FICHA DEL JUEGO
Infernal Machine: Dawn of Submarine Warfare
Precio:
111,75 € - 25% = 83,75
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Edicin: 
WarGames
a partir de 14 aos unos 60 minutos 1 jugadores mnimos 1 jugadores mximos
a partir de 14 aos unos 60 minutos 1 jugadores mnimos 1 jugadores mximos

En la Tienda MasQueOca existen varios estados en los que puede estar un juego:
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Precompra: el juego tiene una fecha aproximada de recepcin por nuestra parte indicada en la ficha del juego y se proceder al envo del pedido en cuanto lo recibamos.Atencin, las precompras no son reembolsables!

P500:el juego no ha sido todava editado, pero se puede reservar sin compromiso para poder tenerlo asegurado cuando se edite. No es posible adquirirlo todava pero s reservarlo. Cuando el juego alcance el nmero de reservas necesarias o por decisin editorial pasar al estado Precompra.
Disponible Bajo Demanda: el juego no est en este momento en nuestros almacenes, pero en principio estamos esperando su reposicin por parte del proveedor. El tiempo de reposicin aproximado para un juego nacional es de 1 semana y para un juego de importacin suele ser de 3/4 semanas, pudiera ser que recibamos la reposicin antes o que en el caso de la importacin se demore por causas ajenas a nuestra voluntad. (***) Atencin, las compras bajo demanda de juegos de importacin no son reembolsables! Pero si un juego no estuviera disponible en el editor, en el momento en que tuviésemos constancia te avisaríamos para que pueda solicitar su cambio o anulación.
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Oportunidades: el juego est en stock en unidades limitadas. Las Oportunidades son juegos que o bien han sufrido algn desperfecto en la caja o bien han sido abiertos por alguna razn (comprobaciones de control de calidad, etc), pero que su contenido est perfecto. Es decir, son juegos que contienen todo lo necesario para poder jugarlo. No se remitirn fotos especficas del estado de las cajas, a todos los efectos se debe considerar como si se comprase el juego sin caja y sin inserto, aunque la gran mayora de las veces son desperfectos sin importancia. Estos juegos, dada la naturaleza de los mismos, no admiten cambios ni devoluciones. Chollos: el juego est en stock en unidades limitadas. Los chollos son juegos nuevos a estrenar que ofrecemos a precios especiales. La oferta est limitada en el tiempo y a las unidades que se pongan en oferta, una vez se retiren de la seccin de Chollos su precio volver a ser el estndar. Estos juegos, dada la naturaleza de los mismos, no admiten cambios ni devoluciones.
Descatalogado: el juego ha sido descatalogado por el fabricante por lo que en principio no se espera ninguna reimpresin. No obstante, en contadas ocasiones, un fabricante decide volver a imprimir un juego. No es posible adquirir el juego, pero s reservarlo. Si tenemos constancia de una reimpresin y una fecha aproximada de recepcin, pasar a Precompra.
(*) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible y se lo comunicaramos por correo electrnico.
(**) Salvo que en el mismo momento de realizar la compra se realice en paralelo otra compra que agote las unidades, dada esta situacin el juego pasar a disponible bajo demanda a precio normal o a descatalogado y se lo comunicaramos por correo electrnico.
(***) Salvo que al solicitar la reposicin al editor nos comunique que el juego est descatalogado o pendiente de reimpresin. Lo que se comunicar por correo electrnico en cuanto tengamos conocimiento.

Infernal Machine: Dawn of Submarine Warfare

Standing in the submarines forward hatch, Lieutenant Dixon tightens his oilskin watch coat. The February sea cuts through to the bone and this is the third night spent scanning an inky horizon. Once again, no target in sight. Frustrated, feeling the ennervy mood of his seven-man crew below, Dixon takes one last look through his binoculars before ordering retirement to barracks. The weather isnt likely to improve tonight.

Here now was that a light? There! And once again, low and to the south-southeast. A light! He raps against the iron hull to startle the men. Look sharp! Then, in a voice low and tense, Prepare to CRANK!


Game Overview

Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid -19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic it is the tumultuous landscape of the American Civil War. The players task is to design, build, and put to use a submarine during that war.

Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the projects machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow have a spar-mounted torpedo as the primary weapon?? Will it tow a captive mine instead? Will it have dive planes? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine?

From the Scenarios Booklet, a pre-built H.L. Hunley showing completed construction and crew position assignments.


To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machines construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn.

CSA & USA Gauges sheets showing Campaign set-up and types of personnel hired by both sides.


While your machine shop is busy getting started with the submarines construction, the game reminds you that the war drags on, and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shops performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training. So many decisions. Where do you turn and how do you find out what you need to know?

Fortunately, in this game the rules and player aids are designed to give the players question a direction to its answer, done through insertion of a clever Rule book and Cyclopedia page notation within the text and the player aids, quickly directing you to the correct answer being sought. This simple tool helps you to garner valuable experience, enabling you to learn the game quickly and accurately.

Later missions will be directed at the enemy. In this game, you may play either side, Union or Confederate. There are a variety of missions and targets. Will your Fishboat be aimed at the Federal blockade? Will it pull a captive mine at the end of a rope? Will the crew survive contact with the enemy? Will they survive their own weapons detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Or will your Fishboat deliver something nefarious into the heart of the enemys stronghold?

Secrecy is vital. Will you send your machine out under a moonless sky? That will help conceal crew and machine but it will make locating your target difficult. Will you limit the number of machinists and investors, thereby reducing the chance of rumor or gossip leaking out? Too few of either on your team and you compromise your machines capabilities. Your Fishboats chances are much better if the machine is kept a secret. You must always be conscious that its new technology can make your creation a cantankerous machine that will punish mistakes.

A successful mission means your coffers will be filled with prize money. This is a capitalists war, and the War Department is offering juicy bounties. In contrast, there are many ways to fail. Coming back without making contact with the enemy is one way, but it could be far worse. Will you add the names of your crew to the Rolls of the Missing?

Dual-map New Orleans/Baton Rouge Mission Board.


Scenarios and Campaign

Historical scenarios use only part of the rules to present such events as the CSS Hunleys successful attack outside Charleston Harbor in 1864. It was the first time a submarine sank its target, a landmark event in military history. The heart of the game is the campaign, which allows you to design and build your Infernal Machine, select a crew, train that crew, and perform missions against the enemy. You manage funds and personnel, and navigate the fortunes of war as well as the waterways in enemy territory. A scenario will take approximately two hours to play while a campaign can last several gaming sessions as it spans the calendar from 1861 to the end of the war in 1865.

Sequence of Play

Each season gives you an opportunity to recruit personnel (Investors, Mechanics, Journeymen, or Sailors), each represented by a deck of cards. Each recruit comes with one or more benefits as well as costs or drawbacks. An Investor, for example, may be a generous provider of funds, but he may insist on being the captain of the ship. Does he know what hes doing?! One sailor may be strong on the crank and cool under pressure, while another sailor has repair skills that could save the boat. Will lack in any crewmans required skill jeopardize the safety of his crewmates?
You must take each seasons opportunity to work on your Fishboat. You purchase hull sections, plus a bow and stern for your craft, each represented by tiles. They cost funds and require mechanical expertise to incorporate into a seaworthy vessel. You also purchase a variety of mechanisms as you make decisions about what capabilities your Fishboat might have.

Recruitment and Building is followed by the passage of time when the Season marker is moved forward on the calendar. Debts must be paid, if you have any. You must also check the Fortunes of War table to see if something unexpected happens that season. Will prices rise? Will one of your Journeymen get engaged and leave your shop? Will he develop his mechanical expertise and rise to Mechanic-level? Will your Machine Shop receive a request to make parts for the War Department, giving you a contract that generates additional funds? Will the enemy capture the town where your Machine Shop is located, forcing you to move to another location, or perhaps, join the other side? Each month has its own table of random events, and there is one set used when playing Union and another when playing Confederate. This adds to the feel of the historical experience while also increasing replayability. The Confederate experience is quite different from playing the Union. The latter is an industrial business environment, while the Confederacys economy gradually spirals into oblivion.

Each season you have the option of taking your seaworthy Fishboat into action. There are four Mission Boards in the box, each providing its own unique historical and nautical conditions: seacoast harbors of Charleston and Mobile, and riverine systems depicting the lower Mississippi River from New Orleans to Natchez, and also the James River from City Point to Richmond.

You set up a mission by establishing meteorological conditions on the Mission Board (drift direction, drift intensity, visibility, and weather), while assigning each crewman a position inside your Fishboat. Will you call off the Mission because the current is too strong or the Moon too bright? Or, will you wait for a better opportunity, or just push ahead in spite of the risk?

Your submarine will move from one zone to the next as it executes its mission. During a mission you assign jobs to each crewman (crank, repair, rally, or operating a mechanism). Since this is new technology (and the submarine is an untried machine), malfunctions are likely; so you will assign crew to manage and hopefully repair them. In many cases, just getting out there on the water and locating a target is a victory of sorts, and getting the crew back home can feel like a triumph. Of course, your mandate is to do more than make contact with the enemy and survive. To gain prize money (and, if Union, promotion), you will have to prove your machines efficacy against the enemy. Its an old story: higher the risk, greater the reward.
If you manage to navigate your machine and crew to make contact with its target, action shifts to the Tactical Board. There, the Fishboat closes in for the attack and you hope conditions are right so that it remains concealed.

Player Aid showing Tactical Rules leading to the climax of Final Approach and Attack Vector. Is Victory within your grasp?

Decisions youve made leading up to this tense moment have put your Fishboat and crew in a good position. Or maybe in a bad one. In either case, history is watching.

Time scale: 0.5-3 hours
Players: 1-1
Complexity 6/9
Solitarie Suitability: 9/9



Game Components:

Three Countersheets
117 Small-size Cards
49 Regular-size Cards
One Wooden Block
41 Wooden Cubes
Two Mission Boards
One Tactical Board
One Gauges Board
Two Historical Submarines Displays
Three Playeraids
Five Booklets
Three Dice