From bee69fddce315b5cc11b5566ac0126076a1f4005 Mon Sep 17 00:00:00 2001 From: Tor Andersson Date: Mon, 7 Jun 2021 00:52:22 +0200 Subject: tripoli: Art assets and rules framework. --- info/rules.html | 788 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 788 insertions(+) create mode 100644 info/rules.html (limited to 'info/rules.html') diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..a3e32e2 --- /dev/null +++ b/info/rules.html @@ -0,0 +1,788 @@ + + + +Tripoli Rulebook + + + + +
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COMPONENTS

+

Historical Supplement

+

& Designer’s Notes

+

Thomas Jefferson

+

Letter to the Bashaw

+

2 Decks of Cards

+

12 Wooden Frigates

+

(8 blue, 2 red, 2 yellow)

+

34 Wooden Cubes

+

(4 blue, 10 white, 20 red)

+

24 Six-Sided Dice

+

(8 blue, 8 red, 8 yellow)

+

21 Wooden Gunboats & Corsairs

+

(3 blue, 9 red, 9 orange)

+

2 Turn Markers

+

12 Gold Coins

+

11”x34” Game Map

+

2

+

Copyright © 2020 Fort Circle Games. All rights reserved.

+
+
+

GAME MAP

+

The game map consists of nine harbors, five naval

+

patrol zones, and the open sea.

+

The nine harbors are color-coded circles on the

+

map. The blue harbors (Gibraltar, Malta, and

+

Alexandria) are friendly to the United States. The

+

red harbors (Tripoli, Benghazi, and Derne) are

+

controlled by Tripolitania. The orange harbors

+

(Algiers, Tangier, and Tunis) are potential allies

+

of Tripolitania. Four harbors (Tripoli, Benghazi,

+

Derne, and Alexandria) also double as cities for

+

infantry units.

+

The five patrol zones are the lightly shaded

+

partial circles adjacent to five harbors (Tripoli,

+

Algiers, Tangier, Tunis, and Gibraltar). American

+

and Swedish frigates patrol these zones against

+

corsairs leaving their corresponding harbor.

+

The open sea is where corsairs engage in piracy.

+

Corsairs return to their home ports after pirating,

+

so no corsairs will end their turn in the open sea.

+

The map also includes two tracks (a Year Turn

+

Track and a Seasonal Phase Track) as well as

+

“supply” boxes where unused ships and infantry

+

units may be placed.

+

GAME PIECES

+

The United States and Allies

+

American frigates are the workhorses

+

of the American navy. Each American

+

frigate fires two dice when rolling in

+

Naval Combat, Bombardment, or Interception.

+

American frigates take two hits to sink.

+

American gunboats provide

+

additional firepower to the American

+

fleet. Each American gunboat fires

+

one die in Naval Combat and Bombardment.

+

American gunboats take one hit to sink.

+

Swedish frigates only patrol the naval

+

patrol zone of Tripoli. Each Swedish

+

frigate fires two dice when rolling an

+

Interception. Swedish frigates do not move nor do

+

they participate in Naval Combat.

+

Hamet’s Army is the combined

+

Arab and American infantry force

+

dedicated to installing the pro-

+

American Hamet Qaramanli on the Tripolitan

+

throne. White cubes are Arab infantry and blue

+

cubes are Marines. Each infantry unit fires one

+

die in Ground Combat and takes one hit to be

+

eliminated.

+

Tripolitania and Allies

+

Tripolitan corsairs are the pirating

+

ships of the Tripolitan navy. Each

+

Tripolitan corsair fires one die when

+

rolling in Naval Combat or making a Pirate Raid.

+

Tripolitan corsairs take one hit to sink.

+

+

Tripolitan frigates primarily defend

+

Tripoli and do not engage in Pirate

+

Raids. Each Tripolitan frigate

+

fires two dice when rolling in Naval Combat.

+

Tripolitan frigates take two hits to sink.

+

Tripolitan infantry defend the

+

Tripolitan cities from Hamet’s Army.

+

Each Tripolitan infantry unit fires one

+

die in Ground Combat and takes one hit to be

+

eliminated.

+

The allies of Tripolitania - Morocco,

+

Algiers, and Tunis - may join the war.

+

A Tripolitan ally is considered “active”

+

or “at war” if there are any corsairs in their harbor.

+

Moroccan, Algerine, and Tunisian corsairs fire

+

one die when rolling in Naval Combat or making

+

a Pirate Raid. Moroccan, Algerine, and Tunisian

+

corsairs take one hit to sink.

+

3

+
+
+

Markers and Coins

+

The two black cylinders are used to mark the year

+

and season. The twelve gold pieces start with the

+

American player but are acquired by the Tripolitan

+

player through tribute and piracy.

+

CARD DECKS

+

There are two decks of cards - the American card

+

deck is blue-backed with a picture of Thomas

+

Jefferson and the Tripolitan deck is red-backed

+

with a picture of Yusuf Qaramanli. Each deck

+

contains twenty-one event cards and six battle

+

cards. The Tripolitan deck also includes three

+

additional cards that are used for solitaire play only.

+

Event Cards

+

There are three different types of event cards - core

+

events, unique events, and common events.

+

Core event cards begin the game face-up in

+

front of the player and do not count against the

+

eight-card hand limit. Core cards may be played for

+

their event and are removed from the game when

+

played.

+

Unique event cards may be played for their

+

event or may be discarded to take an action.

+

Actions are discussed in the Sequence of Play

+

section. If the card is played for the event, it is

+

removed from the game. If it is played to take an

+

action, it is placed in the discard pile.

+

The American deck contains two victory event

+

cards. These two cards are discussed in the Victory

+

Conditions section.

+

Common event cards do not have an icon. They

+

may be played for their event or may be discarded

+

to take an action. After play, as an event or for an

+

action, it is placed in the discard pile.

+

When an event card is played for the event, it is

+

considered the active event card for the season. This

+

is important for the play of certain battle cards.

+

Some event cards require certain conditions to be

+

met before being played for the event.

+

Cards placed in the discard pile are placed face up

+

and the discard pile is always considered open.

+

Battle Cards

+

Battle cards are not played for a player’s

+

seasonal turn. They are played “out of turn” in

+

response to certain conditions, such as Ground

+

Combat or a successful Pirate Raid. They may only

+

be played as a battle card if the conditions listed on

+

the card are met. Battle cards may also be discarded

+

to take an action.

+

VICTORY CONDITIONS

+

The American player wins the game by either

+

forcing the Tripolitan player to sign a peace treaty

+

favorable to the Americans or by capturing Tripoli

+

and installing Hamet Qaramanli on the throne.

+

Both of these conditions are achieved through card

+

play.

+

If the American player plays

+

the Treaty of Peace and Amity,

+

the game immediately ends

+

in an American victory. In

+

order to play this card, the

+

American player must meet

+

four requirements, which are

+

also listed on the card.

+

1. It must be the Fall of 1805 or later.

+

2. All three potential Tripolitan allies must be at

+

peace—meaning there are no orange corsairs in

+

Algiers, Tangier, or Tunis.

+

3. The city of Derne must have been captured by

+

Hamet’s Army.

+

4. Finally, there must be no Tripolitan frigates in

+

the harbor of Tripoli.

+

4

+
+
+

If all four of these requirements are met, Yusuf

+

Qaramanli will concede and sign the peace treaty.

+

The American player may

+

also win by capturing Tripoli.

+

To capture Tripoli, the

+

American player plays Assault

+

on Tripoli and then must

+

eliminate the Tripolitan navy

+

in Naval Combat and then

+

eliminate the Tripolitan army

+

in Ground Combat. This is discussed in greater

+

detail in the Assault on Tripoli section. Assault on

+

Tripoli may not be played prior to the Fall of 1805.

+

The Tripolitan player wins by making the cost in

+

blood and treasure too high for the United States

+

and thus forcing the United States into submitting

+

to Tripolitania and paying tribute. The Tripolitan

+

player can achieve this result in one of three ways.

+

First, if the Tripolitan player acquires twelve gold,

+

the game ends immediately. The Tripolitan player

+

gains gold by receiving tribute and engaging in

+

piracy. Gold acquired by Tripolitan allies counts

+

toward this goal.

+

Second, if the Tripolitan player sinks four

+

American frigates, the game ends immediately.

+

The Tripolitan player can sink American frigates in

+

Naval Combat and by play of the Storms and The

+

Philadelphia Runs Aground cards.

+

Finally, if the Tripolitan player eliminates Hamet’s

+

Army, the game ends immediately. Because the

+

Tripolitan infantry are stationary, this happens

+

while defending Derne, Benghazi or Tripoli.

+

If neither player has achieved victory by the end of

+

1806, the game ends in a draw.

+

GAME SETUP

+

1. The American player (north side of the map):

+

• places three frigates in the harbor of Gibraltar,

+

• places one frigate each on the 1802, 1803, and

+

1804 spaces on the Year Turn Track, and

+

• takes the three American core cards (Thomas

+

Jefferson, Swedish Frigates Arrive, and Hamet’s

+

Army Created) and places them face-up in front

+

of the player.

+

2. The Tripolitan player (south side of the map):

+

• places two corsairs in the harbor of Gibraltar,

+

• places four corsairs in the harbor of Tripoli,

+

• places four infantry in Tripoli, two infantry in

+

Benghazi, and two infantry in Derne,

+

• takes the three Tripolitan core cards (Yusuf

+

Qaramanli, Murad Reis Breaks Out and

+

Constantinople Sends Aid) and places them face-

+

up in front of the player, and

+

removes the three solitaire cards (Second

+

Storms, Five Corsair Check, and Raid or Build)

+

from their deck and returns them to the game

+

box.

+

3. Each player shuffles their remaining twenty-four

+

cards to create their own draw pile.

+

4. The remaining ships and infantry are placed

+

on the respective supply boxes on the board. The

+

twelve gold coins are placed off the board on the

+

American player’s side.

+

5. One turn marker is put on 1801 and the other

+

turn marker is put on Spring. You are now ready to

+

begin!

+

Note: The American frigates and Tripolitan

+

corsairs peacefully coexist in the British-controlled

+

harbor of Gibraltar.

+

5

+
+
+

SEQUENCE OF PLAY

+

The Shores of Tripoli is played over six years. Each

+

year consists of a “Start of Year” phase and then

+

four seasonal rounds.

+

START OF YEAR

+

At the beginning of each year, the seasonal marker

+

is reset to Spring. The American player takes any

+

American frigates from that year on the Year Turn

+

Track and places them in the harbor of Gibraltar.

+

The Tripolitan player takes any Tripolitan frigates

+

from that year on the Year Turn Track and places

+

them in the harbor of Tripoli.

+

At the start of 1801-1804: each player draws six

+

cards from their draw pile.

+

At the start of 1805: each player shuffles their

+

discard pile to create a new draw pile and then

+

draws six cards from their draw pile.

+

At the start of 1806: each player draws all of the

+

cards remaining in their draw pile.

+

Drawn cards are added to any cards that remained

+

in hand from the prior year.

+

Each player has a hand limit of eight cards. If

+

after the card draw their hand exceeds the limit,

+

each player discards down to eight cards. Any

+

cards discarded are placed face up in the discard

+

pile. Remember that the core cards in front of each

+

player do not count toward the eight-card limit.

+

SEASONAL ROUNDS

+

Each seasonal round consists of:

+

1. American play

+

2. Tripolitan play

+

3. End of Season

+

The American player may do one of the following:

+

• Play a card as an event

+

• Discard a card to move up to two frigates

+

• Discard a card to build a gunboat in Malta

+

The Tripolitan player may do one of the following:

+

• Play a card as an event

+

• Discard a card to Pirate Raid with the

+

corsairs from Tripoli

+

• Discard a card to build a Tripolitan corsair

+

in Tripoli

+

A player may not pass unless out of cards in hand.

+

Core cards may never be discarded to take an

+

action.

+

After four seasonal rounds, the year is over and a

+

new year begins.

+

AMERICAN PLAY

+

When a card is played as an event, its event text is

+

read and resolved. This card is considered the active

+

event card for the American turn. Core event cards

+

and unique event cards are removed from the

+

game if played as an event.

+

When a card is discarded to move up to two

+

frigates, the card is placed in the American discard

+

pile. The American player may choose to move

+

zero frigates but still must discard a card. For

+

details on moving frigates, see the American Naval

+

Movement section.

+

When a card is discarded to build a gunboat in

+

Malta, the card is placed in the American discard

+

pile. The American player takes one gunboat from

+

the Supply and places it in the harbor of Malta.

+

The American player is limited to a maximum of

+

three gunboats.

+

The American player may pass ONLY if no cards

+

remain in hand—otherwise, a card must be played

+

either for an event or an action.

+

6

+
+
+

TRIPOLITAN PLAY

+

When a card is played as an event, its event text is

+

read and resolved. This card is considered the active

+

event card for the Tripolitan turn. Core event cards

+

and unique event cards are removed from the

+

game if played as an event.

+

When a card is discarded to Pirate Raid, the

+

card is placed in the Tripolitan discard pile. The

+

Tripolitan player raids with all corsairs from the

+

harbor of Tripoli. Frigates do not go on Pirate

+

Raids. The Tripolitan player may not discard a card

+

to raid from the harbor of one of its allies - only

+

specific Algerine, Moroccan or Tunisian cards

+

allow for Algiers, Morocco (Tangier), or Tunis

+

to Pirate Raid. For details on pirate raids, see the

+

Pirate Raid section.

+

When a card is discarded to build a corsair in

+

Tripoli, the card is placed in the Tripolitan discard

+

pile. The Tripolitan player takes one corsair from

+

the Supply and places it in the harbor of Tripoli.

+

The Tripolitan player may not build Algerine,

+

Moroccan or Tunisian corsairs in this manner. The

+

Tripolitan player is limited to a maximum of nine

+

corsairs.

+

The Tripolitan player may pass ONLY if no cards

+

remain in hand - otherwise, a card must be played

+

either for an event or an action.

+

END OF SEASON

+

If the seasonal marker is on the Spring, Summer,

+

or Fall space, advance the seasonal marker to the

+

next season. If the seasonal marker is already on

+

the Winter space, the year is over. If it is the end of

+

1806, the game ends in a draw. Otherwise, advance

+

to the next Year.

+

MOVEMENT

+

& COMBAT

+

AMERICAN NAVAL MOVEMENT

+

The board consists of fourteen locations—nine

+

harbors and five naval patrol zones—where the

+

American player may move frigates. Unless

+

moving to a location specified in the event

+

text, the American player may move from any

+

location(s) to any location(s).

+

If American frigates are moved to a friendly harbor

+

(Gibraltar, Malta and Alexandria), no further

+

action is needed. If American frigates are moved

+

to a naval patrol zone, no further action is needed.

+

American gunboats in Malta may never be moved

+

to another friendly harbor or a naval patrol zone.

+

If American frigates are moved to a harbor that

+

has enemy ships (Tripoli, or Algiers, Tangier, or

+

Tunis) then a naval battle commences. For details

+

on naval combat, see the Naval Combat section. If

+

the American active event card is Assault on Tripoli,

+

also see the Assault on Tripoli section.

+

If American frigates are moved to a harbor

+

that does not contain enemy ships but the city

+

does contain Tripolitan infantry (Derne and

+

Benghazi, and on very rare occasion Tripoli), a

+

naval bombardment commences. For details on

+

naval bombardment, see the Naval Bombardment

+

section.

+

If the American player is moving frigates to

+

bombard a Tripolitan city or engage a Tripolitan or

+

allied fleet in a harbor, any gunboats from Malta

+

may be also be moved (and not count against the

+

number of frigates being moved). If American

+

frigates are moving to multiple locations, the

+

gunboats may be allocated as the American player

+

wishes.

+

7

+
+
+

NAVAL COMBAT

+

Naval combat occurs when American ships move

+

into a harbor containing enemy ships. The two

+

exceptions are the harbor of Gibraltar (where

+

American frigates and Tripolitan corsairs coexist

+

peacefully under the watchful eye of the British)

+

or if the American active event card is A Show of

+

Force or Tribute Paid (where the text will direct the

+

removal of the Algerine, Moroccan or Tunisian

+

corsairs). American gunboats from Malta may join

+

the battle in a harbor.

+

Naval combat also occurs if the Tripolitan active

+

event card is Tripoli Attacks and there are American

+

frigates in the naval patrol zone of Tripoli. Any

+

Swedish frigates in the naval patrol zone of Tripoli

+

do not take part in the naval combat. Additionally,

+

naval combat occurs if the Tripolitan active event

+

card is Algiers/Morocco/Tunis Declares War and there

+

are American frigates in the corresponding harbor

+

when the three Algerine/Moroccan/Tunisian

+

corsairs are placed. In either of these cases, the

+

American player is not the active player and may

+

not move gunboats to take part in the naval battle.

+

1. Players announce if any battle cards will be

+

played. (Preble’s Boys Take Aim for the Americans

+

if the battle is in a harbor and The Guns of Tripoli

+

for the Tripolitans if the battle is in the harbor

+

of Tripoli, with the American player announcing

+

first.)

+

2. Each player rolls their dice. Each frigate rolls

+

two dice and each gunboat or corsair rolls one die.

+

The active player (whoever’s turn it is) rolls first and

+

counts the number of hits. Then the second player

+

rolls and counts the number of hits.

+

3. Players allocate hits to their own fleets, starting

+

with the active player.

+

Each roll of a 6 is a hit. Any other result is a miss.

+

A gunboat or corsair takes one hit to sink, so each

+

hit allocated sinks the gunboat or corsair. Sunk

+

gunboats and corsairs are returned to the Supply.

+

A frigate takes two hits to sink. If a frigate has one

+

hit allocated to it, it is considered “damaged” and

+

put on the following year of the Year Turn Track (if

+

it is 1806, then the frigate is returned to the Supply

+

and is not considered sunk). If a frigate has two hits

+

allocated to it, the frigate is sunk. Sunk Tripolitan

+

frigates are returned to the Supply, but sunk

+

American frigates are collected by the Tripolitan

+

player—and if it is the fourth American frigate

+

sunk the game ends immediately in a Tripolitan

+

victory.

+

4. All surviving American gunboats and

+

undamaged frigates are moved to Malta. If the

+

naval combat occurred in the naval patrol zone

+

of Tripoli, the surviving Tripolitan corsairs and

+

undamaged frigates return to the harbor of Tripoli.

+

NAVAL BOMBARDMENT

+

Naval bombardment occurs when American

+

ships move into a harbor containing no enemy

+

ships, but the city has Tripolitan infantry. This

+

primarily happens in the cities (harbors) of Derne

+

and Benghazi, but on rare occasions can occur in

+

Tripoli.

+

Naval bombardment lasts one round. Each frigate

+

rolls two dice and each gunboat rolls one die.

+

Each roll of a 6 is a hit. Any other result is a miss.

+

For each hit, a Tripolitan infantry is eliminated

+

and returned to the Supply. It is possible for a

+

bombardment to eliminate all of the infantry in a

+

city, but the city is still Tripolitan-controlled until

+

Hamet’s Army moves into the city.

+

After the bombardment, all of the American

+

frigates and gunboats are moved to Malta.

+

GROUND COMBAT

+

Ground (land) combat occurs when the American

+

8

+
+
+

player moves Hamet’s Army to Derne, Benghazi,

+

or Tripoli or if the American player plays Assault

+

on Tripoli and attacks Tripoli with only the three

+

Marine infantry from Send in the Marines. Unlike

+

naval combat, ground combat lasts until one

+

force has been eliminated.

+

1. The American player may bombard with any

+

frigates and gunboats that have joined the attack.

+

After the bombardment, the frigates and gunboats

+

are moved to Malta.

+

2. Players announce if any battle cards will

+

be played, starting with the American player

+

(Lieutenant O’Bannon Leads the Charge, Marine

+

Sharpshooters, and if the battle is in Tripoli, Send

+

in the Marines for the Americans and Mercenaries

+

Desert for the Tripolitans).

+

3. Players each roll dice, starting with the

+

American player. Each infantry unit rolls one die.

+

Each roll of a 6 is a hit. Any other result is a miss.

+

4. Players allocate hits to their troops. The

+

American player has the choice of removing an

+

Arab unit or a Marine unit with each hit suffered.

+

Eliminated units are removed to the Supply.

+

5. Check to see if one force has been eliminated.

+

If not, repeat steps 3 and 4. If the Tripolitan forces

+

in the city have been eliminated, the Americans

+

have captured the city. If the city captured is

+

Tripoli, then the American player immediately

+

wins the game. If the American forces in the

+

city have been eliminated, the Tripolitan player

+

immediately wins the game. If both forces are

+

eliminated on the same roll, it is considered a

+

Tripolitan victory.

+

ASSAULT ON TRIPOLI

+

The assault on Tripoli features unique naval

+

combat followed by ground combat. Unlike

+

normal naval combat, this naval combat is fought

+

until one fleet has been eliminated. At the end of

+

each round of combat, sunk American frigates are

+

taken by the Tripolitan player, and all other sunk

+

ships are removed to the Supply. Damaged frigates

+

are turned onto their side to indicate that they have

+

suffered one hit, but still continue to roll two dice

+

in combat. If a fourth American frigate is sunk

+

during combat, the Tripolitan player immediately

+

wins the game. If both fleets remain, naval combat

+

continues until one fleet has been eliminated.

+

If the American player wins the naval combat,

+

any damaged American frigates are removed to

+

the Supply. Any surviving American gunboats

+

and undamaged frigates may make a one-round

+

bombardment of the Tripolitan ground forces.

+

Then the American fleet is moved to Malta.

+

Ground combat then begins (and ground combat

+

cards may be played).

+

PIRATE RAIDS

+

A Pirate Raid occurs when the Tripolitan player

+

has discarded a card to raid with corsairs from the

+

harbor of Tripoli, has played a specific Algerine/

+

Moroccan/Tunisian Corsairs Raid to raid with

+

corsairs from Algiers/Tangier/Tunis, or has played

+

Yusuf Qaramanli to raid with the corsairs from

+

the harbor of Tripoli and from every allied harbor

+

that has Algerine/Moroccan/Tunisian corsairs.

+

If raiding from multiple harbors from the play of

+

Yusuf Qaramanli, the Tripolitan player determines

+

the order for resolving each raid.

+

1. If there are American and/or Swedish frigates

+

in the naval patrol zone outside the harbor of the

+

raiding corsairs, the American player makes an

+

Interception Roll. The American player announces

+

if a battle card will be played (Lieutenant Sterett

+

in Pursuit, which only benefits American but not

+

Swedish frigates). The American player rolls two

+

dice for each American frigate and each Swedish

+

frigate. Each roll of a 6 is a hit and a corsair is

+

sunk. Sunk corsairs are removed to the Supply.

+

9

+
+
+

2. The Tripolitan player announces if any battle

+

cards will be played (US Signal Books Overboard

+

and, if the raid is from Tripoli, Happy Hunting) and

+

then moves the surviving corsairs into the open

+

sea. Each corsair rolls one dice and captures a

+

merchant ship on a roll of a 5 or 6. The Tripolitan

+

player receives a Gold Coin for each merchant

+

ship captured. (Please note the merchant ships

+

are not represented by actual pieces on the board.)

+

The Tripolitan player may also play Merchant

+

Ship Converted if at least one merchant ship was

+

captured.

+

3. The corsairs return to their homeport (harbor).

+

The American player does not get to make an

+

Interception Roll on the corsairs’ return home.

+

If the Tripolitan active event card is Murad Reis

+

Breaks Out, there is no Pirate Raid after the

+

Interception Roll. The surviving corsairs move to

+

the harbor of Tripoli. Only the frigates in the naval

+

patrol zone of Gibraltar make an Interception Roll.

+

Any frigates in the naval patrol zone of Tripoli do

+

not also make an Interception Roll.

+

BASIC STRATEGY

+

As the American player, the early years of the

+

war can be very frustrating, particularly if you

+

draw a handful of ground combat cards. Your goal

+

in the early years is to try to limit the Tripolitan

+

player’s piracy and to build up your fleet. And if

+

you can bombard Derne a few times, the Marines

+

will thank you later. Keep in mind that Hamet’s

+

Army Created can be played in 1804 but needs an

+

American frigate in Alexandria, so try to slip one

+

over in late 1803. Although you will see all of your

+

discarded cards again after the reshuffle, try to

+

hang on to General Eaton Attacks Derne so it can

+

be played in 1804. You have some very powerful

+

cards—A Show of Force and Constantinople Demands

+

Tribute in particular, both of which can be retrieved

+

from the discard pile by the play of Bainbridge

+

Supplies Intel.

+

As the Tripolitan player, your priority is to get as

+

much gold as you can before the American fleet

+

overwhelms you. At some point in the game, you

+

will need to assess if you can realistically get to

+

twelve gold or not. If not, you may want to start

+

preparing the defense. In the last two years of

+

the game, be mindful of the requirements for the

+

American player to play The Treaty of Peace and

+

Amity. Also, keep in mind that the threat of some

+

of your cards may be more powerful than the actual

+

cards. The Guns of Tripoli can do some serious

+

damage to an American fleet attacking Tripoli,

+

but once that card is played the American player

+

has a lot more flexibility to take the attack to you.

+

And don’t sleep on US Signal Books Overboard

+

that card can upset the perfectly laid plans of the

+

Americans.

+

OPTIONAL RULE &

+

TOURNAMENT PLAY

+

For advanced players, play with a hidden discard

+

pile. When a player plays a card for an event, show

+

the card and either remove it from play (core or

+

unique events) or place it face down in the discard

+

pile (common event). If a card is discarded to take

+

an action, get down to the eight-card hand limit, or

+

because of US Signal Books Overboard, it is always

+

done face down into the discard pile. Players may

+

not look through their own or their opponent’s

+

discard piles except for if the American active event

+

card is Bainbridge Supplies Intel.

+

Playing with a hidden discard pile significantly

+

increases the fog of war and makes for a more

+

strategic game. But be very careful to keep the draw

+

pile and the discard pile separate.

+

In tournament play, we recommend playing with

+

a hidden discard pile as well as the awarding of

+

points to help rank players with the same win/loss

+

record. The Tripolitan player receives three points

+

10

+
+
+

for each American frigate sunk and one point for

+

each Gold Coin. The American player receives

+

thirty points less the Tripolitan player’s score. It is

+

possible for the winning player to have fewer points

+

than the losing player. This is referred to as a “low-

+

point win.”

+

SOLITAIRE RULES

+

SOLITAIRE SETUP

+

In the solitaire version of The Shores of Tripoli, the

+

solo player takes on the role of the United States

+

and plays against the Tripolitan-bot (henceforth

+

referred to as the T-bot). The American setup is

+

exactly the same, although the player may wish to

+

sit on the south side of the map. The American

+

player places three American frigates in the harbor

+

of Gibraltar, a frigate on each of 1802, 1803, and

+

1804 spaces of the Year Turn Track. The American

+

player takes the three “core cards” and puts them

+

face up and then shuffles the remaining twenty-

+

four cards to create the draw pile.

+

The setup of the T-bot forces varies slightly from

+

the two-player game. The T-bot places two corsairs

+

in the harbor of Gibraltar and five corsairs in the

+

harbor of Tripoli. The T-bot places four infantry

+

in the city of Tripoli, four infantry in the city of

+

Benghazi, and four infantry in the city of Derne.

+

The T-bot sets up two rows of cards. The first row

+

of cards is the “event card line.” The T-bot sets out

+

the following cards in this order: Murad Reis Breaks

+

Out, Constantinople Sends Aid, Yusuf Qaramanli

+

and Sweden Pays Tribute. This is the end of the

+

event card line. The T-bot leaves a small space

+

and then sets out Five Corsair Check and Raid or

+

Build. The second row of cards is the “battle card

+

line.” The T-bot sets the six battle cards out in any

+

order, although the recommended order is: Happy

+

Hunting, Merchant Ship Converted, Uncharted

+

Waters, Mercenaries Desert, US Signal Books

+

Overboard and The Guns of Tripoli.

+

The T-bot takes the remaining eighteen cards

+

(including the Second Storms card) and shuffles to

+

create a draw pile.

+

SOLITAIRE PLAY

+

The American player draws cards and takes turns

+

as if playing a human opponent. The T-bot uses the

+

following decision making on its turn.

+

The T-bot checks each card sequentially in the

+

event card line to see if the requirements for the

+

card have been met. If the requirement has been

+

met, the T-bot plays that card for its turn. If the

+

requirement has not been met, the T-bot moves to

+

the next card. If none of the event cards from the

+

event card line can be played, the T-bot performs

+

the Five Corsair Check—if there are at least five

+

corsairs in the harbor of Tripoli, the T-bot pirate

+

raids without discarding a card. If the T-bot does

+

not have five or more corsairs in the harbor of

+

Tripoli, then the T-bot draws a card from the draw

+

pile and consults the card requirements.

+

The T-bot will never reshuffle the discard pile. If

+

the T-bot draw pile is finished and the T-bot needs

+

to draw a card, the T-bot will perform a Raid or

+

Build action without discarding a card.

+

T-BOT STRATEGY NOTES

+

In naval combat in 1801-1804 and in the Winter

+

of 1805 or if the American active event card is

+

Assault on Tripoli, the T-bot will allocate the first

+

hit suffered to its frigate (and the second hit on a

+

second frigate, if available). Then the T-bot will

+

allocate hits to its corsairs and only sink a frigate

+

when there is no other option available.

+

In 1805 or 1806 (except the Winter of 1805), the

+

T-bot will allocate hits to its corsairs first and only

+

take hits and then sink a frigate when there is no

+

other option available.

+

11

+
+
+

T-BOT EVENT CARDS

+

Murad Reis Breaks Out: Play if there are no

+

frigates in the naval patrol zone of Gibraltar OR if

+

it is Winter of 1801.

+

Constantinople Sends Aid: Play if Derne has been

+

captured by Hamet’s Army.

+

Yusuf Qaramanli: In 1801-1804, play if two allies

+

of Algiers, Morocco or Tunis are active (have

+

corsairs in their harbor). In 1805-1806, play if one

+

ally is active.

+

Sweden Pays Tribute: Play if it is 1803.

+

Algiers/Morocco/Tunis Declare War: Play

+

immediately.

+

The Philadelphia Runs Aground: If there is a

+

frigate in the naval patrol zone of Tripoli, play

+

immediately. Otherwise, add to the end of the

+

event card line and draw another card.

+

Storms and Second Storms: If there is a naval patrol

+

zone with at least two American frigates, play

+

immediately. Otherwise, add to the end of the

+

event card line and draw another card.

+

Tripoli Acquires Corsairs: If there are at least two

+

Tripolitan corsairs available in the Supply, play

+

immediately. Otherwise, add to the end of the

+

event card line and draw another card.

+

Tripoli Attacks: If there is exactly one American

+

frigate in the naval patrol zone of Tripoli and

+

there are at least five dice worth of Tripolitan ships

+

(corsairs count as one, frigates count as two), play

+

immediately. Otherwise, discard to perform a Raid

+

or Build action.

+

Troops to Tripoli: Play immediately.

+

Troops to Benghazi: If Benghazi is controlled by

+

Tripoli, play immediately. Otherwise, discard to

+

perform a Raid or Build action.

+

Troops to Derne: If Derne is controlled by Tripoli,

+

play immediately. Otherwise, discard to perform a

+

Raid or Build action.

+

US Supplies Run Low: If there are exactly two

+

American frigates in the naval patrol zone of

+

Tripoli, play immediately. Otherwise, discard to

+

perform a Raid or Build action.

+

Algerine/Moroccan/Tunisian Corsairs Raid:

+

Discard to perform a Raid or Build action. Please

+

note that it is possible for the T-bot to raid with,

+

for example, Algerine corsairs by discarding

+

Tunisian Corsairs Raid to Raid or Build.

+

T-BOT BATTLE CARDS

+

Happy Hunting: Play on the first Tripolitan Pirate

+

Raid.

+

Merchant Ship Converted: Play on the first

+

successful Tripolitan Pirate Raid.

+

Uncharted Waters: Play if The Philadelphia Runs

+

Aground is the T-bot’s active event card.

+

Mercenaries Desert: Play if General Eaton Attacks

+

Derne is the American active event card.

+

US Signal Books Overboard: Play on the first

+

Tripolitan Pirate Raid in 1805 or 1806.

+

The Guns of Tripoli: Play in any attack on Tripoli

+

in 1805 or 1806 except for the Winter of 1805

+

(unless the American active event card is Assault

+

on Tripoli). Always play if the American active

+

event card is Assault on Tripoli.

+

12

+

SOLITAIRE CARD PLAY REQUIREMENTS

+
+ + -- cgit v1.2.3