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OVERVIEW harbors also double as cities for infantry units

(Tripoli, Benghazi, Derne and Alexandria).


The First Barbary War (1801-1805) saw the
United States and Sweden fight the four The game map also shows two turn tracks –
North African states -- Tripoli, Algiers, Tunis the Year Turn Track and the Season Turn
and Morocco -- known collectively as the Track.
“Barbary States.” In The Shores of Tripoli, THE WOODEN SHIPS AND CUBES
one player takes control of the United States
and the other player takes control of Tripoli. There are three types of units – frigates,
The American player can achieve a corsairs and infantry units. The larger ships
diplomatic victory by forcing the Tripolitan are the frigates, the smaller ships are the
player into signing the Treaty of Peace and corsairs and the cubes represent infantry
Amity or achieve a military victory by units.
conquering Tripoli. The Tripolitan player
The American forces are blue. Their forces
can achieve an economic victory by
consist of eight frigates, two gunboats (same
acquiring twelve Gold Coins or achieve a
piece as the corsairs) and four infantry
military victory by either eliminating the
(Marines).
Arab/American army or by sinking and/or
capturing four American frigates. The Swedish forces are yellow. Their forces
consist of two frigates. The Swedes are early
allies of the United States and may only
COMPONENTS patrol the Tripoli naval patrol zone.
The Arab forces are white. Their forces
A complete game of The Shores of Tripoli
consist of eight infantry cubes. These forces
includes the following:
represent the forces loyal to Hamet
• One Rules Booklet Karamanli, brother of Yusuf Karamanli, the
• One Historical Booklet Tripolitan Bashaw. The blue and white
• One 11” by 34” Game Map infantry cubes together represent the
• One Set of Wooden Ships and Cubes Arab/American army.
• Twelve Gold Coins The Tripolitan forces are red. Their forces
• Two Decks of Cards consist of two frigates, nine corsairs and
• Two Turn Track Pawns twenty infantry.
• Twenty-Four Dice
The allies of Tripoli -- Morocco, Algiers,
THE GAME MAP Tunis – are orange. Their forces consist of
nine corsairs (three corsairs each). A
The game map shows nine harbors (Gibraltar,
Tripolitan ally is considered “active” or “at
Malta, Alexandria, Tangier, Algiers, Tunis, war” if there are any corsairs in their harbor.
Tripoli, Benghazi and Derne) and five naval A Tripolitan ally is considered “inactive” or
patrol zones (the lighter colored sea “at peace” if there are no corsairs in their
surrounding the harbors of Gibraltar, harbor.
Tangier, Algiers, Tunis and Tripoli). Four
The twelve Gold Coins represent tribute Hamet’s Army Created cards and place them
being paid and/or collected and successful face-up in front of the American player.
Pirate Raids by Tripoli and/or her allies. Shuffle the remaining cards to create the
American draw pile.
Place four Tripolitan corsairs in the harbor of
CARD DECKS Tripoli and two Tripolitan corsairs in the
There are two decks of cards – the American harbor of Gibraltar. Place four Tripolitan
card deck is blue-backed with a picture of infantry in the city of Tripoli, two Tripolitan
Thomas Jefferson, the Tripolitan card deck is infantry in the city of Benghazi and two
red-backed with a picture of Yusuf Tripolitan infantry in the city of Derne. Take
Karamanli. the Yusuf Karamanli, Admiral Rais Breaks
Out and Constantinople Sends Aid cards and
Each deck consists of three “core event” place them face-up in front of the Tripolitan
cards, six “unique event” cards, twelve player. Shuffle the remaining cards to create
“generic event” cards and six “battle” cards. the Tripolitan draw pile.
The three core event cards for each player
begin face-up in front of each player.
When a core event card, a unique event or a SEQUENCE OF PLAY
battle card is played for its event, the card is
removed from the game. If a unique event or The Shores of Tripoli is played over six years.
battle card is discarded, it is placed in the At the start of 1801-1805, each player draws
discard pile and may return to play through six cards from their draw deck. At the start
the reshuffle or play of Bainbridge Supplies of 1806, each player draws the remaining
Intel. Core event cards may never be cards in the draw deck, regardless of number
discarded, only played for the event and then left.
removed from play.
Each player has a hand limit of eight cards –
Some event cards have requirements that if the card draw takes the player over that
must be met before they can be played. For limit, the player should discard cards until
example, Hamet’s Army Created may not be down to eight cards. Any of the face-up core
played prior to Spring of 1804. event cards do not count against this eight-
card limit.
Battle cards are not played for a player’s
seasonal turn. They are played “out of turn” Any American frigates on the Year Turn
in response to certain conditions, such as a Track of the current year are placed in the
land battle or a successful Pirate Raid. harbor of Gibraltar. Any Tripolitan frigates
on the Year Turn Track of the current year are
GAME SETUP placed in the harbor of Tripoli.
Place three American frigates in the harbor of Each player then takes four seasonal turns –
Gibraltar. Place an American frigate on each Spring, Summer, Fall and Winter, with the
of the 1802, 1803 and 1804 spaces on the American player always going first. These
Year Turn Track. Take the Thomas turns are detailed below. After the Tripolitan
Jefferson, Swedish Frigates Arrive and
player’s Winter turn, there is a brief end of AMERICAN NAVAL MOVEMENT
year phase.
The board consists of fourteen locations –
nine harbors and five patrol zones. A frigate
may move to any of the fourteen locations,
AMERICAN TURN with the exception that a frigate may only
Each seasonal turn, the American player may move to the harbor of Tripoli if Naval
do one of the following: Operations, Thomas Jefferson or Assault on
Tripoli have been played.
A. Play Event
B. Frigate Movement For example, if the American player plays
C. Pass Naval Movement, the player could move one
frigate from the harbor of Gibraltar to the
PLAY EVENT harbor of Alexandria, one frigate from the
harbor of Gibraltar to the Tunis naval patrol
When a card is played as an event, its event
zone and two frigates from the harbor of
text is read and resolved. This card is
Malta to the Tripoli naval patrol zone.
considered the “active event” card for the
American turn. Event cards may direct the What happens when the American player
American player to move ships and/or moves depends on the destination(s).
infantry, place reinforcements or a myriad of Movement to a naval patrol zone means the
other actions. Certain events require that the frigates take up a blockade of that harbor and
card be removed from play (core event cards there is no further action. The harbors of
and unique event cards). Gibraltar, Malta and Alexandria are all
always friendly harbors, so after movement
If the American player has met ALL of the
there is no further action. (Note, in 1801
conditions to play Treaty of Peace and Amity
there are two Tripolitan corsairs in Gibraltar,
then the American player plays that card and
but there are under British protection in the
wins immediately. If the American player
harbor.)
plays Assault on Tripoli, see that section
below. The harbors of Tangier, Algiers and Tunis are
all potential allies of Tripoli. If the ally is
FRIGATE MOVEMENT “inactive” – meaning there are no (orange)
The American player may discard a card to corsairs in the harbor – then there is no
move one or two frigates. The card is placed further action after movement there. If the
in the American discard pile and is NOT ally is “active” – meaning there are (orange)
removed from the game. “Core cards” that corsairs in the harbor – but the American
are face up in front of the American player player has played A Show of Force or Tribute
may NOT be discarded. Movement of Paid then follow the directions on the card.
American frigates is discussed below. If the ally is “active” and the American
played moved frigates there by any other
PASS means then a one round battle occurs. See the
section on NAVAL COMBAT below.
The American player may pass. There is no
benefit to passing.
The harbors of Derne and Benghazi are part NAVAL COMBAT
of the Tripolitan kingdom. If Derne and
Naval combat occurs when there are
Benghazi have been captured by the
opposing forces in the Tripoli naval patrol
Arab/American army, then the harbors are
zone or in the harbor of Tripoli, Tunis,
considered friendly and there is no further
Algiers or Tangier. (Note that Swedish
action after moving there. If the American
frigates never take part in combat, only in
player has played General Eaton Attacks
Interception rolls.) In naval combat, frigates
Derne or General Eaton Attacks Benghazi,
roll two dice and can take two hits while
the American frigates support the ground
corsairs and gunboats roll one die and can
attack. See the section on GROUND
take one hit. A frigate that takes one hit is
COMBAT below. If there are Tripolitan
considered damaged. Naval combat follows
ground troops in the city of the harbor and the
the following sequence:
American played moved frigates there by any
other means then there is a round of 1. Prepare for Battle
bombardment – see the section on NAVAL 2. Attack (roll dice simultaneously)
BOMBARDMENT below. 3. Remove Casualties
4. Break Off
The harbor of Tripoli is always hostile to
American frigates. Because Tripoli held a
number of Americans hostage, the American
player may only move frigates to the harbor 1. Prepare for Battle
of Tripoli by playing one of three cards: Each player counts the number of dice they
Naval Operations, Thomas Jefferson or will be rolling – two dice for each frigate and
Assault on Tripoli. If the American player one die for each corsair or gunboat. If the
has moved frigates to Tripoli by playing battle is in the harbor of Tripoli and the
Naval Operations or Thomas Jefferson then a American player has any gunboats in the
one round battle occurs. See the section on harbor of Malta, move the gunboats to the
NAVAL COMBAT below. If the American battle. The American player may play
player has played Assault on Tripoli, then see Preble’s Boys Take Aim if the battle is a
the section ASSAULT ON TRIPOLI below. harbor and the Tripolitan player may play
Remember that if there are any American The Guns of Tripoli if the battle is in the
gunboats in the harbor of Malta, they join the harbor of Tripoli.
battle in the harbor of Tripoli.
2. Attack
NAVAL BOMBARDMENT
Each player rolls their dice simultaneously
To engage in Naval Bombardment, the with each 6 counting as a hit. Also take note
American player rolls three dice for each of each American roll of 1.
frigate in the harbor of Derne or Benghazi.
Each 6 rolled is a hit and a Tripolitan infantry 3. Remove Casualties
cube is removed from the city. Then move Each player allocates the hits on their own
all of the bombarding frigates to the harbor of fleet. For example, if the American player
Malta. has four frigates and one gunboat and the
Tripolitan player inflicted three hits, the Step 1, the American player takes twelve dice
American player could choose to: – ten for the five frigates and two for the two
gunboats while the Tripolitan player takes six
(a) Sink the gunboat and one frigate
dice for the six corsairs. The Tripolitan
(b) Sink the gunboat and damage two
player decides to also play The Guns of
frigates
Tripoli, so takes an extra twelve dice for a
(c) Sink one frigate and damage one
total of eighteen dice.
frigate
(d) Damage three frigates Step 2, both players roll the dice. The
American player rolls only a single 6 and two
American frigates that are sunk are collected
1’s while the Tripolitan player rolls five 6’s.
by the Tripolitan player. If four American
Disaster for the Americans!
frigates have been sunk, the Tripolitan player
immediately wins the game. Frigates that are Step 3, the Tripolitan player loses a single
damaged (one hit) are put on the following corsair, while the American player chooses to
year on the Year Turn Track. Corsairs and lose both gunboats (two hits), a frigate (two
gunboats that are sunk are returned to the hits) and damages a frigate (one hit) for a
Supply. total of five hits. The corsair and gunboats
are returned to the Supply, the damaged
4. Break Off
frigate is put on the following year of 1805
For each 1 rolled by the American player, space on the Year Turn Track, and the sunk
move an American frigate to Malta. Then, if frigate is taken by the Tripolitan player to
the battle took place in a harbor, move the mark that an American frigate has been sunk.
remaining American frigates to the naval If the Tripolitan player sinks four American
patrol zone. If the battle took place in the frigates, the game ends immediately in a
Tripoli naval patrol zone, move the Tripolitan victory.
remaining Tripolitan ships to the harbor of
Step 4, the American player has three frigates
Tripoli. The Tripolitan player may now play
remaining in the harbor of Tripoli. Because
Barbary Unity or US Signal Books
of the two 1’s rolled by the American player,
Overboard.
two frigates must be sent to Malta and the
NAVAL MOVEMENT & COMBAT EXAMPLE final frigate takes up position in the Tripoli
naval patrol zone. To add insult to injury, the
In 1804, the American player plays Naval
Tripolitan player plays Barbary Unity (since
Operations to move one frigate to the harbor
a corsair was sunk, meeting the requirement
of Alexandria and to move five frigates to the
of the card) and declares war on the United
harbor of Tripoli. No further action is
States with Tunis and places three orange
necessary for the frigate that moved to
corsairs in Tunis.
Alexandria, but the five frigates in the harbor
of Tripoli are faced by six Tripolitan corsairs. GROUND COMBAT
Because the American player has two
gunboats in the harbor of Malta, they are Ground combat occurs when the American
moved to the harbor of Tripoli for the battle. player moves the Arab/American army to
Derne, Benghazi or Tripoli. (Note, the
ground battle in Tripoli occurs after the naval
battle is complete.) Unlike naval combat If the both sides have infantry cubes
which is only one round, ground combat is to remaining, the battle continues back at Step
the death. In ground combat, all infantry 1. If the American player’s infantry cubes
cubes roll one die (unless the American have been eliminated, the game ends
player plays Lieutenant O’Bannon Leads the immediately in a Tripolitan victory. If the
Charge), hit on a roll of a 6 (except if the Tripolitan player’s infantry cubes have been
American player plays Marine eliminated (and the American player still has
Sharpshooters) and can take one hit. Each at least one infantry cube), then the city is
American frigate in the harbor of the combat captured and the American player’s turn is
city may also roll one die but frigates may complete.
never be taken as casualties. Ground combat
GROUND MOVE & COMBAT EXAMPLE
follows the following sequence:
The American player plays General Eaton
1. Prepare for Battle Attacks Derne and moves the entire
2. Attack (roll dice simultaneously) Arab/American army of one Marine and five
3. Remove Casualties Arab infantry cubes to Derne. The American
4. End Battle player also decides to move just one
American frigate to the harbor of Derne. The
1. Prepare for Battle Tripolitan player has four infantry cubes in
Each player counts the number of dice they Derne.
will be rolling – one for each infantry cube 1. Prepare for Battle (first round)
and one for each supporting American
frigate. The American player may play The American player decides to also play
Lieutenant O’Bannon Leads the Charge or Lieutenant O’Bannon Leads the Charge, so
Marine Sharpshooters, but not both in the the Marine infantry cube will roll 3 dice
same battle. The Tripolitan player may play instead of 1. The Tripolitan player decides to
Mercenaries Desert as long as there are at play Mercenaries Desert and immediately
least two Arab infantry cubes in the attack. removes one Arab infantry cube. The
American player then takes a total of eight
2. Attack dice – four for the four remaining Arab
Each player rolls their dice simultaneously infantry cubes, three for the Marine infantry
with each 6 counting as a hit. If Marine cube (being led by Lieutenant O’Bannon)
Sharpshooters has been played, the Marines and one for the supporting American frigate.
hit on a 5 or 6, but the supporting frigates and The Tripolitan player takes four dice for the
Arab infantry hit on only a 6. four Tripolitan infantry cubes.

3. Remove Casualties 2. Attack (first round)

Each player removes a cube for each hit the The American player rolls eight dice and
other player rolled. The American player scores three 6’s – fantastic! The Tripolitan
may choose whether to lose an Arab or a player rolls four dice and only scores one 6 –
Marine cube for each Tripolitan hit. even better for the US!

4. End Battle 3. Remove Casualties (first round)


The American player removes one Arab the game ends immediately in an American
infantry cube. The American player may victory. If the American player fails, the
NOT assign the hit to his supporting frigate. game ends immediately in a Tripolitan
The Tripolitan player removes three victory. There are three unique rules for the
Tripolitan infantry cubes. Since both sides naval combat when Assault on Tripoli is
have infantry cubes remaining, the battle played.
continues.
First, the naval combat is to the death. After
1. Prepare for Battle (second round) casualties have been removed, if both players
have remaining ships, the battle continues for
The American player takes seven dice – three
another round of combat. Frigates that have
for the three remaining Arab infantry cubes,
been damaged are put on their side to reflect
three for the O’Bannon led Marine infantry
they have taken a hit, but stay in the battle and
cube and one for the American frigate. The
continue to roll two dice.
Tripolitan player takes a single die for the
remaining Tripolitan infantry cube. Second, the American player ignores any 1’s
rolled – no frigates are retreating to Malta
2. Attack (second round)
from this epic battle.
The American player rolls a pair of 6’s – one
Third, if the Americans win the naval battle,
is enough to eliminate the final Tripolitan
then any damaged American frigates are
infantry cube. The Tripolitan player rolls a 6
removed from the battle and any full-strength
with the single die – a last heroic stand.
frigates may remain and provide support in
3. Remove Casualties (second round) the ground battle for Tripoli. Once the naval
battle is complete, the ground battle begins
The American player removes another Arab and either player may play appropriate battle
infantry cube and the Tripolitan player cards. This is the only time that the American
removes the final Tripolitan infantry cube. player may play Send in the Marines.
4. End of Battle Victory or Death!
As the Tripolitan forces in Derne have been
eliminated, the American player captures
Derne. The American player has a remaining TRIPOLITAN TURN
force of two Arab infantry cubes and one
Marine infantry cube. The American frigate Each seasonal turn, the Tripolitan player may
remains in the harbor of Derne, available to do one of the following:
be moved on a future turn. Important – if the A. Play Event
Arab/American army is eliminated, the game B. Tripolitan Pirate Raid
ends immediately in a Tripolitan victory. C. Tripolitan Recruitment
ASSAULT ON TRIPOLI D. Pass

The play of Assault on Tripoli represents an PLAY EVENT


attempt by the American player to conquer
When a card is played as an event, its event
Tripoli and install a pro-American leader on
text is read and resolved. This card is
the throne. If the American player succeeds,
considered the “active event” card for the If there are American and/or Swedish
Tripolitan turn. Event cards may direct the frigates in the naval patrol zone outside of
Tripolitan player to declare war or pirate raid the harbor of the raiding corsairs, there is
with an ally, place reinforcements, or a an Interception Roll. (If the Tripolitan
myriad of other actions. Certain events player plays Corsairs Evade Blockade,
require that the card be removed from play this phase is skipped.) The American
(core event cards and unique event cards). player takes two dice for each frigate in
the naval patrol zone (using different
TRIPOLITAN PIRATE RAID colored dice for any Swedish frigates).
The Tripolitan player may discard a card to The American player rolls the dice with
Pirate Raid with the corsairs from Tripoli. each 6 counting as a hit. Also take note
The card is placed in the Tripolitan discard of each American frigate roll of 1.
pile and is NOT removed from the game. 2. Remove Casualties
“Core cards” that are face up in front of the
Tripolitan player may NOT be discarded. For each hit, remove a corsair. For each
The procedure for Pirate Raids is discussed 1 rolled by the American frigates, move
below. an American frigate to Malta. The
Tripolitan player may now play US
TRIPOLITAN RECRUITMENT Signal Books Overboard or Barbary
Unity at this time.
If the Tripolitan fleet has three corsairs or
less, the Tripolitan player may discard a card 3. Pirate Raid Roll
to add one corsair to the harbor of Tripoli.
The card is placed in the Tripolitan discard For each surviving corsair, the Tripolitan
pile and is NOT removed from the game. player rolls a dice. For each 5 or 6, a
“Core cards” that are face up in front of the merchant ship is captured and the
Tripolitan player may NOT be discarded. Tripolitan player receives a Gold Coin. If
the Tripolitan player receives the twelfth
PASS Gold Coin, the game ends immediately in
a Tripolitan victory. The Tripolitan
The Tripolitan player may pass. There is no
player may now play Merchant Ship
benefit to passing.
Converted.
PIRATE RAIDS 4. Return Home
A pirate raid follows the following sequence: The surviving corsairs now return home.
1. American Interception Roll
2. Remove Casualties
3. Pirate Raid Roll END OF SEASON / END OF YEAR
4. Return Home
Once the Tripolitan player finishes their
seasonal turn, they move the seasonal marker
ahead one season. If it is Winter the
1. American Interception Roll
following checks are made:
1801: Any Tripolitan corsairs in the harbor of
Gibraltar are seized by the British and return
to the Supply
1804: Both players shuffle their discard piles
and create new draw decks.
1806: The game ends in a draw.

Then the seasonal marker is moved by to


Spring and the Year marker is advanced to
the following year.

SOLITAIRE RULES
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