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