Collapsible D The Final Minutes of the Titanic

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Rule Book


Collapsible D: The Final Minutes of the Titanic

I wake up startled: what was it?

The ship seems to have just lurched forward.

I peer through the porthole and see nothing but the icy darkness of the night.

I’m slowly falling asleep again when the door of the cabin swings open and a black silhouette hollers at

me: “On your feet! Get up! Put on your uniform and get to the deck! Mr. Andrews says that in less than half an hour we could all be dead.

A riveting game of survival set during the last dramatic minutes on board the Titanic. For 3 to 6 players, ages 12 and up.

= Concept and aim of the game =

Don’t breathe a word to anyone and move fast!”

One hundred years after its maiden voyage, Collapsible D™ reenacts the final moments on board the sinking British passenger liner RMS Titanic. Each player leads a group of passengers to safety through the many decks of the ship as the icy waters of the Atlantic Ocean quickly flood the gigantic hull. Will you make it to the lifeboats in time?

A few minutes later, I am running down the corridor fumbling with the buttons on my jacket. What the

hell is going on? As I get to the deck the cold lashes my face and I see dozens of first class passengers

= Contents of the box =

wandering about. A clearly aggravated woman in a fur coat is speaking heatedly with an officer.

A well-dressed middle-aged man is trying to close his life vest without ruining his expensive coat.

Other dazed passengers are leaning on the railing, staring out at the dark sea.

Then, suddenly, way up in the sky, there is a searing

whistle followed by a bang and an explosion of white stars. Deadly silence overcomes the crowd and the chill of panic fuses with the cold night air.

Everyone knows what a flare shot in the middle of the ocean means. There is no hope.

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This box contains: – this rule book; – 1 game board that reproduces the starboard side of the RMS Titanic; – 36 standard cards containing: 6 place-markers in 6 different colors (white, blue, yellow, black, red and green) and 30 Passengers; – 42 small cards containing: 10 Lifeboat cards representing the lifeboats on the starboard side of the Titanic (7 wooden boats, 1 cutter and 2 collapsible boats), plus 32 Flooding cards divided into 4 decks (A, B, C and D); – 1 counter sheet containing: – 8 square Order tiles; – 10 Water markers; – 9 oval Bonus tokens; – 20 round Aid tokens; – 6 rectangular Crowd markers; – 18 Time tokens; – 21 wooden Passenger pawns, 4 types in 6 different colors: white, blue, yellow, black, red and green; – 4 colored wooden dice (6-sided).


Collapsible D: The Final Minutes of the Titanic

Game Components

Game board

Passenger cards (First Class) (9)

Passenger cards (Second Class) (3)

Passenger cards (Third Class) (9)

Passenger cards (Crew) (9)

Place-markers (6) in 6 different colors (blue in the example)

Wooden Dice (4) Flooding cards (32) of four different phases (A, B, C and D)

Order tiles (8)

Aid tokens (20)

Wooden Passenger pawns (21) in 6 different colors (blue in the example)

Lifeboat cards (10)

Crowd markers (6)

Water markers (10)

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Bonus tokens (9)

Time tokens (18)


Collapsible D: The Final Minutes of the Titanic Turn tracker Space for facedown Flooding cards

Stack of facedown Order tiles

Placed Crowd marker Crowd event

Lifeboat event

Priority table Bonus points reflecting the order in which the Passengers are saved and brought to the Lifeboats

Priority table

Blue First Class Passenger pawn, unaware

Stack of revealed Order tiles

Access to the Lifeboat connects the square to the Lifeboat

Yellow Ladder

Red Third Class square Aid

Green Second Class square Aid tokens Start position for Passengers Bulkheads: guide the movement of the Water markers

Game Set-up Aid table

Shuffle the 8 facedown Order tiles and put them in a pile facedown on their space on the board.

4 player example

Shuffle the four Flooding card decks separately (A, B, C and D). Take 4 cards from each deck and place them in order facedown next to the Turn tracker. Put the remaining cards back in the box without looking at them as they will not be used for the remainder of this game.

The game board reproduces the starboard side of the ship and is divided into colored squares. Place the game board in the center of the playing area All of the Passenger pawns move between the colored squares on the game board: First Class: the blue squares represent the lavish accommodations of the Titanic’s illustrious first class. Second Class: the green squares represent the location of the comfortable second class. Third Class: the red squares represent the cramped confines of the less well-off third class. Crew: the black squares represent the crew members’ quarters. Common areas: the white squares represent the common areas of the ship.

Place the 6 Crowd markers on the Flooding cards as indicated on the Turn tracker by the Crowd icon. Repeat the process with the 9 Bonus tokens. Place the Lifeboat card with the x6 on the back, facedown, on its space on the board. Then shuffle the remaining 9 cards, facedown, and place them randomly, without looking at them, on the free spaces left on the board. Place the 10 Water markers on their relative sections (from 1 to 10) on the board.

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Collapsible D: The Final Minutes of the Titanic

Space for Lifeboat cards

Placed Bonus tokens Number of Lifeboats lowered during the turn

Lifeboat Bonus

Time tracker

Blue Crew Passenger pawn, unaware

Bonus

Time (02:00 am)

Blue First Class square

White Common Area square

Time (02:10 am)

Blue Third Class Passenger pawn, unaware

Black Ladder Black Crew square

Section: the space between two bulkheads

Water markers

Continuation of the Aid table

Shuffle the 20 Aid tokens and place them, without looking at them, on the Aid Table spaces on the game board.

Divide the 4 Passenger decks by Class and shuffle them separately. Proceeding clockwise, each player receives 1 First Class Passenger card, 1 Third Class Passenger card and 1 Crew Passenger card (put the Second Class Passenger cards back in the box as they won’t be used for this game). In a three-player game, each player receives a Second Class Passenger card.

The player who has most recently travelled by sea (or a randomly chosen player) picks one of the six available colors and receives the Place-marker and three Passenger pawns (First Class, Third Class and Crew) of that color (* put the Second Class pawn back in the box as it won’t be used for this game). Proceeding clockwise, each of the remaining players repeats the same process. Put all of the unused components back in the box.

First Class

Second Class*

Third Class

Players put their Passenger pawns on the game board in their Start positions according to the information given on their cards. Each pawn placed on the board must be marked by a Time token indicating the unaware state of the Passenger (this will be explained later). The First player receives all 4 dice.

Crew

On Wednesday April 10th 1912 at noon, the Titanic set sail for its maiden voyage with a first stop in Cherbourg (France) and a second in Queenstown (Ireland), before forging full-steam ahead towards the city of New York. The ocean was calm and the weather was good…

Players put their Place-markers in front of them on the playing area. Only the First player will place his card with the star facing up. In a three-player game, players choose only between blue, yellow and red. Players take all the 4 pawns of their chosen color.

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Collapsible D: The Final Minutes of the Titanic

= How to play =

The Game in Detail

Every game is divided into 16 turns. Each turn covers roughly 10 minutes of the sinking of the ship.

= Turn rounds =

11:40 pm

00:20 am

01:00 am

01:40 am

11:50 pm

00:30 am

01:10 am

01:50 am

00:00 am

00:40 am

01:20 am

02:00 am

00:10 am

00:50 am

01:30 am

02:10 am

A

B

C

D

Each phase, made up of four turns, uses a different deck of Flooding cards (A, B, C and D). Each turn is divided into four rounds during which the players may move their Passengers towards the Lifeboats in an effort to save them from the water that is flooding the different sections of the ship. 1

Alarm: 1. First player: the role of first player is passed on. 2. Alert: the unaware Passengers may become alert.

2

Movement: 1. Dice: the current player receives all of the dice. 2. Withhold: the Passengers can withhold the dice. 3. Roll: the dice that were not withheld are rolled and assigned to the Passengers. 4. Passengers: the pawns are moved according to the results of the assigned dice. 5. Crowd: the Crowd markers are moved according to the results of the unassigned dice.

3

Event: if the Turn tracker calls for it, a Crowd event takes place (the first player puts a Crowd marker into play) or a Lifeboat event occurs (the first tile on the Order pile is revealed). The Lifeboat card indicated by the revealed Order tile is lowered into the sea with any accepted Passengers aboard. Pair the appropriate Bonus token to the card.

4

Flooding: the Flooding card for the current turn is revealed. The Water markers advance (see diagram on p. 12 for the movement sequence) by the number of levels indicated on the revealed card. Remove any Passenger pawns (with related cards) from play and any Aid tokens and Crowd markers reached by water. This turn ends and a new one begins. If the last turn of the game (02:10 am) has been completed, the game is over and each player calculates his final score

Sunday April 14th 1912, 11:40 pm. The British passenger liner, Olympic class, named Titanic, collided with an iceberg that breached the hull on the starboard side of the ship. Before the vessel split into two pieces and sank to the bottom of the ocean, the 2,228 men, women and children on board, including 800 crew members, tried to save themselves from the dark frigid waters of the Atlantic on the 20 available lifeboats.

1. Alarm Important: ignore this round in the first turn of the game (11:40 pm). The first round of every turn is divided into two parts: 1. First player. Moving clockwise, the role of First player is passed on to the player to the left of the current First player. The new First player indicates his role by turning his place-marker card to show the white star facing up whilst the previous First player turns his place-marker card to show the side without the star. At any time during the game, only one player can be the First player. Jack, the blue player, was the First player in turn 1 (11:40 pm). At the start of turn 2 (11:50 pm) he turns his place-marker back to its normal position whilst Gabe, the red player, sitting on his left, turns his place-marker to show the white star indicating that he is the First player in this new turn: he’ll be the first to act.

2. Alert. The Passengers in play whose Time of Alarm corresponds to the time of the current turn are put on alert: the Time tokens must be removed from these Passenger pawns and placed on the corresponding cards. The Third Class Passenger Miss Mary Kelly controlled by Jack (the blue player) has 11:50 pm as her Time of Alarm. During the first round of the second turn, Jack removes the Time token from that Passenger pawn to place it on Miss Kelly’s card. From this point on, this Passenger is no longer unaware and her movement specifications change.

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Collapsible D: The Final Minutes of the Titanic

Unaware or alert Passengers

= The game board squares =

Passengers come into play in an unaware state: the pawns are marked by the Time tokens inserted into the slot on the top of the pawn. In the turn indicated by the Time of Alarm, the Passengers change status from unaware to alert. The Time token must be removed from the alert Passenger pawn and put on the corresponding card to show its change of status to the players. Only an alert Passenger can use any Aid tokens assigned to him.

Start position: the numbered squares on the game board mark the places where the Passenger pawns are put into play. During the game they are considered normal squares without any additional rules. Blue: the blue squares represent the First Class areas of the ship. Any blue roll of the dice can be used to move the pawns in these squares.

2. Movement

Green: the green squares represent the Second Class areas of the ship. Any green roll of the dice can be used to move the pawns in these squares.

In the second round of every turn, going in a clockwise direction, each player completes the following actions in sequence: 1. Dice. The current player receives all four dice.

Red: the red squares represent the Third Class areas of the ship.

Note. The dice can show the following colors: white, blue, yellow, black, red or green. The colors rolled are used by the players to move their Passenger pawns horizontally from square to square. The color of the dice rolled must correspond to the color of the square on which the pawn will land.

Black: the black squares represent the Crew quarters on the ship. Any black roll of the dice can be used to move the pawns in these squares.

Three special colors can be rolled with the dice: White. Consider white as a wild that can be transformed into any other color on the dice (blue, yellow, black, red and green). Yellow. There are no yellow squares on the game board, only yellow Ladders. Ladders allow the Passenger pawns to move vertically. It is possible to move an alert Passenger vertically by way of a yellow Ladder by rolling a yellow result (it is necessary to roll 2 yellow results if the Passenger is unaware). If the pawn is moved by way of a yellow Ladder, then the color of the landing square is ignored. Black. Using black it is possible to: move an alert Passenger horizontally into an adjacent black square (two black roll results are required if the Passenger is unaware), or duplicate the color of another dice assigned to the same Passenger (using a duplicated color counts as two of the same color). Rolling a black result, it is possible to move an alert Passenger vertically by way of a black Ladder (it is necessary to roll 2 black results if the Passenger is unaware.) If the pawn is moved by way of a black Ladder then the color of the landing square is ignored.

2. Withhold. Before rolling the dice, the current player may withhold 1 die for any number of Passengers that he controls and use the color indicated on the Passenger card instead. The withheld dice are then assigned to the card of the Passenger using them.

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White: the white squares represent the common areas of the ship. Any roll of the dice, no matter the color, can be used to move the pawns in these squares. These are the only squares in which the pawns can move even if the squares are already occupied by two or more pawns. Crowd restrictions do not have any effect in the white squares. Ladders: the Ladders are vertical bridges between the squares of the game board and they can be either black or yellow. When a pawn of any color moves by way of a Ladder, the color of the landing square is ignored. Crowd: moving a pawn into an adjacent square that has a Crowd marker requires an additional dice result of any color for that Passenger. It is not possible to collect Aid tokens in the squares occupied by a Crowd marker. Aid: when a player moves his pawn into a square marked by a letter he can secretly check the corresponding Aid token on the Aid table. He can then choose to give Aid to that Passenger by placing the face-down token on the card. Lifeboats: when an alert Passenger pawn moves into a white square marked Lifeboat, the pawn may be placed on the Priority table of the corresponding Lifeboat without any additional movement cost.


Collapsible D: The Final Minutes of the Titanic

Jack, the blue player, controls Mrs. Hoyt (First Class), Miss Kelly (Third Class), and Mr. Phillips (Crew). During the current turn, he decides to withhold a die with Miss Kelly and assigns her a red result. In this round Jack rolls only three dice.

= Passenger cards = In the game there are 4 types of Passenger cards. The cards provide important game information on the front.

First Class

1

3. Roll. Roll the dice that are not withheld. Then assign each die to the card of the Passenger that will use it. Jack, the blue player, rolled three dice and got: green, black and blue. He assigns green and black to Mrs. Hoyt. He doesn’t assign blue to any Passenger.

assigned Aid

2

4. Passengers. Move the Passenger pawns. Using the assigned results of the dice, the Passenger pawns can be moved across the game board from square to square. Second Class

Important: the movement is always horizontal NEVER vertical (except for Ladders or other exceptions) or diagonal.

Woman

Third Class

Man

3 4

5

6

withheld Die

Two results of the same color are required to move an unaware Passenger to an adjacent square, also by way of a Ladder. To move an alert Passenger only one result for each square or Ladder is required.

Crew

1. Class: the symbol (as well as the entire design on the front of the card) indicates the Class of the Passenger: First, Second, Third or member of the Crew. Class is one of the restrictions that can limit access to the Lifeboats lowered into the sea. The symbol is conveniently located on the back of the card also. Crew member card.

2. Start position: indicates the square in which the pawn should be placed during the set-up of the game. Lightoller starts from position 27 on the game board.

Jack, the blue player, uses the black result assigned to Mrs. Hoyt to duplicate the green result, and with these two results of the same color he moves that unaware Passenger into the adjacent green square to the left. Then he uses the red result withheld by alert Miss Kelly to move her to the adjacent red square on the left. The unassigned blue result is not used.

3. Time of Alarm: indicates the turn in which the Passenger changes status from unaware to alert. 4. Gender: when present it indicates another possible restriction limiting access to the Lifeboats when lowered into the sea. 5. Victory points: the number of points that the player scores at the end of the game if the Passenger is brought to safety on a Lifeboat. 6. Die: when present it indicates the color that must be assigned to the withheld die. When Lightholler withholds a die its color is black.

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Collapsible D: The Final Minutes of the Titanic

Warning: a pawn can never be moved to a square that is already occupied by another two pawns (except when on the white squares). The pawn that moves to an adjacent square occupied by a Crowd marker (except for the white squares) requires an additional die result of any color for that passenger. The blue bulkheads do not restrict the movement of Passenger pawns and Crowd markers.

= Aid for the Passengers = Lost Child (1): this can be revealed during the Event round by a Passenger located on the Priority table of a Lifeboat. It allows the Passenger to ignore all restrictions if there are no women Passengers on that Lifeboat. Alternatively, it can be revealed at the end of the game by a Passenger who has been brought to safety: it is worth 2 additional Victory points.

When a player moves his pawn into a square marked by an Aid, he can secretly check the corresponding Aid token on the Aid table. He can then choose to give Aid to that Passenger by placing the face-down token on the card.

Bag of Valuables (2): this can be revealed at the end of the game during the tally of the final score. It is worth an additional 3 Victory points for a Passenger brought to safety on a Lifeboat. Skeleton Key (5): this can be revealed by a Passenger during the Alarm round. When revealed, the Passenger moves vertically to an adjacent square. This Aid is removed from the game after it has been used.

Aid

Passengers can find people or objects of great assistance in the depths of the ship. Many squares on the game board, marked by letters of the alphabet (from A to T), hide the corresponding Aid tokens on the Aid table. See the complete list of available Aid tokens in the box to the right. When a player moves his pawn into a square containing an Aid, he can secretly check the corresponding Aid token on the Aid table and give it to the Passenger by placing it on the card. Each Passenger can have only 1 Aid token at any time. If a player decides to give an Aid token to a Passenger who already has one, he can swap the Aid tokens. An Aid token assigned to a Passenger cannot be voluntarily discarded except as a result of the game. To activate an Aid it must be revealed by the alert Passenger to whom it belongs.

Jewel (1): this can be revealed at the end of the game during the tally of the final score. It is worth an additional 5 Victory points for a Passenger brought to safety on a Lifeboat. Watch (2): this can be revealed by a Passenger during the Alarm round. When revealed, the player can look secretly at up to 3 Order tiles from the pile. Then he can return them to the pile in the order he prefers. This Aid is removed from the game after it has been used. Handgun (1): this can be revealed by a Passenger located on the Priority table when the Lifeboat is lowered into the sea during the Event round. The Passenger ignores all restrictions. The player keeps this token next to his Place-marker: he subtracts 2 Victory points at the end of the game. Alternatively, it can be revealed during the Movement round to eliminate a Crowd marker from an adjacent square. In this way, the crowd is dispersed and the Aid token is removed from the game after it has been used. Life Vest (3): this can be revealed by a Passenger during the Flooding round. If the pawn must be removed from the game because it has been reached or passed by a Water marker, it can move into an adjacent square. This Aid is removed from the game after it has been used. Alternatively, it can be revealed at the end of the game during the tally of the final score by a Passenger brought to safety on Collapsible B (see below): the Victory points of that Passenger are not halved. Steward (3): this can be revealed by a Passenger during the Alarm round. When revealed, the player can look at a Lifeboat card that is still face-down on the game board. This Aid is removed from the game after it has been used.

Max, the yellow player, uses two black dice results by transforming the white into black to move Mr. Whiteley to the black square marked with the letter I. Max takes the Aid token I from the Aid table, he looks at it secretly and assigns it to Mr. Whiteley. Mr. Whiteley will not be able to activate the Aid until he becomes alert.

Uniform (2): this can be revealed by a Passenger during the Alarm round. When this Aid is in use, the Passenger changes his class to become a member of the Crew. Note also that the result of the die withheld by this Passenger is black.

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Collapsible D: The Final Minutes of the Titanic

5. Crowd. Provided that the player has at least one Passenger pawn on the squares of the ship, any dice not assigned to a Passenger can be used to move Crowd markers.

= The Lifeboat cards =

The Crowd

In the game there are 10 Lifeboats each one represented by a Lifeboat card. The cards provide important game information on the front:

The white Crowd markers can be moved across the board using the results of unassigned dice of any color. Each die allows the Crowd to move to an adjacent square horizontally or vertically (by way of a Ladder), regardless of the color of the die, the square or the Ladder crossed. The blue bulkheads do not restrict the movement of the Crowd marker.

assigned Bonus

1 3 2 3

Gabe, the red player, has one die left with a blue result that has not been assigned to any Passenger. He decides to move a Crowd marker by way of a black Ladder to “hinder” the movement of his adversaries. Now, if Max, the yellow player, wants to move his Third Class Passenger to the adjacent green square on the right, occupied by the Crowd, it will take an additional result of the dice, of any color, besides the one green result usually needed.

1. Lifeboat: a number or a letter indicates the historical reference to one of the starboard Lifeboats on the ship. Lifeboat card of Boat 14.

2. Restrictions: if a Passenger has one of the characteristics indicated in red, he is NOT allowed on board when the Lifeboat is lowered into the sea. There are five types of restrictions:

First Class Second Class Third Class

Crew

Men

Women

Boat 14 does NOT take male Passengers on board.

3. Capacity: this indicates the maximum number of Passengers that can get on board the Lifeboat. This information is also printed on the back of the card for the players’ convenience. Boat 14 can take up to 4 Passengers.

During the setup of the game, the Lifeboat cards are placed on their spaces on the game board adjacent to the Priority table. They are revealed following the indications on the Order tiles. When the card is revealed, the corresponding Lifeboat is lowered into the sea. When a Lifeboat card is revealed, a Bonus token may be assigned to it depending on what the Turn tracker indicates. The Passengers that have been brought to safety on board the Lifeboat gain the additional points in the final score at the end of the game.

3. Event

During the third round, in specific turns of the game indicated on the Turn tracker, an Event happens. There are two different types of Event: Crowd: the Turn tracker indicates in white that the First player receives the Crowd marker of the current turn and places it on the game board on an unoccupied square (without pawns or other Crowd markers) that is the same color as the glow of the Crowd icon on the Turn tracker. Lifeboat: the Turn tracker indicates in brown that some Lifeboats (1 or 2 depending on the turn) have been lowered into the sea. This process is as follows: – the first tile on the Order pile is revealed showing which Lifeboat card must be revealed and consequently lowered into the sea. Turns 15 and 16 are exceptions and ignore this action (02:00 am and 02:10 am); – the Lifeboat card is revealed and the players verify which Passengers on the Priority table can be taken on board. The Passengers with characteristics that restrict them from boarding are returned to the white access square of the Lifeboat. In turn 15 (02:00 am), the second Lifeboat card of access 8 is revealed. In turn 16, the last turn (02:10), the third and final Lifeboat card (Collapsible D) of access 8 is revealed; – the Bonus token for this turn (if present) is placed on the revealed Lifeboat card as indicated by the Turn tracker. - 10 -


Collapsible D: The Final Minutes of the Titanic

Collapsible B

During the sinking, when Collapsible B was lowered into the sea, it capsized, casting all of its passengers into the water. Some members of the crew managed to restore it to working order. Other passengers swam to safety on board other Lifeboats. Likewise in the game, Collapsible B capsizes when it is lowered into the sea. No Bonus marker is placed on Collapsible B; remove the Bonus marker from the game. The Passengers brought to safety on Collapsible B do not gain any Bonus indicated on the Priority table at the end of the game, and they earn half of the point value (rounded down) indicated on their cards. The Passengers who reveal a Life Vest Aid are the only exception (see Aid for the Passengers p. 9).

4. Flooding

During the fourth and final round of each turn, as indicated on the Turn tracker, a Flooding card is revealed and the Water markers must be sequentially advanced to simulate the sinking of the ship. For each section (the squares between the two bulkheads) of the ship, specific Water markers are used. The Water markers are vertically advanced the number of levels indicated by the number value on the revealed Flooding card. When the Water marker of a section overshoots the edge of the bulkhead by 1 square, the movement of that marker is interrupted and all the leftover movement is assigned to the marker in the next section, creating a chain effect. This type of movement simulates the overflow of water that led to the inevitable sinking of the ship (see the Diagram of the Sinking of the Ship on p. 12).

Water reaches the Passengers

When a Water marker reaches or overshoots squares that are occupied by Passenger pawns or by Aid tokens or by Crowd markers they are immediately removed from the game.

= Boarding the Lifeboats = Some white squares (the Common Areas) on the uppermost deck of the ship (the so-called Boat deck), have access to one Lifeboat. The square marked with the number 8 is particular in that it has access to three different Lifeboats, including Collapsible D. If a player moves his Passenger onto a white square that has Lifeboat access, he can place the Passenger, without additional movement cost, on the first free space on the corresponding Priority table, provided that the Lifeboat card has NOT yet been revealed. Warning: only alert Passengers can be moved from the white access squares to the Lifeboat Priority table. When the card is revealed, the Lifeboat is lowered into the sea and each Passenger, in order of Priority, checks his characteristics against the restrictions of the Lifeboat indicated on the card. If the Passenger meets the restrictions, he is lowered into the sea on board the Lifeboat and brought to safety. His score (shown on the card) is modified to reflect any Bonus points gained when the final score of the game is tallied. The pawns of Passengers on board Lifeboats that were lowered into the sea remain on the Priority table, in their acquired space, until the end of the game. If the Passenger does NOT meet the Lifeboat restrictions, his pawn is removed from the Priority table of the Lifeboat and placed on the corresponding white access square. In the next turn, the player can move that Passenger as he normally would. If the Lifeboat has been lowered into the sea, the position of the remaining Passengers on the Priority table does not change after the Passengers who do not meet the Lifeboat restrictions have been removed. The Bonus points gained correspond to the position acquired when the Passenger was first placed on the Priority table. Boat 14 is revealed and it does not accept any male Passengers. There are three Passengers on the Priority table: first there is Mrs. Harris, then Mr. Hurst who both belong to the red player, and finally Master Joseph who belongs to the yellow player. Mr. Hurst does not meet the restrictions and his pawn leaves the Priority table and is placed back on the white access square. Master Joseph, instead, can ignore the gender restriction because he is a child.

The last blue bulkhead, the one to the far left of the ship, represents the famed breaking point of the vessel: at this point, more than two thirds of the front of the ship were immersed in water. The vessel then split into two pieces and plunged forever into the depths of the ocean.

During his turn, if the Lifeboat card has NOT yet been revealed, a player can remove one of his Passengers from the Priority table for whatever reason. The pawn for that Passenger returns to the white access square of the Lifeboat and can be moved as normal. The remaining Passengers on the Priority table can move up one position to occupy the free squares.

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Collapsible D: The Final Minutes of the Titanic

= Diagram of the Si

16

16

16

16

15

15

15

15

14

13

15

12

11

14

12

10

14

12

10

14

12

9

14

12

9

14

11

9

In the fourth round of every turn, the Flooding round, a Flooding card is revealed by the Turn tracker. The Water markers must be sequentially advanced on the board the number of squares indicated on the card. Part of the hull is divided into 10 different sections bound by blue bulkheads. Each section contains a specific Water marker that usually covers two side by side squares of the ship (except for sections 1 and 9). The marker indicates the amount of water that has flowed through the breach created by the collision with the iceberg. Important: the Water markers always move vertically towards the upper part of the ship to simulate the filling of the ship (see the large white arrows in the diagram above). When a Water marker overshoots the edge of a bulkhead by 1 square, the movement of that marker is interrupted and all the leftover movement is assigned to the marker in the next section, creating a chain effect. When a Water marker in one section reaches the level already reached in the previous section, the movement of the markers begins again in the preceding sections until the water level is the same in all these sections. This is represented in the diagram by the change in color of the lines. The diagram shows the flooding that occurs in a complete game. The numbers indicate the turn. Although the sequence is the same in every game, the movement of the Water markers can randomly change according to the values revealed on the Flooding cards.

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13 11 9 9 9 8 8

1. (11:40 pm) The first Flooding card reveals a value of 2: the Water marker in section 1 is moved vertically from its initial position. 2. (11:50 pm) The second Flooding card reveals a value of 3: the Water marker in section 1 is moved from the current position but only by 2 levels because it overshoots the edge of the bulkhead by 1 square. Then the Water marker in section 2 is moved from its initial position by 1 level, equal to the amount of leftover movement from the previous section. 3. (00:00 am) The third Flooding card reveals a value of 2: the Water marker in section 2 is moved from the current position by another 2 levels. 4. (00:10 am) The fourth and last Flooding card of phase A reveals a value of 4: the Water marker in section 2 is moved from the current position by 2 levels overshooting the edge of the bulkhead by 1 square. The amount of leftover movement advances the Water marker in section 3 by 2 levels from its initial position. 5. (00:20 am) The fifth Flooding card (first of phase B) reveals a value of 5: advance the Water marker in section 3 by 3 levels and the Water marker in section 4 by 2 levels. 6. (00:30 am) The sixth Flooding card reveals a value of 4: advance the Water marker in section 4 by 3 levels overshooting the edge of the bulkhead. The amount of leftover movement immediately advances the Water marker in section 5 from its initial position.

16 15 13 11 8 8 8 8 7


Collapsible D: The Final Minutes of the Titanic

inking of the Ship =

16 15 13 11 7 7 7 7 6

15

16 15 13 10 6 6 6 5 5

13

13

10

10

4

5

4

5

3

5

2 2 1 1

3

4

2

4

7. (00:40 am) The seventh Flooding card reveals a value of 5: first the Water marker in section 5 is moved by 4 levels. The leftover movement advances the Water marker in section 6 by 1 level from its initial position. 8. (00:50 am) The eight and last Flooding card of phase B reveals a value of 6. The water keeps rising more quickly: move the Water marker in section 6 by 4 levels then advance the Water marker in section 7 by another 2 levels. 9. (01:00 am) The ninth Flooding card (first of phase C) reveals a value of 6: move the Water marker in section 7 by 3 levels then advance the Water marker in section 8 by another 3 levels. 10. (01:10 am) The tenth Flooding card reveals a value of 5: pay attention to what happens! Move the Water marker in section 8 by 2 levels, then starting from the beginning, the Water markers of sections 2, 3 and 4 are all advanced by 1 level. This happens because the ship is actually tilting, the bow plunging into the ocean. 11. (01:20 am) The eleventh Flooding card reveals a value of 5: it is now the turn of the Water marker in section 5 to move by 1. Then the same happens to the Water markers in sections 6, 7 and 8. The leftover movement advances the Water marker in section 9. 12. (01:30 am) The twelfth and last Flooding card of phase C reveals a value of 6: move the Water marker in section 9 by 5. The leftover movement advances the Water marker in section 1 by 1 level.

12

13. (01:40 am) The thirteenth Flooding card reveals a value of 7: the Water markers of sections 2, 3, 4, 5, 6, 7 and 8 are all sequentially advanced by 1 level. 14. (01:50 am) The fourteenth Flooding card reveals a value of 6: the first movement advances the Water marker in section 9 by 1. Then the leftover movement advances the Water marker in section 10 (the last section) by 5 levels. 15. (02:00 am) The next to last Flooding card reveals a value of 8: move the Water marker in section 10 by 2 levels, then move all the Water markers in sections 1, 4, 5, 6, 7, 8 and 9 by 1 level. 16. (02:10 am) It is the last turn and the last Flooding card reveals a value of 7: for the last time sequentially advance by 1 level all the Water markers in sections 10, 4, 5, 6, 7, 8 and finally 9. In this example the game ends, but were it to continue to the next turn, according to the timeline of that night in 1912, the RSM Titanic would plunge into the icy waters of the Atlantic Ocean never to resurface again.

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Collapsible D: The Final Minutes of the Titanic

00:40 am

= The turn sequence = The Titanic was one of the greatest ships built in the twentieth century. It exceded all the shipbuilding standards of the time in size, safety and even extravagance. Nothing of the like had ever been attempted before, nor had a disaster of such magnitude been confronted when the ship went down. A series of coincidental occurrences led to the unfolding of the dramatic events of that April night one hundred years ago. 160 minutes belonging to history.

11:40 pm. The Start of the Sinking

Each player, in order, can move the Passengers that he controls. Reveal the first A Flooding card on the Turn tracker and advance the Water marker in section 1 by the number of levels indicated on the card.

11:50 pm

Each player, in order, can move the Passengers that he controls. The First player places the first Crowd marker on an unoccupied red square on the board. Reveal the second A Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

00:00 am

Each player, in order, can move the Passengers that he controls. Reveal the third A Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

00:10 am

Each player, in order, can move the Passengers that he controls. The First player places the second Crowd marker on an unoccupied black square on the board. Reveal the fourth and last A Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

00:20 am

Each player, in order, can move the Passengers that he controls. The First player places the third Crowd marker on an unoccupied green square on the board. Reveal the first B Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

00:30 am

Each player, in order, can move the Passengers that he controls. The First player places the fifth Crowd marker on an unoccupied blue square on the board. Reveal the third B Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

00:50 am. One Lifeboat

Each player, in order, can move the Passengers that he controls. 1 Lifeboat that earns the Bonus token 4 is lowered into the sea. The Passengers on board this Lifeboat gain 4 additional points in the final score at the end of the game. Reveal the fourth and last B Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

01:00 am

Each player, in order, can move the Passengers that he controls. The First player places the sixth and last Crowd marker on an unoccupied white square on the board. Reveal the first C Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

01:10 am. One Lifeboat

Each player, in order, can move the Passengers that he controls. 1 Lifeboat that earns the Bonus token 3 is lowered into the sea. The Passengers on board this Lifeboat gain 3 additional points in the final score at the end of the game. Reveal the second C Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

01:20 am. Two Lifeboats

Each player, in order, can move the Passengers that he controls. 2 Lifeboats that both earn the Bonus token 3 are lowered into the sea. The Passengers on board these Lifeboats gain 3 additional points in the final score at the end of the game. Reveal the third C Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

01:30 am. One Lifeboat

Each player, in order, can move the Passengers that he controls. The First player places the fourth Crowd marker on an unoccupied blue square on the board. Reveal the second B Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

Each player, in order, can move the Passengers that he controls. 1 Lifeboat that earns the Bonus token 2 is lowered into the sea. The Passengers on board this Lifeboat gain 2 additional points in the final score at the end of the game. Reveal the fourth and last C Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

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Collapsible D: The Final Minutes of the Titanic

There are 4 types of Passengers in the game. Players receive a Passenger of each type only in a three-player game. In all other cases, each player receives a 1 First Class Passenger, 1 Third Class Passenger and 1 Crew member. Each Passenger has specific characteristics indicated on the card.

01:40 am. One Lifeboat

Each player, in order, can move the Passengers that he controls. 1 Lifeboat that earns the Bonus token 2 is lowered into the sea. The Passengers on board this Lifeboat gain 2 additional points in the final score at the end of the game. Reveal the first D Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

First Class Passengers Mrs Charlotte Appleton, from America, boarded the Titanic with ticket #11769. At the time of the sinking she was 53 years old. She survived by getting onto Collapsible D. At the beginning of the game she is in position 1. She becomes alert at 00:50 (the eighth turn). If she is brought to safety it is worth 4 points. Mr Mauritz Hรฅkan Bjรถrnstrรถm, a Swedish businessman, boarded the Titanic with ticket #110564. At the time of the sinking he was 28 years old. He survived by getting onto Collapsible D. At the beginning of the game he is in position 2. He becomes alert at 01:00 (the ninth turn). If he is brought to safety it is worth 5 points. The illustration shows a fictional depiction. Mrs Caroline Lane Brown, from America, boarded the Titanic with ticket #11769. At the time of the sinking she was 59 years old. She survived by getting onto Collapsible D. At the beginning of the game she is in position 3. She becomes alert at 01:20 (the eleventh turn). If she is brought to safety it is worth 6 points. Mrs Lily May Futrelle, a British journalist and writer, boarded the Titanic with ticket #113803. At the time of the sinking she was 35 years old. She survived by getting onto Collapsible D. At the beginning of the game she is in position 4. She becomes alert at 00:40 (the seventh turn). If she is brought to safety it is worth 4 points. Mrs Irene Harris, an American actress, boarded the Titanic with ticket #36973. At the time of the sinking she was 35 years old. She survived by getting onto Collapsible D. At the beginning of the game she is in position 5. She becomes alert at 00:30 (the sixth turn). If she is brought to safety it is worth 5 points.

01:50 am. Two Lifeboats

Each player, in order, can move the Passengers that he controls. 2 Lifeboats that both earn the Bonus token 1 are lowered into the sea. The Passengers on board these Lifeboats gain 1 additional points in the final score at the end of the game. Reveal the second D Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

02:00 am. One Lifeboat

Each player, in order, can move the Passengers that he controls. 1 Lifeboat that earns the Bonus token 1 is lowered into the sea. The Passengers on board this Lifeboat gain 1 additional point in the final score at the end of the game. Reveal the third D Flooding card on the Turn tracker and sequentially advance the Water markers by the number of levels indicated on the card.

02:10 am. The Last Lifeboat

Each player, in order, can move the Passengers that he controls. Collapsible D, the last Lifeboat (indicated on the game board by the time 02.10), is lowered into the sea. Reveal the fourth and last D Flooding card on the Turn Tracker and sequentially advance the Water markers by the number of levels indicated on the card. The game ends. Proceed to the final tally of Victory points. History recounts that at 02:20 am the ship plunged to the bottom of the ocean. Forever.

= The Passengers on the ship =

Mr Frederick Maxfield Hoyt, from America, boarded the Titanic with ticket #19943. At the time of the sinking he was 38 years old. He survived by getting onto Collapsible D. At the beginning of the game he is in position 6. He becomes alert at 00:50 (the eighth turn). If he is brought to safety it is worth 7 points. Mrs Jane Anne Hoyt, from America, boarded the Titanic with ticket #19943. At the time of the sinking she was 31 years old. She survived by getting onto Collapsible D. At the beginning of the game she is in position 7. She becomes alert at 01:10 (the tenth turn). If she is brought to safety it is worth 4 points.

Some accounts state that 44 Passengers were brought to safety on board Collapsible D which was lowered into the sea at 02:05 am on April 15th 1912: 40 women and children, 2 men and 2 crew members. Other accounts estimate a much lower number of survivors: unfortunately Collapsible D had only 26 people on board, 8 first class passengers, 2 second class passengers, 8 third class passengers and 8 crew members. 7 of these people were never identified.

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Collapsible D: The Final Minutes of the Titanic

Mrs Gertrude Maybelle Thorne, from America, boarded the Titanic with ticket #17585 in George Thorne’s name. At the time of the sinking she was 38 years old. She survived by getting onto Collapsible D. At the beginning of the game she is in position 8. She becomes alert at 11:50 (the second turn). If she is brought to safety it is worth 7 points. The illustration shows a fictional depiction.

Mrs Maria Mathilda Backström, from Finland, boarded the Titanic with ticket #3101278. At the time of the sinking she was 33 years old. She survived by getting onto Collapsible D. She begins the game in position 14. She becomes alert at 00:00 (the third turn). If she is brought to safety it is worth 10 points. Mr Joseph Pierre Duquemin, from England, bricklayer boarded the Titanic with ticket #752. At the time of the sinking he was 19 years old. He survived by getting onto Collapsible D. He begins the game in position 15. He becomes alert at 00:20 (the fifth turn). If he is brought to safety it is worth 10 points. The illustration is a fictional depiction.

Mr Hugh Woolner, British businessman boarded the Titanic with ticket #19947. At the time of the sinking he was 45 years old. He survived by getting onto Collapsible D. He begins the game in position 9. He becomes alert at 01:00 (the ninth turn). If he is brought to safety it is worth 5 points.

Miss Annie Jane Jermyn, from Ireland, boarded the Titanic with ticket #14313. At the time of the sinking she was 26 years old. She survived by getting onto Collapsible D. She begins the game in position 16. She becomes alert at 00:40 (the seventh turn). If she is brought to safety it is worth 7 points. The illustration is a fictional depiction.

Second Class Passengers Warning: Second Class Passengers are used only in games with 3 players. Mrs Elizabeth Catherine Brown, from South Africa, boarded the Titanic with ticket #29750. At the time of the sinking she was 40 years old. She survived by getting onto boat #14. She begins the game in position 10. She becomes alert at 00:20 (the fifth turn). If she is brought to safety it is worth 6 points.

Miss Mary Kelly, from Ireland, boarded the Titanic with ticket #14312. At the time of the sinking she was 22 years old. She survived by getting onto Collapsible D. She begins the game in position 17. She becomes alert at 11:50 (the second turn). If she is brought to safety it is worth 6 points. The image that inspired the illustration comes from unofficial documents of the period: perhaps it is a fabrication of history.

Mr William John Mellors, an English trader, boarded the Titanic with ticket #751. At the time of the sinking he was 19 years old. He survived by swimming to Collapsible B. He begins the game in position 11. He becomes alert at 00:00 (the third turn). If he is brought to safety it is worth 6 points.

Mr David (Abraham Harmer) Livshin, an English jeweler, boarded the Titanic with ticket #374887. At the time of the sinking he was 25 years old. He escaped the Titanic by moving from Collapsible B to boat #12, but he didn’t make it through the night. He begins the game in position 18. He becomes alert at 00:10 (the fourth turn). If he is brought to safety it is worth 10 points. The illustration is a fictional depiction.

Master Edmond Roger and Michel Marcel Navratil sons of the French Mr. Michael, boarded the Titanic with ticket #230080. At the time of the sinking they were 2 and 3 years old respectively. They were saved by their father on Collapsible D. They begin the game in position 12. The father becomes alert at 00:30 (sixth turn). If they are brought to safety it is worth 8 points. The Navratil brothers are not subject to any Lifeboat restrictions when boarding.

Miss Berta Olivia Nilsson, from Sweden, boarded the Titanic with ticket #347066. At the time of the sinking she was 18 years old. She survived by getting onto Collapsible D. She begins the game in position 19. She becomes alert at 11:50 (the second turn). If she is brought to safety it is worth 6 points. The illustration is a fictional depiction.

Third Class Passengers

Miss Bridget O’Driscoll, from Ireland, boarded the Titanic with ticket #14311. At the time of the sinking she was 27 years old. She survived by getting onto Collapsible D. She begins the game in position 20. She becomes alert at 00:10 (the fourth turn). If she is brought to safety it is worth 8 points. The illustration is a fictional depiction.

Miss Erna Alexandra Andersson, a Finnish housemaid, boarded the Titanic with ticket #3101281. At the time of the sinking she was 17 years old. She survived by getting onto Collapsible D. She begins the game in position 13. She becomes alert at 00:10 (fourth turn). If she is brought to safety it is worth 8 points. The illustration is a fictional depiction.

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Collapsible D: The Final Minutes of the Titanic

Master Michael Peter Joseph, from Libya, boarded the Titanic with ticket #2668. At the time of the sinking he was four years old. He survived by getting onto Collapsible D. He begins the game in position 21. He becomes alert at 00:20 (the fifth turn). If he is brought to safety it is worth 10 points. He is not subject to any lifeboat restrictions when boarding. The illustration is a fictional depiction.

Mr Charles Herbert Lightoller, from England, was the second officer of the Titanic. At the time of the sinking he was 38 years old. He survived by getting onto Collapsible B, he took command of it after restoring it to a useable condition. He begins the game in position 27. He becomes alert at 01:30 (the twelfth turn). If he is brought to safety it is worth 5 points. Special Ability: this character can prevent Collapsible B from overturning.

Crew members

Mr William A. Lucas, from England, was a seaman of the Titanic. At the time of the sinking he was 25 years old. He survived by getting onto Collapsible D. He begins the game in position 28. He becomes alert at 01:30 (the twelfth turn). If he is brought to safety it is worth 6 points.

Mr Arthur John Bright, from England, was an officer on the Titanic. At the time of the sinking of the Titanic he was 42 years old. He survived by getting onto Collapsible D. He took command of the lifeboat. He begins the game in position 22. He becomes alert at 00:20 (the fifth turn). If he is brought to safety it is worth 5 points. Special Ability: +2 Victory points at the end of the game if he is brought to safety on Collapsible D.

Mr John George Phillips, from England, was a telegrapher on the Titanic. At the time of the sinking he was 25 years old. He restored Collapsible B to a useable condition but didn’t make it through the night. He begins the game in position 29. He becomes alert at 01:40 (the thirteenth turn). If he is brought to safety it is worth 6 points. Special Ability: if he doesn’t move before the time of alarm, +2 Victory points at the end of the game.

Miss Annie Caton, from England, was an attendant at the Turkish baths on the Titanic. At the time of the sinking she was 33 years old. She survived by getting onto boat #11. She begins the game in position 23. She becomes alert at 00:20 (the fifth turn). If she is brought to safety it is worth 5 points. The illustration is a fictional depiction.

Mr Thomas Arthur Whiteley, from England, was a waiter on the Titanic. At the time of the sinking he was barely 18 years old. He survived by getting onto Collapsible B. He begins the game in position 30. He becomes alert at 00:20 (the fifth turn). If he is brought to safety it is worth 7 points.

Mr John T. Hardy, from England, was a steward on the Titanic. At the time of the sinking he was 37 years old. He survived by getting onto Collapsible D. He begins the game in position 24. He becomes alert at 00:30 (the sixth turn). If he is brought to safety it is worth 6 points.

= The Lifeboats on the ship =

Mr Walter Hurst, from England, was a stoker on the Titanic. At the time of the sinking he was 23 years old. He escaped the Titanic on Collapsible B and survived thanks to the life vest given to him by his father-in law. He begins the game in position 25. He becomes alert at 11:50 (the second turn). If he is brought to safety it is worth 10 points. Special Ability: he possesses the ability Life Vest Aid.

The Titanic carried 20 Lifeboats that were equally distributed on both sides of the boat deck. 393 passengers survived by boarding the lifeboats on the starboard side of the ship according to the records (used as primary sources for this game). Historical reconstructions, however, speculate that the number of survivors was even lower and that about another seventy passengers didn’t survive the disaster. The game is played on the starboard side of the ship (reproduced on the game board) that carries only half of the twenty lifeboats. The players lead the Passengers through sections and Ladders to reach the Lifeboats on the Boat deck; these are represented by the white squares with the Lifeboat icon on the upper level of the ship. The Passengers brought to safety on board the Lifeboats contribute to the final score of the players. Cutter #2 was lowered into the sea at 01:45 am carrying only 26 of the 40 passengers it had the capacity to load: 21 women and children, 1 man and 4 crew members. Boat #4, the last wooden boat before the collapsible boats, was

Mr Charles John Joughin, from England, was a baker on the Titanic. At the time of the sinking he was 32 years old. He survived by getting on Collapsible B. He begins the game in position 26. He becomes alert at 00:50 (the eighth turn). If he is brought to safety it is worth 7 points. Special Ability: the dice assigned to this Passenger must be rerolled. His score is not halved on Collapsible B. His score is halved if he ends the game on a square of the Boat deck marked by a Bonus.

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Collapsible D: The Final Minutes of the Titanic

lowered into the sea at 01:55 am, carrying only about 40 passengers of the 65 it had the capacity to load: 36 women and children, and 4 crew members. Boat #6, the first starboard lifeboat, was lowered into the sea at 00:55 am, astonishingly it was carrying only 28 passengers of the 65 it had the capacity to load: 24 women and children, 2 men and 2 crew members. Boat #8 was lowered into the sea at 01:10 am, carrying only 39 passengers of the 65 it had the capacity to load: 35 women and children, and 4 crew members. Boat #10 was lowered into the sea at 01:20 am, carrying only 55 passengers of the 65 it had the capacity to load: 50 women and children, and 5 crew members. Boat #12 was lowered into the sea at 01:25 am, carrying only 42 passengers of the 65 it had the capacity to load: 40 women and children, and 2 crew members. Boat #14 was lowered into the sea at 01:20 am, carrying only 63 passengers of the 65 it had the capacity to load: 53 women and children, 2 men and 8 crew members. Boat #16 was lowered into the sea at 01:35 am, carrying only 56 passengers of the 65 it had the capacity to load: 50 women and children, and 6 crew members. Collapsible B, when lowered into the sea, unfortunately capsized casting its passengers into the water. Collapsible D, the last lifeboat to leave the Titanic, was lowered into the sea at 02:05 am with only 44 passengers of the 47 it had the capacity to carry: 40 women and children, 2 men and 2 crew members. Some survivors from Collapsible A, that had also capsized when being lowered into the sea, were taken aboard this lifeboat. Collapsible D has no restrictions. It has a maximum capacity of 6 Passengers. This Lifeboat is always the last to be lowered into the sea.

= The author = Gianluca Santopietro, a game enthusiast, has worked for several years in the gaming industry as an art director, developer and author. He has already published Aye, Dark Godfather! for Stratelibri, MotoGrandPrix and Letters from Whitechapel for NG International now transferred to Sir Chester Cobblepot. He particularly loves games about historical themes, investigation and role playing games. Beyond the world of gaming, he loves motor biking and the movies. “With this game I wanted to celebrate the anniversary of an event from the beginning of the twentieth century that was both tragic and fascinating and yet in so many ways also heroic. I was able to discover how many people proved themselves to be altruistic and courageous in circumstances that must have been extremely trying for those unfortunate enough to be there.” “The poetic license that we, along with the developers, took in respect to the documented historical facts was necessary to make the game entertaining and enduring. I hope that you will be able to appreciate the commitment that each collaborator made to this project. “ “It has been a privilege to play with you!”

= His suggestions = Collapsible D™ is a game with a high level of randomness: you will have to confront both fortune and chance that will persistently torment your Passengers. Never waste the dice when you have the chance. Help fortune by cleverly exploiting the withheld dice of your Passengers. Map out the path of your Passengers keeping in mind their characteristics. The water keeps advancing and in the final turns you might find it difficult to reach the last available Lifeboats. When you can, collect the Aid tokens, as some of them conceal effects that can change the outcome of the game.

= The end of the game = At the end of the 16th turn (02:10 am), the game ends. Each player calculates his points according to the value of the Passengers brought to safety on board the Lifeboats, adding any Bonus points and any additional points from the Aid tokens. At the end of the game, the player whose Passenger pawns are in the white squares of the Boat deck marked Bonus, can add these Bonus points in the final tally of Victory points. He cannot, however, add the points marked on the cards of those Passengers. Many passengers having grasped the gravity of the situation and missed any possibility of boarding a lifeboat, threw themselves into the sea as the level of the water now began to reach the upper decks of the ship. Some were rescued by the lifeboat crew. The player with the highest number of points wins the game. In the case of a tie, the player who saves the most Passengers wins. If the tie persists, the winner is decided based on the time the Lifeboats with - 18 -


Collapsible D: The Final Minutes of the Titanic

the Passengers on board were lowered into the sea.

= Timeline of the final moments =

Jack, the blue player, ends the game with the same number of points and Passengers as Gabe, the red player. Jack, however, has a Passenger on board the Lifeboat that was lowered into the sea at 00:50 whilst the first Passenger that Gabe brought to safety was on the Lifeboat lowered into the sea at 01:20. Jack wins the game.

 April 14th 1912 11:40 pm. The lookouts Lee and Fleet sound the alarm: “Iceberg right ahead!” The first officer William Murdoch issues the order to quartermaster Robert Hitchens: “Hard a-starboard!” The ship slowly begins to veer, but the obstacle is only 450 meters away. For ten seconds the blade of ice slices through the side of the ship: a 90 meter long tear. Many passengers are asleep unaware of what’s happening, others have already been roused. The damage is irreparable: the Titanic has been mortally wounded. 00:00 am. It is calculated that 7,450 tons of water enter the ship; the bow starts to sink into the ocean. 00:10 am. Captain Edward John Smith and the naval architect Thomas Andrews complete their inspection of the damaged compartments. Andrews estimates that within two hours the ship will sink and suggests an immediate evacuation of the ship. 00:25 am. Captain Smith issues the order to deploy the lifeboats into the sea: “Women and children first!” 00:45 am. The first rescue flare is shot into the sky. 00:50 am. Boiler room #5 is completely under water. 01:25 am. Complete chaos. Almost all of the lifeboats have been deployed. 1,700 people are still on board. 01:30 am. The onboard radio is working only with emergency batteries. At this point 31,000 tons of water have entered the ship. 01:50 am. Water is overflowing from boiler room 5 and is starting to penetrate boiler room 4. The upper deck has been reached by water. 02:05 am. The first funnel breaks away and falls onto the bridge; the rudder and propeller begin to surface. The captain relieves the radio operators Bride and Phillips of their duties. 02:10 am. Boiler room 4 is under water, the bow of the ship has disappeared under water. An estimated 39,000 tons of water have already entered the ship. It has now reached the boat deck. The commendable crew members working in boiler room 2 abandon their posts and attempt to reach safety. 02:15 am. The crew members in boiler room 1 find it hard to keep their balance. The ship is too tilted. The bilge pumps have almost completely shut down. 02:17 am. By now the ship is so inclined that those who are still on board can hardly stand up. The crew members that have worked selflessly in the bowels of the ship now struggle to find an escape route to the upper decks to save themselves. The dynamos that were supplying electricity fail. 02:18 am. The famed break-up of the Titanic occurs. The breaking apart of the ship causes the boilers to explode, steam pours out. Everything is collapsing, boiler room 1 is flooded. Everything stops working: the rigging snaps, the Titanic is in darkness, the rudder briefly drops to the level of the water. 02:19 am. The rudder once again rises up in the darkness whilst the bow begins to dive. 02:20 am of April 15 1912. The stern section of the ship disappears from the surface of the Ocean: the Titanic has sunk.

= Optional rules = Warning: the optional rules can also be used in combination.

Water up to at your ankles!

Using this rule, when a Passenger pawn is reached or passed by a Water marker, the pawn is laid on its side and the player has the next turn to bring it to safety following the normal rules of the game. If at the end of the next turn, the pawn is still in a square behind a Water marker, the Passenger is considered drowned and must be definitively removed from the game.

Hold on to something!

Using this rule, in the second to last turn (02:00 am) the pawns moving in the direction of the bow can move one extra square without any additional movement cost. The pawns, instead, that are moving in the direction of the stern will need an additional result of the dice (of any color) to move.

Leave it to me!

Some members of the Crew have Special Abilities (see the rules on p. 17) that can be integrated as optional rules.

A little composure, please!

Using this rule, during the set-up of the game, remove the 6 Crowd markers from the game consequently ignoring all the effects of the Crowd Event.

Women and children first!

Using this rule, a player can use any 2 assigned dice results to secretly check a Lifeboat card if he has a Passenger on the first space of its Priority table.

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Collapsible D: The Final Minutes of the Titanic

= Summary of Aid tokens = Lost child (1): it allows the Passenger to ignore all restrictions, if there are no women Passengers on that Lifeboat. Alternatively, it is worth 2 additional Victory points.

Bag of Valuables (2): at the end of the game it is worth an additional 3 Victory points for a Passenger brought to safety on a Lifeboat. Skeleton Key (5): it moves a Passenger vertically to an adjacent square.

Author: Gianluca Santopietro Special thanks: to our dear friend Massimo Ulivini to whom we owe the inspiration for this game and to Claudio Bossi for his permission to access an invaluable source of information, his website www.titanicdiclaudiobossi.com, and for his indispensable and helpful counsel throughout the entire project, and to Alessandro Drei. Historical research and advising: Massimo Ulivini, Claudio Bossi, Gabriele Mari and Giacomo Santopietro Rules: Gianluca Santopietro and e-Nigma.it. Development: e-Nigma.it Editing: Gabriele Mari Art Direction: Gianluca Santopietro Artwork: Alan d’Amico at Sir Chester Cobblepot Graphics and layout: Demis Savini at e-Nigma.it Translation from the original Italian: Andrea Giorgioni and Louise Hipwell Playtesting: Monica Socci, Massimo Ulivini, Marco Molari, Elisa Chiappini, Alessandro Zandoli, Simona Alessandri, Alessandro Chiappini, Alessandro Mengozzi, Michele Patuelli, Paolo Calbucci, Francesco Villani, Gioele Spagnuolo, Aurora Saliani, Maria Vittoria Pieri, Andrea Alessi, Daniela Brasini, Rosalia Alvisi, Linda Cavina, Mauro Arcangeli, Ilaria Rivalta, Paolo Carraro, Devil Pierantoni, Andrea Zanzi, Sara Ciucci, Timothy Boue, Salvatore Gualtieri, Maurizio Cottignoli, the players of Play 2011, the players of La Ludoteca dei Cacciatori di Teste, Owen “Tony” Vaughan Production: Giacomo Santopietro at Sir Chester Cobblepot Printing: Carla Costa at La Greca srl

Jewel (1): at the end of the game it is worth an additional 5 Victory points for a Passenger brought to safety on a Lifeboat. Watch (2): it allows the player to look secretly at up to 3 Order tiles from the pile. He returns them to the pile in the order he prefers. Handgun (1): the Passenger ignores all Lifeboat restrictions. He subtracts 2 Victory points at the end of the game. Alternatively, he removes a Crowd marker from an adjacent square. Life Vest (3): if the pawn has been reached or passed by a Water marker, it can move into an adjacent square. Alternatively, the Victory points of a Passenger on Collapsible B are not halved . Steward (3): the player looks at a Lifeboat card that is still face-down on the game board. Uniform (2): the Passenger changes his class to become a member of the Crew. The result of a die withheld by this Passenger is black.

= Summary of Rounds = 1

Alarm: 1. First Player. 2. Alert the Passengers.

2

Movement: 1. Dice. 2. Withhold the dice. 3. Roll the dice that are not withheld. 4. Passengers: the pawns are moved. 5. Crowd.

3

Event: Crowd (the First player puts a Crowd marker in play) or Lifeboat (the Order tile is revealed along with the corresponding Lifeboat card).

4

Flooding: the Flooding card is revealed. The Water markers are sequentially advanced. The turn ends and a new one begin. If the last turn of the game has been completed, the game is over.

© 2012 Tiopi srl. Sir Chester Cobblepot is a brand of Tiopi srl. All rights reserved.

SirChesterCobblepot.com Choking Hazard: not suitable for children under under 3 years, small parts may be swallowed.

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