
Infernal Machine: Dawn of Submarine Warfare
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 â it is the tumultuous landscape of the American Civil War. The playerâs 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 projectâs 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?
To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machineâs 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.
While your machine shop is busy getting started with the submarineâs 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 shopâs 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 playerâs 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 weaponâs detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Or will your Fishboat deliver âsomething nefariousâ into the heart of the enemyâs 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 machineâs capabilities. Your Fishboatâs 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 capitalistâs 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?
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
Original: $76.03
-70%$76.03
$22.81Infernal Machine: Dawn of Submarine Warfare
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 â it is the tumultuous landscape of the American Civil War. The playerâs 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 projectâs 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?
To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machineâs 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.
While your machine shop is busy getting started with the submarineâs 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 shopâs 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 playerâs 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 weaponâs detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Or will your Fishboat deliver âsomething nefariousâ into the heart of the enemyâs 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 machineâs capabilities. Your Fishboatâs 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 capitalistâs 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?
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
Product Information
Product Information
Shipping & Returns
Shipping & Returns
Description
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 â it is the tumultuous landscape of the American Civil War. The playerâs 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 projectâs 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?
To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machineâs 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.
While your machine shop is busy getting started with the submarineâs 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 shopâs 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 playerâs 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 weaponâs detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Or will your Fishboat deliver âsomething nefariousâ into the heart of the enemyâs 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 machineâs capabilities. Your Fishboatâs 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 capitalistâs 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?
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












