds one to his die roll. |
Advanced Game Victory Conditions
Victory Conditions SDR's are chosen as in the basic game. Well selected SDR's for the French, Austrian, or Italian fleets don't necessarily spell disaster for one player or the other however, though they may make things a bit sticky. Add to possible points, in all cases, the following (these points are only for French, Austrian or Italian ships):
- Sink BB - 10 pts
- Sink B - 6 pts
- Sink CA - 2 pts
Shell an Italian, Austrian (Pola) or French (Toulon) port, if it is your enemy, 10 points each time, each ship, each turn. In this case, light and armoured cruisers, except the Breslau, can't shell for points.
Charts and Records
Time Record
Night turns are shaded gray. Turns run 0300, 0900, 1500 and 2100 each day, from August 2, 1914 (0900) through August 12, 1914 (2100, END). Markers printed on the Time Record:
- Fr. Escort may sail (0300 Aug. 3)
- GVC-SDR (German victory conditions SDR, before the 1500 Aug. 3 turn)
- BVC-SDR (British victory conditions SDR, before the 0300 Aug. 4 turn)
- Open Fire (Aug. 5)
- B-SDR for It. Coast (Aug. 6)
- Transport Arrival Deadline (Aug. 7)
- G may enter Dard. (Aug. 9)
- END (Aug. 12)
Coaling Index
Maximum boxes: German MAX. 36; British MAX. 30; French, Italian and Austrian MAX. 26. The chart runs down to 1, and then an "empty" box (0).
In most cases, ships start the game full of coal; that is, with their coal counter in the "MAX" box of ships of that nationality. For example, British ships can hold no more than 30 units of coal. A ship is out of coal when the counter moves off the bottom of the chart to the "empty" box. CONSUMPTION (for all ships): STATION KEEPING (motionless) burns one unit of coal per turn. NORMAL RUNNING burns one unit of coal per square traveled. FAST SPEED burns five units of coal per turn. The only time a ship doesn't use coal is when it is in port or when it is taking coal from a collier. REFUELING RATE for all ships: in friendly port (including French in Malta) - 6 units per turn; British in Malta - 10 units; from collier - 5 units; from merchantman in Italian ports, German only - 2 units. Any number of ships may refuel at these rates from the same port or collier.
CRT
The die is rolled once for each ship, and any ship can only fire on one other ship per turn.
| Die roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| Effect | 2 Hits | Hit | Hit | Miss | Miss | Miss | Miss |
Endurance Charts
Place an Index Counter on the first square of ship's Endurance Chart. Move it down the chart one square each time it uses FAST SPEED. The die roll needed to keep using fast speed is printed under the last squares of each chart:
- Goeben (7 squares): squares 4-7 are 1-5, 1-5, 1-4, 1-3.
- Moltke (9 squares): squares 7-9 are 1-5, 1-5, 1-4.
- Indomitable (9 squares): squares 6-9 are 1-5, 1-4, 1-4, 1-3.
- Inflexible (9 squares): squares 6-9 are 1-5, 1-4, 1-4, 1-3.
- Indefatigable (9 squares): squares 6-9 are 1-5, 1-4, 1-4, 1-3.
- New Zealand (9 squares): squares 7-9 are 1-5, 1-5, 1-4.
Hit Records
Place an index counter on the appropriate hit record square each time a ship or unit takes a hit. Hits on individual ships reduce speed and gunnery: hits on battle squadrons or cruiser squadrons indicate a whole ship is sunk. NF = No Fire; -FS = Fast Speed Lost; DIW = Dead In Water.
- Individual ships (Goeben, Moltke, Indomitable, Inflexible, Indefatigable, New Zealand; Courbet for the French): GP boxes +1, +2, NF (Courbet: +1, NF); Spd boxes -FS, -1, -2 (British ships and Courbet: -1, -2).
- Single-hit ships (sunk on one hit): Breslau, Colliers (3), Magdeburg (optional), Gloucester, Weymouth, Chatham, Dublin, French Transports (start Oran, Algiers, Philipville).
- Battle squadron units (each ship sinks on one hit; points for sinking): Italian 1st BS (BB1, BB2, BB3, 10 pts. each; GP and Spd boxes NF / DIW); Austrian 1st BS (same, 10 pts. each); Italian 2nd and 3rd BS (6 pts. each ship); French 1st-5th BS (6 pts. each ship).
- Cruiser squadrons (2 pts. per ship): British 1st and 2nd CS; Italian 1st and 2nd CS; French 1st, 2nd and 3rd CS.
- Start positions: German - Adriatic or Ionian (23 Coal units); Colliers - anywhere; British - Malta; French - Toulon (except Transports, at Oran, Algiers and Philipville); Italian - Messina; Austrian - Pola.
- Optional units (Advanced Game only): Moltke, Magdeburg, New Zealand. SDR boxes G, B, F, A, I (German, British, French, Austrian, Italian SDR) are Advanced Game only; the German player selects the Austrian SDR, the British player selects the French SDR, and either player selects the Italian SDR (face up).
German Victory Conditions (GVC)
Points scored for each:
| SDR | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Sink British BC | 15 | 20 | 15 | 30 | 20 | 15 |
| Sink British CA | 5 | 8 | 5 | 12 | 8 | 5 |
| Sink British LC | 2 | 3 | 2 | 5 | 3 | 2 |
| Exit the Goeben off west edge to Atlantic | 0 | 30 |
Note: the Breslau can't enter the Dardenelles unless the Goeben has already entered, or is entering at the same time.
British Victory Conditions (BVC)
Points scored for each:
| SDR | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Prevent Goeben from entering Dardenelles | 8 | 8 | 25 | 25 | 10 | 15 |
| Prevent Breslau from entering Dardenelles | 3 | 3 | 7 | 7 | 3 | 5 |
| Prevent Goeben from leaving the West edge of Board with 25 or more coal units | 20 | 20 | 7 | 7 | 15 | 10 |
| Same as above, for Breslau | 5 |