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
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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SOLITAIRE CARD PLAY REQUIREMENTS