Fleets 2025 Rules - Scens
Fleets 2025 Rules - Scens
01 1
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
2 FLEETS 2025: East China Sea Rules FLEETS 2025: East China Sea Rules 7
Special Combat: Certain bonuses and Next, in the order listed by the scenario, Procedure Blue Orders Red Event
restrictions are indicated with these icons as they each place their listed forces, To place a Reinforcement Group on the Blue then plays the UCAV Replacements card for its 3 Orders value. Red plays Precision Targeting for the event. This
per Rule 9.0, Combat. including Dummy units, on the map face- map, its owner must permanently reduce Blue Order 1 gives Red two Orders and any Ordered units that
Unit Types: The unit abbreviations are listed down (i.e., in Stealth Mode) in the his Maximum Hand Size by one. Move his attack this turn inflict Hits on # or better instead
indicated hexes and conforming to the His first Order is to the entire stack of aircraft in hex 1002 (even though there of $ or better. Good times!
below: Card Hand Size marker down one row on are multiple aircraft units in that hex, they can be combined into a single Order
Stacking Limit (see 11.2), or on a the track. That player must then discard a Red Order 1
B: Bomber G: Guided Missile if they perform their actions together). Opting not to move them, the Blue player
Reinforcement Box on his Player Aid card (of his choice) to conform to his new
C: Cruiser F: Fighter attacks the newly-revealed enemy units in hex 0902. At this juncture, the Red Declining to do any searches, Red skips right to
Sheet. Each player then returns his unused card hand size. player could voluntarily reveal his submarine unit in Stealth mode, thus adding it
N: Nuclear powered his first Order, which is to attack the CGX with his
Dummy units, face-up, as Damaged to the defense of its hex, but declines to do so – wishing to keep his submarine SSN in hex 0902. Note that one Order cannot activate multiple units in this
UCAV: Unmanned Combat Aerial Vehicle Finally, that player places the units in that
markers to a spot near both players. The safe for the time being. same hex, as they are not of the same type performing the same activity, so the
X: Next-Generation (i.e., ‘Advanced’) Reinforcement Group on the map, in
reverse side of these Damaged markers submarine is on its own here. Its attack
CV: Aircraft Carrier Stealth mode (see 12.0, Stealth), Our first Combat (9.0) of the turn ensues! Blue
should remain hidden until and unless causes the SSN to be revealed and,
DD: Destroyer SS: Submarine according to the Special Scenario Rule. has two F-35Cs and one UCAV attacking (i.e.,
another Dummy unit is placed on the map. only those units that are currently activated under because the CGX is not adjacent to the
For Example: An SSGN is a nuclear powered
Important: All Aircraft Carriers set up [6.0] AIRCRAFT CARRIERS this single Order; the Blue ships in hex 1002 can submarine, the CGX is unable to
guided missile submarine. counterattack with any excess Saves
with their full complement of aircraft (each Aircraft Carriers are special units not participate) versus Red's one DDG and one J-
Activity cards: The Activity cards in Stealth mode), as indicated on that with some special capabilities. 13C (i.e., only the Revealed units in the target hex that it might roll, so this is a ‘safe, no-
represent various events and the command player’s Player Aid Sheet. are subject to attack and can defend it). risk’ attack.
[6.1] Aircraft Carrier Setup: The
ability of each Orders Title Graphic Blue has a total of 7 Battle Dice (3 for his units’ Red declines to play a Battle Card, but
Finally, shuffle the Activity cards and deal specific types of aircraft indicated on the
fleet. value (no effect) Blue plays Operational Security Breach
Battle / Search Dice value (Blue=USN; Red=PLAN)
to each player the number listed in the Carrier Display are used only for Setup. printed strengths + 4 white aircraft symbols versus a target hex including
Each Activity revealed enemy aircraft; thus, if the J-13C was not present and revealed, Blue for an additional Battle Die. Red rolls
scenario. Place the remainder face-down They are setup on their Stealth side.
card shows its would only have the 3 Battle Dice). Red has a total of 5 battle dice (4 strength + #, #, and % for 3 Hits; Blue rolls !,
within easy reach to form the Draw Pile. [6.2] Aircraft Carrier Capacity: The
Orders value, 1 white aircraft symbol). #, $ and % for 1 Save. The net 2
Event Title [4.0] SEQUENCE OF PLAY number of spaces on that Carriers’ Player
The Blue player opts not play a Battle Card and, after seeing that, the Red
Hits means CGX goes down!
and Text, plus Aid Sheet display indicates the maximum Red Order 2
Each turn is composed of a number of player does; he uses his Scramble! card as a Battle Card, adding 2 more Battle
its Battle / number of aircraft units that it may
Phases that must be completed in an exact Dice for a total of 7. So now it’s 7 vs. 7 Battle Dice! Red's other order is to all of the aircraft units stacked together in 0901, where
Search Dice Event Support. Important: Once play
sequence (called the game’s “Sequence of Blue rolls a !, @, @, @, #, %, and ^! (That's not very good.) Since the they must all act in unison in order to share the same Order. He moves them
value. The
Text commences, only the quantity of Air units
Play”). If the game does not end at the attacker needs $ or higher on each die to inflict a Hit, only the lone 5 and 6 via hexes 0802 and 0803 to hex 0903 to set up an attack on the Blue CVN and
Events (only) on a Carrier matters, not their specific type.
Victory Point (see 11.3), players refresh deliver for a total of 2 Hits. Red rolls a #, $, %, %, ^, ^, and ^; a great DDG. Red then reveals his attacking units
on some their hands and begin the next turn with the [6.3] Carrier Hangars: Aircraft on a roll! Defenders need a % or higher on each die for a Save, so Red has a total and shows his three J-13Cs.
Activity cards Reinforcement Phase. Carrier’s Player Aid Sheet are said to be of 5 Saves. Blue’s 2 Hits are negated, and there are still 3 Saves remaining; Since this is for very high stakes, Red plays
are restricted “in its hangars.” this means that there is a counterattack. The counterattack scores only one Hit Flank Speed! as his Battle Card for one
1. Reinforcements Phase (Red first)
to one player, 2. Movement Phase (Red first) [6.3.1] & Stacking: Air units in a since it takes two Saves to generate one Hit against the attacker. more Battle Die. Blue responds by playing
Event Player Use Restriction
as indicated. 3. Action Phase (Blue conducts all Steps Carrier’s hangars do not count toward Blue groans and removes his UCAV unit. The UCAV counter is placed on the Grave Tactical Error to increase his total
Both players can always use the Orders first; then Red conducts all Steps) the stacking limit for that hex. Blue player’s Political Will Track. Battle Dice by two. Red has 6 Battle Dice
and Battle / Search Dice values of these and rolls 2, 2, 3, 5, 5, and 6 for 4 Hits. Blue
a. Searches [6.3.2] & Combat: Air units in a Blue Order 2
restricted Activity cards. has 7 battle dice and rolls 1, 1, 3, 4, 4, 5,
b. Conduct Event Carrier’s hangars cannot take part in Blue's second order is to the CGX in 0804. Electing not to and 5 for 2 Saves. That means there are a
Terminology: Activity cards played as Events c. Move first Ordered unit(s) combat in that hex. They are also move it (again, his prerogative when it receives an Order), he net 2 Hits and Blue decides to apply 1 Hit
are called “Event cards;” those played for d. Attack with first Ordered unit(s) destroyed if that Carrier is destroyed. simply reveals the unit and attacks the SS in 0803 (which is to each ship and places a Damaged marker
Orders are called “Orders cards;” those used e. Repeat Steps ‘c’ and ‘d’ with [6.3.3] & Support: Aircraft units in a permitted because the attacking force is adjacent to the on both of them. That was a close one!
for Searches are called “Search cards” and second, third, etc., Ordered unit(s) Carrier’s hangars are supported by that targeted submarine unit). Both players decline to play a Battle Aircraft Movement
those played in battle are called “Battle cards.” as needed Carrier during the Air Unit Basing Step Card. Blue rolls 3 dice for $, $, and ^ (3 Hits!). Red rolls 2
4. Air Unit Movement Phase (Red first) dice for @ and ^ (1 Save). The two Hits are enough to sink The fourth Phase is Air Unit Movement (10.0). Red moves the aircraft stack in
Hand Size: Players are limited to a Maximum of the Housekeeping Phase. 0903 back to his CV, placing them on his Player Aid Sheet. He also needs to
Hand Size according to the scenario played. 5. Housekeeping Phase the submarine unit and the Red player places it on his Political
a. Air unit basing (Red first) [6.4] Aircraft Launch and Recovery: Will Track. land the reinforcement J-13C in 0902 somewhere, but his only nearby Carrier’s
Event Text: Event text always supersedes Aircraft units may launch (i.e., be placed hangers are full and there is no friendly airbase within range. That J-13C will be
b. Check 3-2-1 stacking (Red first) Blue Order 3
Rules text. Whenever there is a conflict, use a on the map in that Carrier’s hex) or land unable to base this turn, so the Red player simply declines to move it (and
c. The Victory Point (Blue first)
card’s Event text. (i.e., be removed from that Carrier’s hex hopes that search and rescue teams from the DDG can find the pilots). Blue
d. Refresh hand (Red first) moves the two F-35Cs from 1002 through 1102 and 1103 to 1004, and there
Discarding (important): Players cannot on the map) at any point during that
When conducting a Phase or Step, players player’s movement. recovers them back to his CVN hangers, placing them on his Player Aid Sheet.
voluntarily ‘discard’ cards from their hands.
alternate as the “Acting Player” in the Housekeeping
[3.0] SETUP order listed (e.g., “Red first”). For Example: Your Carrier can move three
hexes, then launch aircraft from its hangar that The fifth phase is Housekeeping (11.0). The first Step is to check for air unit
Place the map in the center of the table. [5.0] REINFORCEMENTS move a further four hexes. In effect, those basing, and the J-13C crashes into the ocean; it is destroyed (11.1) and placed
Select a scenario and choose sides, giving aircraft have traveled seven hexes this turn. on the Red player’s Political Will Track. All of Blue's aircraft have landed.
If available (see Special Scenario Rules),
each player his respective pieces and The next Step is stacking (11.2), and there are no stacking issues to resolve.
players can add one Reinforcement Group Since Aircraft Carrier units have a ‘0’
Player Aid Sheets. Place the dice and
per turn to the map. Range and thus cannot themselves attack, The Victory Point (11.3) follows. While Blue is very close to losing, it hasn't
Nuclear Blast markers near both players.
Reinforcement groups are designated by their Carrier-based Aircraft units form their happened yet. Red is also safe for now.
Each player takes his Will and Card Hand offensive capability.
letter and placed on its owner’s Player Aid Finally, both players draw their hands back to up to their Maximum Hand Size
Size markers and places them on the (11.4). Red draws a fresh hand of 3 cards, and Blue draws 4 cards to give him
Sheet as per the scenario setup instructions. Defensive air cover is abstractly
numbered space on his Player Aid Sheet as a total of 5.
They remain there unless voluntarily represented by the Battle Dice of the Blue's final order is to move his CVN and DDG via hexes 1102, 1103 and
indicated in the scenario setup instructions.
brought into play by their owner. Carrier unit itself when it is attacked. ending their movement in hex 1004.
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
6 FLEETS 2025: East China Sea Rules FLEETS 2025: East China Sea Rules 3
[15.0] GAMEPLAY EXAMPLE Red Movement [7.0] MOVEMENT [7.5] Multiple Moves per Turn: Each unit
can only move once per opportunity, but
Allowance of ‘3,’ so those Stealth markers are
revealed by that search. The enemy Sub
Exposition Players have an opportunity to move none,
there can be more than one opportunity per Stealth marker, however, remains unrevealed
some or all of their units before issuing
At the beginning of turn to move. by that Search.
the turn, the Red Orders or conducting an Event. A player
must complete each unit’s movement All units can move in the Movement A player may conduct multiple searches
player has a Phase. during this Step, and even Search the same
Political Will and before moving another unit.
Ordered units can move again in the target hex multiple times in a single turn.
Hand Size of 4; Each unit has a Movement Allowance
Orders / Events Phase. He may continue to conduct Searches as
there are also 6 printed on it which represents the basic
destroyed units on
long as his cards (and patience) hold out.
number of hexes it may move when given Aircraft units can move yet again during
the Red Political the opportunity. Each player moves only the Aircraft Movement Phase. [8.2] Events: Perform the card’s text.
Will Track (filling his own units during his portion of the Thus, Aircraft units could Some Events allow for Orders to be
the bottom two Movement Phase. No enemy movement is move up to three times during issued as well (see below). The text is
rows, as shown). allowed when you are moving units. a single turn if they receive very exact about how that applies (often
The Blue player The second phase is Movement (7.0). The Red player moves the three units in Orders. to a specific number or type of units; if a
Procedure
has a Political Stealth mode at 0801, one at a time, through 0802 to end their movement in player does not have that specific type of
Will of 3 and a 0902. Note, that the units must end their movement as soon as they enter 0902 Units move one at a time, hex by hex, in [8.0] THE ACTION PHASE unit available, the Order is wasted).
Hand Size of 5; in because they are adjacent to enemy Blue units (7.3.2). any direction or combination of directions Each player has the opportunity to search,
addition, there are that the player desires. A unit may Note: some Events are restricted to use
The Red player then launches the aircraft units based on CV1. These three trigger an Event, and / or activate groups of
3 destroyed units continue moving until it has either spent its by only one side.
aircraft are all still in Stealth mode from setup (6.1), and are moved together their units to move (again) and conduct
on the Blue Political Will Track (filling up 1 1/2 rows).
through hex 0702 and 0802 to hex 0901, where they, too, must stop moving
Movement Allowance, moved next to an battles by playing an Activity card. [8.3] Orders:
Card Hands due to the presence of Blue units. enemy unit, or the player desires to stop General Rule
Procedure
The Blue player has the following cards: Operational
moving it.
Red is satisfied with its current positions; his movement is finished. The Acting Player first performs any and When an Activity card is played to issue
Security Breach, Grave Tactical Error, UCAV Replacements, Damage Control Cases Orders (i.e., as an “Orders card”), that
Blue Movement all desired Searches, playing one card for
and K-29 Replacements (which he cannot play for its Event, but it's still a useful [7.1] Integrity: A unit can only move once player may issue a number of Orders up to
each Search Attempt.
card for generating Search and Battle Dice.) per phase and any unused Movement the card’s Order value (and, like
After all of his desired Searches are
The Red player has the following cards: Flank Speed, Scramble!, Infiltration Points from its Movement Allowance are Movement Points, they need not all be
and Precision Targeting. conducted, he must select (play) one card
lost. Movement Points are not ‘saved’ used nor can they be saved).
of his choice from his hand (if he has one;
Starting Positions between phases or turns, nor can they be Each Order’s actions (i.e., the movement
if not skip the remainder of his Action
transferred to other units. and then attack by the unit(s)) must be
phase) and place it face-up on the table. He
[7.2] No Mandate: Units are never forced must announce whether he is using it for completed before the next Order is issued.
to move when afforded a chance to do so. its Event or to issue Orders with it. He Procedure
[7.3] Restrictions: The following may do one or the other with that card, but An “Order” can be used to activate a
movement restrictions apply: not both. single unit or all units of the same type in
[7.3.1] Land: Submarines and Ships Once used, cards are placed face-up in a the same hex.
cannot enter land hexes, but Aircraft Discard Pile next to the Draw Pile. For Example: A fully-stacked hex has 3 Air, 2
may freely do so. [8.1] Searching: Ship, and 1 Sub unit in it. With a single Order,
[7.3.2] Proximity: Units must immedi- Procedure either all 3 Air, both Ships – OR – the lone Sub
ately stop when they enter a hex adjacent could be activated.
In hex 1002, the Blue player has a DDG and CVN-1, fully equipped with aircraft The Acting Player may designate a hex
to an enemy unit no matter how many Effects of Activation via Orders
units (i.e., two F-35C and one UCAV). In hex 1003, there is a CGX in Stealth Blue launches the CVN’s aircraft, placing them in the Carrier’s hex at 1002. containing enemy Stealth units and must
Movement Points they have remaining.
mode. They need not stop there due to the adjacent Red units, as they have not yet play one Activity card from his hand to Ordered units can move (first), if
No unit can enter a hex containing an conduct a Search there. He then rolls a desired, and attack (after completion of
The Red player has an SS in hex 0803, a CV1 and DDG in hex 0603. It looks moved (they have only been placed), but this is where the Blue players wants
them, so there they stay (in effect, flying ‘Combat Air Patrol’ or ‘CAP’ over their
enemy unit. number of Search Dice equal to the their Orders Movement), if desired. After
bleak for the Red team, but that is about to change…
Carrier). Exception: Submarine and Aircraft number of dice in his color on that card the Ordered unit(s) have done their desired
Reinforcements
The CGX ship in Stealth mode moves to hexes 1004, 0904, and 0804. units do not need to stop and can enter and uses the lowest number rolled among movement and / or combat, then the next
The first phase is Reinforcements and remain in a hex with enemy units of them as his Search Value. Order is issued and any movement and / or
(5.0). The Red player goes first and Blue is happy with the situation and is done moving.
the other type (i.e., friendly Aircraft can If the Search Value is less than (<) the combat that it engenders is conducted, then
decides to bring in a Blue Action ignore the proximity of enemy Subs and Movement Allowance of any enemy the next Order’s activity is completed, and
Reinforcement Group. He
The next phase is Action (8.0). The Blue player acts first and decides that he friendly Subs can ignore the proximity Stealth markers in the target hex, those so on until the player has conducted up to
discards one card, Infiltration, and
reduces his Card Hand Size from 4
needs to uncover at least one of the two adjacent Red stacks by Searching of enemy Aircraft). Stealth markers that are less than (and only the number of Orders he has available for
them (8.1). He plays the K-29 Replacements card as his first Search card and that turn.
to 3. He places the Reinforcement [7.3.3] Exit Strategy: Units cannot those Stealth markers) are immediately
selects the stack in 0902 (containing one of each unit type in Stealth mode).
Group, one J-13C, one DDG leave the map unless allowed to by a revealed. Otherwise, there is no effect. [8.3.1] Integrity: If a single Order is
and one SSN, in Stealth mode Blue rolls two dice with a result of ^ and #, so the 3 is his best throw Special Scenario Rule. used to activate multiple units, they must
For example, there are enemy Sub, Ship, and
(i.e., face-down) in hex 0801. among that Search Roll. This scenario is using the Technical Superiority all move to the same destination hex and
Special Scenario Rule, so Blue finds the aircraft unit (with its 4 movement) and [7.4] Stacking: A unit may enter a hex Aircraft Stealth markers in a hex. You designate
The Blue player declines to enter a containing other friendly units. It may a Search there, play a card with two Search / or attack the same target hex.
the ship unit (3 movement), but not the sub (2 movement).
Reinforcement Group at this time. continue to move through that hex, or stop Dice of your own color, and roll them for a % [8.3.2] One Activation per Unit per
Since that is all the searching the Blue Player has set out to accomplish, he
in it. However, there is a Stacking Limit and a @. The 2 becomes your Search Value Turn: A unit can only be issued one
announces that his Search Step is over.
that must be adhered to during Step 5b (see and is compared to the Stealth markers. It is Order per turn. You cannot issue an
11.2: essentially 3 aircraft, 2 ships and 1 lower than the enemy Aircraft units’ Movement order to one type of unit (Air, Ship, or
submarine). Allowance of ‘4’ and the Ships’ Movement Sub) in a hex and then issue an
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
4 FLEETS 2025: East China Sea Rules FLEETS 2025: East China Sea Rules 5
additional order to another unit of that [9.3] Submarine Targets: A remaining Saves would inflict only one Unsupported aircraft are destroyed and are [12.2] Revealing: A Stealth marker is [14.0] ADMIRAL LEVEL RULES
same type in the same hex on the same hex containing exclusively counterattack Hit against the attacking units). placed on the owning player’s Political flipped over to reveal its actual unit or
The Admiral Level Rules add additional
turn. You can issue an order to a Submarines can only be targeted The defending unit(s) must be able to Will track. See 13.0, Political Will. Dummy status when:
realism to the game to make it a better
different type of unit in that same hex on if the attacker is in or adjacent attack (i.e., have a Range greater than [11.2] Check Stacking: The Stacking Its hex has been successfully Searched simulation of modern naval warfare. You
the same turn. to the submarine unit’s hex, regardless of ‘0’) at least one of the attacking unit Limit is the maximum number of friendly by the Enemy Player, should play the first scenario at the Captain
For Example: That same fully-stacked hex the attacker’s range value. types (i.e., they’re not negated by a units that can be in a single hex. It is: Level before harpooning these rules.
It attacks, or
would require three Orders to activate all three Steps in a Battle Special Combat Symbol). Up to 3 Aircraft units, plus Battle Damage and Losses
of the different unit types in it, if desired. If you Its owner voluntarily reveals it (this
1. Reveal Stealth Units: All attacking Defenders must be adjacent to hexes Up to 2 Ship units, plus [14.1] Ship Damage: Because they are
issued an Order to just one Ship unit in that might occur, for example, when it is in a
Stealth markers must be revealed. The containing exclusively attacking subs structurally designed to take more damage, a
hex, you could not issue an Order to the other 1 Sub unit. target hex and the defender wishes it to
defender may reveal any Stealth markers to counterattack against them (9.3). Surface Ship unit will sink after receiving 3
Ship unit in that hex on that same turn. [11.2.1] Enemy Units: Enemy join the fray)
in the target hex (so that they can 4. Apply Hits (Damage) Hits (i.e., you may place up to two Damaged
Submarine or Aircraft units in a hex do When revealed, Dummy Stealth markers
[9.0] COMBAT participate in the ensuing battle; see 12.2).
One Hit destroys an Air unit or (i.e., those on the back of Damaged
markers on them to indicate their status).
not count against the Stacking Limit of [14.2] USN Carrier Damage: USN Carriers
Only units that have been activated by an 2. May Play 1 Battle Card (Attacker Damages a ship or sub unit. A friendly units in that hex. markers) are removed from the map. are the largest ships afloat, thus they will sink
Order may attack. If they do so, an attack First): Both players may select one Damaged ship or sub unit is
Activity card from their respective hands [11.2.2] Carrier Hangars: Aircraft [12.3] Enter Stealthily: Reinforcements after sustaining 4 Hits each (i.e., you may
(or “Battle”) must include all of the destroyed (sunk) upon
to increase the number of their Battle Dice units in a Carrier’s hangars (see 6.3.1) and eliminated units that are returned to the place up to three Damaged markers on them
ordered units wishing to attack the receiving a second Hit. Place a
they will roll in this combat. They place do not count for stacking. map during play are placed on the map in to indicate their status).
designated target hex. Note that a target Damaged marker on such ship and sub
their selected “Battle card,” face-down, in [11.2.3] Overstacking Penalty: Stealth mode. [14.3] Aircraft Losses: Except for B-2B
hex may be attacked multiples times in a units to denote their Damaged status.
single turn, i.e., once per Order activation. front of themselves. Friendly units in a hex in excess of this [12.4] Non-Stealthy Units: The KA-29 units, it takes two Aircraft units to completely
Damage cannot be applied to Stealth ‘fill’ a box on the Political Will track. Thus,
The attacker decides first if he wishes to ‘3, 2, 1 Vertical Stacking Limit’ must Aircraft type unit cannot use Stealth, as
When attacked, all of the Revealed (only) markers. Only revealed units may receive players must stack two non B-2B Aircraft
play a Battle card, then (after noting the be destroyed by their owning player at indicated by its reverse side ().
enemy units in the target hex must be damage. units in a box on the Political Will track
within each attacking unit’s range. attacker’s decision to play a Battle card or this time (his choice as to which specific [12.5] And Stay Revealed!: With a few
Destroyed units are placed on the owning before placing a newly destroyed Aircraft
not), the defender decides. These Battle units to destroy due to overstacking). exceptions, once a unit is revealed, it
Important: the attacker targets a hex with player’s Political Will track. See 13.0, unit in an empty box.
cards are revealed simultaneously. Note that Dummy units do count against remains so for the remainder of the game.
Revealed enemy units in it, not the Political Will. the stacking limit and can be selected for Important: With this rule, reduce each side’s
individual units themselves inside the The indicated number of Battle Dice (i.e.,
[10.0] AIR UNIT MOVEMENT destruction in this manner. [13.0] POLITICAL WILL starting Political Will value by one (-1).
target hex. shown in that player’s color along the left
How to Win The Political Will track is used to Reverting to Stealth Mode
side of the card) will be added to his total Aircraft units can move again as per Rule
Note that attacking is completely determine which side backs down from the [14.4] Aircraft Units: US B2-B and UCAV
in that combat. Once used, cards are 7.0, Movement). [11.3] The Victory Point: If your Political
voluntary; Ordered units need not attack. conflict first (and thus loses the game). units may revert back to Stealth mode if they
placed, face-up, into the Discard Pile. Important: Aircraft with an airbase () Will marker is stacked with a destroyed
Procedure Procedure begin their Movement Phase alone in a hex
3. Roll Battle Dice: Both players roll a icon on their counter need to land on a unit on your Political Will track, your (i.e., unstacked) and outside the Attack
Determine the range for the attack by number of dice equal to the total Battle Carrier or airbase before the next Phase! opponent immediately wins the game. See The Blue side has two boxes per row on Range of any revealed enemy units. The Blue
counting the number of hexes from the Dice from all of their Revealed units 13.0, Political Will. this track; the Red side has three boxes per player may also add a US Aircraft Dummy
Hopefully, you haven’t moved your Air
attacking units’ hex (exclusive) to the involved in the combat plus any additional Since the Blue player acts first during this row. Destroyed units are placed, one unit marker to that hex, if available, when
units ‘out of range’ of a safe landing site
target units’ hex (inclusive). Battle Dice afforded them by their Battle Step, if both players lose their Will on the per empty box, at the bottom right of the ‘restealthing’ these units.
by giving them Orders and sending them
After checking for Special Combat card selection (if any) in the previous step. same turn, the Red player wins. track (i.e., in the first available empty box). [14.4] CGX Cruiser Units: Similarly,
off on a one-way ‘suicide’ mission. If you
symbols and Cases, follow the Steps in a 3a Determine Hits: can’t get them back to a Carrier or airbase [11.4] Refresh Hand: Starting Boxes on this track are filled with Destroyed undamaged CGX Cruiser units may revert to
Battle to resolve its outcome at this time, they’ll be crashing soon. with the Red Player, players units from right-to-left and from bottom-to-top. Stealth mode if they begin their Movement
For each $, %, or ^ rolled by the
Special Combat Symbols draw a number of cards from the When casualties fill the row with your Political Phase alone in a hex (i.e., unstacked) and
attacker, he scores one “Hit.” [11.0] HOUSEKEEPING PHASE deck until they have a number of Will marker, your opponent has reached the outside the Attack Range of any revealed
White Aircraft Silhouette: This unit For each % or ^ rolled by the defender, enemy units. The Blue player may also add a
Before ending the turn, players perform cards in their hand equal to their Card Victory Point (11.3) and you’ve lost the game.
receives one additional (+1) Battle Die he scores one “Save.” US Ship Dummy marker to that hex, if
some housekeeping. They must check to Hand Size as indicated by that marker on
per symbol when combating any enemy That side’s Political Will marker starts available, when ‘restealthing’ these units.
Subtract the number of Saves rolled by see if the Victory Point has been reached their Political Will track.
Air units. toward the top of the track in the numbered
the defender from the number of Hits and, if not, prepare for the next turn. [14.5] Submarine Units: Undamaged
Negated White Aircraft Silhouette: This If the Draw Pile becomes depleted, shuffle column indicated by the Scenario Setup Nuclear Submarine units (those with an “N”
rolled by the attacker. The defender [11.1] Air Unit Basing: Revealed aircraft
unit cannot initiate an attack exclusively the Discard Pile to form a new Draw Pile. and is potentially moved by Events and / or in their ID) may revert to Stealth mode if
applies the remaining Hits (if any) to any with an airbase () icon on their counter
against enemy Air units. At the end of this Step, players can never Special Scenario Rules. they are in deep water. Undamaged Diesel
of his revealed units in the target hex. must be in the same hex as a friendly
Negated Submarine Symbol: This unit Exception: Submarine units do not have have a hand size greater than eight or less Aircraft Carriers (“SS”) Submarine units can settle on the
Carrier (CV, CVN or CVX) or a friendly bottom of shallow water (i.e., light blue
cannot initiate an attack exclusively to apply Hits if the attacker had no units than one. Aircraft Carriers are of extreme
airbase at this time in order to be hexes) to avoid detection and may revert to
against enemy Submarine units. in or adjacent to the submarine unit’s “Supported.” [12.0] STEALTH importance and expense to both
Stealth Mode there.
Special Combat Cases hex. This Rule works in conjunction with sides. A destroyed Aircraft
Rule 9.3. This is just like musical chairs when the A Stealth marker shows a silhouette of the A submarine unit can only revert back to
Carrier takes up an entire row
[9.1] Range 0 Units: Units with a Range music stops; these planes need refueling. unit’s generic type (i.e., Aircraft, Ship or Stealth mode if it is outside the Attack Range
3b. Counterattacks: by itself when placed on the Political Will
of 0 cannot initiate an attack. They defend Aircraft that have a white Submarine) with its Stealth Movement of any revealed enemy units and it expends
track. Place it on the ‘0’ box (unless there
normally if attacked by the enemy. If the defender rolls more Saves than the Movement Allowance Allowance. Stealth markers are commonly one Movement Point to do so during the
is already Carrier there; then use the ‘1’
[9.2] Stealth Units: Defending Stealth attacker rolls Hits, a possible “Counter- (including Stealth Aircraft found on the back (reverse) side of units owning player’s Movement Phase.
box, etc.) and reconfigure the other
markers in the target hex are ignored in a attack” ensues. If the attacker is within markers) are always considered and on Damaged markers. The owning player may also add a submarine
casualties on the track upward above the
battle. They do not throw dice, nor can range of at least one of the defending supported. [12.1] Setup: Unless otherwise directed by Dummy marker to that hex, if available,
Carrier’s row as necessary.
they receive Damage. The Acting Player units, the attacker must distribute one the scenario, units set up on their Stealth when ‘restealthing’ these units. Be sure to
Hit for every complete pair of remaining Thanks to their longer range and air-to-air This is the end of the Captain Level Rules.
cannot attack a target hex containing only marker side (i.e., in “Stealth mode”). clear up this stacking irregularity by the
Saves to attacking units (e.g., three refueling.
enemy Stealth markers. Housekeeping Segment (11.2).
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
4 FLEETS 2025: East China Sea Rules FLEETS 2025: East China Sea Rules 5
additional order to another unit of that [9.3] Submarine Targets: A remaining Saves would inflict only one Unsupported aircraft are destroyed and are [12.2] Revealing: A Stealth marker is [14.0] ADMIRAL LEVEL RULES
same type in the same hex on the same hex containing exclusively counterattack Hit against the attacking units). placed on the owning player’s Political flipped over to reveal its actual unit or
The Admiral Level Rules add additional
turn. You can issue an order to a Submarines can only be targeted The defending unit(s) must be able to Will track. See 13.0, Political Will. Dummy status when:
realism to the game to make it a better
different type of unit in that same hex on if the attacker is in or adjacent attack (i.e., have a Range greater than [11.2] Check Stacking: The Stacking Its hex has been successfully Searched simulation of modern naval warfare. You
the same turn. to the submarine unit’s hex, regardless of ‘0’) at least one of the attacking unit Limit is the maximum number of friendly by the Enemy Player, should play the first scenario at the Captain
For Example: That same fully-stacked hex the attacker’s range value. types (i.e., they’re not negated by a units that can be in a single hex. It is: Level before harpooning these rules.
It attacks, or
would require three Orders to activate all three Steps in a Battle Special Combat Symbol). Up to 3 Aircraft units, plus Battle Damage and Losses
of the different unit types in it, if desired. If you Its owner voluntarily reveals it (this
1. Reveal Stealth Units: All attacking Defenders must be adjacent to hexes Up to 2 Ship units, plus [14.1] Ship Damage: Because they are
issued an Order to just one Ship unit in that might occur, for example, when it is in a
Stealth markers must be revealed. The containing exclusively attacking subs structurally designed to take more damage, a
hex, you could not issue an Order to the other 1 Sub unit. target hex and the defender wishes it to
defender may reveal any Stealth markers to counterattack against them (9.3). Surface Ship unit will sink after receiving 3
Ship unit in that hex on that same turn. [11.2.1] Enemy Units: Enemy join the fray)
in the target hex (so that they can 4. Apply Hits (Damage) Hits (i.e., you may place up to two Damaged
Submarine or Aircraft units in a hex do When revealed, Dummy Stealth markers
[9.0] COMBAT participate in the ensuing battle; see 12.2).
One Hit destroys an Air unit or (i.e., those on the back of Damaged
markers on them to indicate their status).
not count against the Stacking Limit of [14.2] USN Carrier Damage: USN Carriers
Only units that have been activated by an 2. May Play 1 Battle Card (Attacker Damages a ship or sub unit. A friendly units in that hex. markers) are removed from the map. are the largest ships afloat, thus they will sink
Order may attack. If they do so, an attack First): Both players may select one Damaged ship or sub unit is
Activity card from their respective hands [11.2.2] Carrier Hangars: Aircraft [12.3] Enter Stealthily: Reinforcements after sustaining 4 Hits each (i.e., you may
(or “Battle”) must include all of the destroyed (sunk) upon
to increase the number of their Battle Dice units in a Carrier’s hangars (see 6.3.1) and eliminated units that are returned to the place up to three Damaged markers on them
ordered units wishing to attack the receiving a second Hit. Place a
they will roll in this combat. They place do not count for stacking. map during play are placed on the map in to indicate their status).
designated target hex. Note that a target Damaged marker on such ship and sub
their selected “Battle card,” face-down, in [11.2.3] Overstacking Penalty: Stealth mode. [14.3] Aircraft Losses: Except for B-2B
hex may be attacked multiples times in a units to denote their Damaged status.
single turn, i.e., once per Order activation. front of themselves. Friendly units in a hex in excess of this [12.4] Non-Stealthy Units: The KA-29 units, it takes two Aircraft units to completely
Damage cannot be applied to Stealth ‘fill’ a box on the Political Will track. Thus,
The attacker decides first if he wishes to ‘3, 2, 1 Vertical Stacking Limit’ must Aircraft type unit cannot use Stealth, as
When attacked, all of the Revealed (only) markers. Only revealed units may receive players must stack two non B-2B Aircraft
play a Battle card, then (after noting the be destroyed by their owning player at indicated by its reverse side ().
enemy units in the target hex must be damage. units in a box on the Political Will track
within each attacking unit’s range. attacker’s decision to play a Battle card or this time (his choice as to which specific [12.5] And Stay Revealed!: With a few
Destroyed units are placed on the owning before placing a newly destroyed Aircraft
not), the defender decides. These Battle units to destroy due to overstacking). exceptions, once a unit is revealed, it
Important: the attacker targets a hex with player’s Political Will track. See 13.0, unit in an empty box.
cards are revealed simultaneously. Note that Dummy units do count against remains so for the remainder of the game.
Revealed enemy units in it, not the Political Will. the stacking limit and can be selected for Important: With this rule, reduce each side’s
individual units themselves inside the The indicated number of Battle Dice (i.e.,
[10.0] AIR UNIT MOVEMENT destruction in this manner. [13.0] POLITICAL WILL starting Political Will value by one (-1).
target hex. shown in that player’s color along the left
How to Win The Political Will track is used to Reverting to Stealth Mode
side of the card) will be added to his total Aircraft units can move again as per Rule
Note that attacking is completely determine which side backs down from the [14.4] Aircraft Units: US B2-B and UCAV
in that combat. Once used, cards are 7.0, Movement). [11.3] The Victory Point: If your Political
voluntary; Ordered units need not attack. conflict first (and thus loses the game). units may revert back to Stealth mode if they
placed, face-up, into the Discard Pile. Important: Aircraft with an airbase () Will marker is stacked with a destroyed
Procedure Procedure begin their Movement Phase alone in a hex
3. Roll Battle Dice: Both players roll a icon on their counter need to land on a unit on your Political Will track, your (i.e., unstacked) and outside the Attack
Determine the range for the attack by number of dice equal to the total Battle Carrier or airbase before the next Phase! opponent immediately wins the game. See The Blue side has two boxes per row on Range of any revealed enemy units. The Blue
counting the number of hexes from the Dice from all of their Revealed units 13.0, Political Will. this track; the Red side has three boxes per player may also add a US Aircraft Dummy
Hopefully, you haven’t moved your Air
attacking units’ hex (exclusive) to the involved in the combat plus any additional Since the Blue player acts first during this row. Destroyed units are placed, one unit marker to that hex, if available, when
units ‘out of range’ of a safe landing site
target units’ hex (inclusive). Battle Dice afforded them by their Battle Step, if both players lose their Will on the per empty box, at the bottom right of the ‘restealthing’ these units.
by giving them Orders and sending them
After checking for Special Combat card selection (if any) in the previous step. same turn, the Red player wins. track (i.e., in the first available empty box). [14.4] CGX Cruiser Units: Similarly,
off on a one-way ‘suicide’ mission. If you
symbols and Cases, follow the Steps in a 3a Determine Hits: can’t get them back to a Carrier or airbase [11.4] Refresh Hand: Starting Boxes on this track are filled with Destroyed undamaged CGX Cruiser units may revert to
Battle to resolve its outcome at this time, they’ll be crashing soon. with the Red Player, players units from right-to-left and from bottom-to-top. Stealth mode if they begin their Movement
For each $, %, or ^ rolled by the
Special Combat Symbols draw a number of cards from the When casualties fill the row with your Political Phase alone in a hex (i.e., unstacked) and
attacker, he scores one “Hit.” [11.0] HOUSEKEEPING PHASE deck until they have a number of Will marker, your opponent has reached the outside the Attack Range of any revealed
White Aircraft Silhouette: This unit For each % or ^ rolled by the defender, enemy units. The Blue player may also add a
Before ending the turn, players perform cards in their hand equal to their Card Victory Point (11.3) and you’ve lost the game.
receives one additional (+1) Battle Die he scores one “Save.” US Ship Dummy marker to that hex, if
some housekeeping. They must check to Hand Size as indicated by that marker on
per symbol when combating any enemy That side’s Political Will marker starts available, when ‘restealthing’ these units.
Subtract the number of Saves rolled by see if the Victory Point has been reached their Political Will track.
Air units. toward the top of the track in the numbered
the defender from the number of Hits and, if not, prepare for the next turn. [14.5] Submarine Units: Undamaged
Negated White Aircraft Silhouette: This If the Draw Pile becomes depleted, shuffle column indicated by the Scenario Setup Nuclear Submarine units (those with an “N”
rolled by the attacker. The defender [11.1] Air Unit Basing: Revealed aircraft
unit cannot initiate an attack exclusively the Discard Pile to form a new Draw Pile. and is potentially moved by Events and / or in their ID) may revert to Stealth mode if
applies the remaining Hits (if any) to any with an airbase () icon on their counter
against enemy Air units. At the end of this Step, players can never Special Scenario Rules. they are in deep water. Undamaged Diesel
of his revealed units in the target hex. must be in the same hex as a friendly
Negated Submarine Symbol: This unit Exception: Submarine units do not have have a hand size greater than eight or less Aircraft Carriers (“SS”) Submarine units can settle on the
Carrier (CV, CVN or CVX) or a friendly bottom of shallow water (i.e., light blue
cannot initiate an attack exclusively to apply Hits if the attacker had no units than one. Aircraft Carriers are of extreme
airbase at this time in order to be hexes) to avoid detection and may revert to
against enemy Submarine units. in or adjacent to the submarine unit’s “Supported.” [12.0] STEALTH importance and expense to both
Stealth Mode there.
Special Combat Cases hex. This Rule works in conjunction with sides. A destroyed Aircraft
Rule 9.3. This is just like musical chairs when the A Stealth marker shows a silhouette of the A submarine unit can only revert back to
Carrier takes up an entire row
[9.1] Range 0 Units: Units with a Range music stops; these planes need refueling. unit’s generic type (i.e., Aircraft, Ship or Stealth mode if it is outside the Attack Range
3b. Counterattacks: by itself when placed on the Political Will
of 0 cannot initiate an attack. They defend Aircraft that have a white Submarine) with its Stealth Movement of any revealed enemy units and it expends
track. Place it on the ‘0’ box (unless there
normally if attacked by the enemy. If the defender rolls more Saves than the Movement Allowance Allowance. Stealth markers are commonly one Movement Point to do so during the
is already Carrier there; then use the ‘1’
[9.2] Stealth Units: Defending Stealth attacker rolls Hits, a possible “Counter- (including Stealth Aircraft found on the back (reverse) side of units owning player’s Movement Phase.
box, etc.) and reconfigure the other
markers in the target hex are ignored in a attack” ensues. If the attacker is within markers) are always considered and on Damaged markers. The owning player may also add a submarine
casualties on the track upward above the
battle. They do not throw dice, nor can range of at least one of the defending supported. [12.1] Setup: Unless otherwise directed by Dummy marker to that hex, if available,
Carrier’s row as necessary.
they receive Damage. The Acting Player units, the attacker must distribute one the scenario, units set up on their Stealth when ‘restealthing’ these units. Be sure to
Hit for every complete pair of remaining Thanks to their longer range and air-to-air This is the end of the Captain Level Rules.
cannot attack a target hex containing only marker side (i.e., in “Stealth mode”). clear up this stacking irregularity by the
Saves to attacking units (e.g., three refueling.
enemy Stealth markers. Housekeeping Segment (11.2).
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
6 FLEETS 2025: East China Sea Rules FLEETS 2025: East China Sea Rules 3
[15.0] GAMEPLAY EXAMPLE Red Movement [7.0] MOVEMENT [7.5] Multiple Moves per Turn: Each unit
can only move once per opportunity, but
Allowance of ‘3,’ so those Stealth markers are
revealed by that search. The enemy Sub
Exposition Players have an opportunity to move none,
there can be more than one opportunity per Stealth marker, however, remains unrevealed
some or all of their units before issuing
At the beginning of turn to move. by that Search.
the turn, the Red Orders or conducting an Event. A player
must complete each unit’s movement All units can move in the Movement A player may conduct multiple searches
player has a Phase. during this Step, and even Search the same
Political Will and before moving another unit.
Ordered units can move again in the target hex multiple times in a single turn.
Hand Size of 4; Each unit has a Movement Allowance
Orders / Events Phase. He may continue to conduct Searches as
there are also 6 printed on it which represents the basic
destroyed units on
long as his cards (and patience) hold out.
number of hexes it may move when given Aircraft units can move yet again during
the Red Political the opportunity. Each player moves only the Aircraft Movement Phase. [8.2] Events: Perform the card’s text.
Will Track (filling his own units during his portion of the Thus, Aircraft units could Some Events allow for Orders to be
the bottom two Movement Phase. No enemy movement is move up to three times during issued as well (see below). The text is
rows, as shown). allowed when you are moving units. a single turn if they receive very exact about how that applies (often
The Blue player The second phase is Movement (7.0). The Red player moves the three units in Orders. to a specific number or type of units; if a
Procedure
has a Political Stealth mode at 0801, one at a time, through 0802 to end their movement in player does not have that specific type of
Will of 3 and a 0902. Note, that the units must end their movement as soon as they enter 0902 Units move one at a time, hex by hex, in [8.0] THE ACTION PHASE unit available, the Order is wasted).
Hand Size of 5; in because they are adjacent to enemy Blue units (7.3.2). any direction or combination of directions Each player has the opportunity to search,
addition, there are that the player desires. A unit may Note: some Events are restricted to use
The Red player then launches the aircraft units based on CV1. These three trigger an Event, and / or activate groups of
3 destroyed units continue moving until it has either spent its by only one side.
aircraft are all still in Stealth mode from setup (6.1), and are moved together their units to move (again) and conduct
on the Blue Political Will Track (filling up 1 1/2 rows).
through hex 0702 and 0802 to hex 0901, where they, too, must stop moving
Movement Allowance, moved next to an battles by playing an Activity card. [8.3] Orders:
Card Hands due to the presence of Blue units. enemy unit, or the player desires to stop General Rule
Procedure
The Blue player has the following cards: Operational
moving it.
Red is satisfied with its current positions; his movement is finished. The Acting Player first performs any and When an Activity card is played to issue
Security Breach, Grave Tactical Error, UCAV Replacements, Damage Control Cases Orders (i.e., as an “Orders card”), that
Blue Movement all desired Searches, playing one card for
and K-29 Replacements (which he cannot play for its Event, but it's still a useful [7.1] Integrity: A unit can only move once player may issue a number of Orders up to
each Search Attempt.
card for generating Search and Battle Dice.) per phase and any unused Movement the card’s Order value (and, like
After all of his desired Searches are
The Red player has the following cards: Flank Speed, Scramble!, Infiltration Points from its Movement Allowance are Movement Points, they need not all be
and Precision Targeting. conducted, he must select (play) one card
lost. Movement Points are not ‘saved’ used nor can they be saved).
of his choice from his hand (if he has one;
Starting Positions between phases or turns, nor can they be Each Order’s actions (i.e., the movement
if not skip the remainder of his Action
transferred to other units. and then attack by the unit(s)) must be
phase) and place it face-up on the table. He
[7.2] No Mandate: Units are never forced must announce whether he is using it for completed before the next Order is issued.
to move when afforded a chance to do so. its Event or to issue Orders with it. He Procedure
[7.3] Restrictions: The following may do one or the other with that card, but An “Order” can be used to activate a
movement restrictions apply: not both. single unit or all units of the same type in
[7.3.1] Land: Submarines and Ships Once used, cards are placed face-up in a the same hex.
cannot enter land hexes, but Aircraft Discard Pile next to the Draw Pile. For Example: A fully-stacked hex has 3 Air, 2
may freely do so. [8.1] Searching: Ship, and 1 Sub unit in it. With a single Order,
[7.3.2] Proximity: Units must immedi- Procedure either all 3 Air, both Ships – OR – the lone Sub
ately stop when they enter a hex adjacent could be activated.
In hex 1002, the Blue player has a DDG and CVN-1, fully equipped with aircraft The Acting Player may designate a hex
to an enemy unit no matter how many Effects of Activation via Orders
units (i.e., two F-35C and one UCAV). In hex 1003, there is a CGX in Stealth Blue launches the CVN’s aircraft, placing them in the Carrier’s hex at 1002. containing enemy Stealth units and must
Movement Points they have remaining.
mode. They need not stop there due to the adjacent Red units, as they have not yet play one Activity card from his hand to Ordered units can move (first), if
No unit can enter a hex containing an conduct a Search there. He then rolls a desired, and attack (after completion of
The Red player has an SS in hex 0803, a CV1 and DDG in hex 0603. It looks moved (they have only been placed), but this is where the Blue players wants
them, so there they stay (in effect, flying ‘Combat Air Patrol’ or ‘CAP’ over their
enemy unit. number of Search Dice equal to the their Orders Movement), if desired. After
bleak for the Red team, but that is about to change…
Carrier). Exception: Submarine and Aircraft number of dice in his color on that card the Ordered unit(s) have done their desired
Reinforcements
The CGX ship in Stealth mode moves to hexes 1004, 0904, and 0804. units do not need to stop and can enter and uses the lowest number rolled among movement and / or combat, then the next
The first phase is Reinforcements and remain in a hex with enemy units of them as his Search Value. Order is issued and any movement and / or
(5.0). The Red player goes first and Blue is happy with the situation and is done moving.
the other type (i.e., friendly Aircraft can If the Search Value is less than (<) the combat that it engenders is conducted, then
decides to bring in a Blue Action ignore the proximity of enemy Subs and Movement Allowance of any enemy the next Order’s activity is completed, and
Reinforcement Group. He
The next phase is Action (8.0). The Blue player acts first and decides that he friendly Subs can ignore the proximity Stealth markers in the target hex, those so on until the player has conducted up to
discards one card, Infiltration, and
reduces his Card Hand Size from 4
needs to uncover at least one of the two adjacent Red stacks by Searching of enemy Aircraft). Stealth markers that are less than (and only the number of Orders he has available for
them (8.1). He plays the K-29 Replacements card as his first Search card and that turn.
to 3. He places the Reinforcement [7.3.3] Exit Strategy: Units cannot those Stealth markers) are immediately
selects the stack in 0902 (containing one of each unit type in Stealth mode).
Group, one J-13C, one DDG leave the map unless allowed to by a revealed. Otherwise, there is no effect. [8.3.1] Integrity: If a single Order is
and one SSN, in Stealth mode Blue rolls two dice with a result of ^ and #, so the 3 is his best throw Special Scenario Rule. used to activate multiple units, they must
For example, there are enemy Sub, Ship, and
(i.e., face-down) in hex 0801. among that Search Roll. This scenario is using the Technical Superiority all move to the same destination hex and
Special Scenario Rule, so Blue finds the aircraft unit (with its 4 movement) and [7.4] Stacking: A unit may enter a hex Aircraft Stealth markers in a hex. You designate
The Blue player declines to enter a containing other friendly units. It may a Search there, play a card with two Search / or attack the same target hex.
the ship unit (3 movement), but not the sub (2 movement).
Reinforcement Group at this time. continue to move through that hex, or stop Dice of your own color, and roll them for a % [8.3.2] One Activation per Unit per
Since that is all the searching the Blue Player has set out to accomplish, he
in it. However, there is a Stacking Limit and a @. The 2 becomes your Search Value Turn: A unit can only be issued one
announces that his Search Step is over.
that must be adhered to during Step 5b (see and is compared to the Stealth markers. It is Order per turn. You cannot issue an
11.2: essentially 3 aircraft, 2 ships and 1 lower than the enemy Aircraft units’ Movement order to one type of unit (Air, Ship, or
submarine). Allowance of ‘4’ and the Ships’ Movement Sub) in a hex and then issue an
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
2 FLEETS 2025: East China Sea Rules FLEETS 2025: East China Sea Rules 7
Special Combat: Certain bonuses and Next, in the order listed by the scenario, Procedure Blue Orders Red Event
restrictions are indicated with these icons as they each place their listed forces, To place a Reinforcement Group on the Blue then plays the UCAV Replacements card for its 3 Orders value. Red plays Precision Targeting for the event. This
per Rule 9.0, Combat. including Dummy units, on the map face- map, its owner must permanently reduce Blue Order 1 gives Red two Orders and any Ordered units that
Unit Types: The unit abbreviations are listed down (i.e., in Stealth Mode) in the his Maximum Hand Size by one. Move his attack this turn inflict Hits on # or better instead
indicated hexes and conforming to the His first Order is to the entire stack of aircraft in hex 1002 (even though there of $ or better. Good times!
below: Card Hand Size marker down one row on are multiple aircraft units in that hex, they can be combined into a single Order
Stacking Limit (see 11.2), or on a the track. That player must then discard a Red Order 1
B: Bomber G: Guided Missile if they perform their actions together). Opting not to move them, the Blue player
Reinforcement Box on his Player Aid card (of his choice) to conform to his new
C: Cruiser F: Fighter attacks the newly-revealed enemy units in hex 0902. At this juncture, the Red Declining to do any searches, Red skips right to
Sheet. Each player then returns his unused card hand size. player could voluntarily reveal his submarine unit in Stealth mode, thus adding it
N: Nuclear powered his first Order, which is to attack the CGX with his
Dummy units, face-up, as Damaged to the defense of its hex, but declines to do so – wishing to keep his submarine SSN in hex 0902. Note that one Order cannot activate multiple units in this
UCAV: Unmanned Combat Aerial Vehicle Finally, that player places the units in that
markers to a spot near both players. The safe for the time being. same hex, as they are not of the same type performing the same activity, so the
X: Next-Generation (i.e., ‘Advanced’) Reinforcement Group on the map, in
reverse side of these Damaged markers submarine is on its own here. Its attack
CV: Aircraft Carrier Stealth mode (see 12.0, Stealth), Our first Combat (9.0) of the turn ensues! Blue
should remain hidden until and unless causes the SSN to be revealed and,
DD: Destroyer SS: Submarine according to the Special Scenario Rule. has two F-35Cs and one UCAV attacking (i.e.,
another Dummy unit is placed on the map. only those units that are currently activated under because the CGX is not adjacent to the
For Example: An SSGN is a nuclear powered
Important: All Aircraft Carriers set up [6.0] AIRCRAFT CARRIERS this single Order; the Blue ships in hex 1002 can submarine, the CGX is unable to
guided missile submarine. counterattack with any excess Saves
with their full complement of aircraft (each Aircraft Carriers are special units not participate) versus Red's one DDG and one J-
Activity cards: The Activity cards in Stealth mode), as indicated on that with some special capabilities. 13C (i.e., only the Revealed units in the target hex that it might roll, so this is a ‘safe, no-
represent various events and the command player’s Player Aid Sheet. are subject to attack and can defend it). risk’ attack.
[6.1] Aircraft Carrier Setup: The
ability of each Orders Title Graphic Blue has a total of 7 Battle Dice (3 for his units’ Red declines to play a Battle Card, but
Finally, shuffle the Activity cards and deal specific types of aircraft indicated on the
fleet. value (no effect) Blue plays Operational Security Breach
Battle / Search Dice value (Blue=USN; Red=PLAN)
to each player the number listed in the Carrier Display are used only for Setup. printed strengths + 4 white aircraft symbols versus a target hex including
Each Activity revealed enemy aircraft; thus, if the J-13C was not present and revealed, Blue for an additional Battle Die. Red rolls
scenario. Place the remainder face-down They are setup on their Stealth side.
card shows its would only have the 3 Battle Dice). Red has a total of 5 battle dice (4 strength + #, #, and % for 3 Hits; Blue rolls !,
within easy reach to form the Draw Pile. [6.2] Aircraft Carrier Capacity: The
Orders value, 1 white aircraft symbol). #, $ and % for 1 Save. The net 2
Event Title [4.0] SEQUENCE OF PLAY number of spaces on that Carriers’ Player
The Blue player opts not play a Battle Card and, after seeing that, the Red
Hits means CGX goes down!
and Text, plus Aid Sheet display indicates the maximum Red Order 2
Each turn is composed of a number of player does; he uses his Scramble! card as a Battle Card, adding 2 more Battle
its Battle / number of aircraft units that it may
Phases that must be completed in an exact Dice for a total of 7. So now it’s 7 vs. 7 Battle Dice! Red's other order is to all of the aircraft units stacked together in 0901, where
Search Dice Event Support. Important: Once play
sequence (called the game’s “Sequence of Blue rolls a !, @, @, @, #, %, and ^! (That's not very good.) Since the they must all act in unison in order to share the same Order. He moves them
value. The
Text commences, only the quantity of Air units
Play”). If the game does not end at the attacker needs $ or higher on each die to inflict a Hit, only the lone 5 and 6 via hexes 0802 and 0803 to hex 0903 to set up an attack on the Blue CVN and
Events (only) on a Carrier matters, not their specific type.
Victory Point (see 11.3), players refresh deliver for a total of 2 Hits. Red rolls a #, $, %, %, ^, ^, and ^; a great DDG. Red then reveals his attacking units
on some their hands and begin the next turn with the [6.3] Carrier Hangars: Aircraft on a roll! Defenders need a % or higher on each die for a Save, so Red has a total and shows his three J-13Cs.
Activity cards Reinforcement Phase. Carrier’s Player Aid Sheet are said to be of 5 Saves. Blue’s 2 Hits are negated, and there are still 3 Saves remaining; Since this is for very high stakes, Red plays
are restricted “in its hangars.” this means that there is a counterattack. The counterattack scores only one Hit Flank Speed! as his Battle Card for one
1. Reinforcements Phase (Red first)
to one player, 2. Movement Phase (Red first) [6.3.1] & Stacking: Air units in a since it takes two Saves to generate one Hit against the attacker. more Battle Die. Blue responds by playing
Event Player Use Restriction
as indicated. 3. Action Phase (Blue conducts all Steps Carrier’s hangars do not count toward Blue groans and removes his UCAV unit. The UCAV counter is placed on the Grave Tactical Error to increase his total
Both players can always use the Orders first; then Red conducts all Steps) the stacking limit for that hex. Blue player’s Political Will Track. Battle Dice by two. Red has 6 Battle Dice
and Battle / Search Dice values of these and rolls 2, 2, 3, 5, 5, and 6 for 4 Hits. Blue
a. Searches [6.3.2] & Combat: Air units in a Blue Order 2
restricted Activity cards. has 7 battle dice and rolls 1, 1, 3, 4, 4, 5,
b. Conduct Event Carrier’s hangars cannot take part in Blue's second order is to the CGX in 0804. Electing not to and 5 for 2 Saves. That means there are a
Terminology: Activity cards played as Events c. Move first Ordered unit(s) combat in that hex. They are also move it (again, his prerogative when it receives an Order), he net 2 Hits and Blue decides to apply 1 Hit
are called “Event cards;” those played for d. Attack with first Ordered unit(s) destroyed if that Carrier is destroyed. simply reveals the unit and attacks the SS in 0803 (which is to each ship and places a Damaged marker
Orders are called “Orders cards;” those used e. Repeat Steps ‘c’ and ‘d’ with [6.3.3] & Support: Aircraft units in a permitted because the attacking force is adjacent to the on both of them. That was a close one!
for Searches are called “Search cards” and second, third, etc., Ordered unit(s) Carrier’s hangars are supported by that targeted submarine unit). Both players decline to play a Battle Aircraft Movement
those played in battle are called “Battle cards.” as needed Carrier during the Air Unit Basing Step Card. Blue rolls 3 dice for $, $, and ^ (3 Hits!). Red rolls 2
4. Air Unit Movement Phase (Red first) dice for @ and ^ (1 Save). The two Hits are enough to sink The fourth Phase is Air Unit Movement (10.0). Red moves the aircraft stack in
Hand Size: Players are limited to a Maximum of the Housekeeping Phase. 0903 back to his CV, placing them on his Player Aid Sheet. He also needs to
Hand Size according to the scenario played. 5. Housekeeping Phase the submarine unit and the Red player places it on his Political
a. Air unit basing (Red first) [6.4] Aircraft Launch and Recovery: Will Track. land the reinforcement J-13C in 0902 somewhere, but his only nearby Carrier’s
Event Text: Event text always supersedes Aircraft units may launch (i.e., be placed hangers are full and there is no friendly airbase within range. That J-13C will be
b. Check 3-2-1 stacking (Red first) Blue Order 3
Rules text. Whenever there is a conflict, use a on the map in that Carrier’s hex) or land unable to base this turn, so the Red player simply declines to move it (and
c. The Victory Point (Blue first)
card’s Event text. (i.e., be removed from that Carrier’s hex hopes that search and rescue teams from the DDG can find the pilots). Blue
d. Refresh hand (Red first) moves the two F-35Cs from 1002 through 1102 and 1103 to 1004, and there
Discarding (important): Players cannot on the map) at any point during that
When conducting a Phase or Step, players player’s movement. recovers them back to his CVN hangers, placing them on his Player Aid Sheet.
voluntarily ‘discard’ cards from their hands.
alternate as the “Acting Player” in the Housekeeping
[3.0] SETUP order listed (e.g., “Red first”). For Example: Your Carrier can move three
hexes, then launch aircraft from its hangar that The fifth phase is Housekeeping (11.0). The first Step is to check for air unit
Place the map in the center of the table. [5.0] REINFORCEMENTS move a further four hexes. In effect, those basing, and the J-13C crashes into the ocean; it is destroyed (11.1) and placed
Select a scenario and choose sides, giving aircraft have traveled seven hexes this turn. on the Red player’s Political Will Track. All of Blue's aircraft have landed.
If available (see Special Scenario Rules),
each player his respective pieces and The next Step is stacking (11.2), and there are no stacking issues to resolve.
players can add one Reinforcement Group Since Aircraft Carrier units have a ‘0’
Player Aid Sheets. Place the dice and
per turn to the map. Range and thus cannot themselves attack, The Victory Point (11.3) follows. While Blue is very close to losing, it hasn't
Nuclear Blast markers near both players.
Reinforcement groups are designated by their Carrier-based Aircraft units form their happened yet. Red is also safe for now.
Each player takes his Will and Card Hand offensive capability.
letter and placed on its owner’s Player Aid Finally, both players draw their hands back to up to their Maximum Hand Size
Size markers and places them on the (11.4). Red draws a fresh hand of 3 cards, and Blue draws 4 cards to give him
Sheet as per the scenario setup instructions. Defensive air cover is abstractly
numbered space on his Player Aid Sheet as a total of 5.
They remain there unless voluntarily represented by the Battle Dice of the Blue's final order is to move his CVN and DDG via hexes 1102, 1103 and
indicated in the scenario setup instructions.
brought into play by their owner. Carrier unit itself when it is attacked. ending their movement in hex 1004.
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
8 FLEETS 2025: East China Sea Rules FLEETS 2025: East China Sea Rules v1.01 1
© 2008 Chris Taylor and Victory Point Games © 2008 Chris Taylor and Victory Point Games
FLEETS 2025: East China Sea Scenario Sheet v.1.0