Infernal Machines: Dawn of Submarine Warfare

To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machine’s 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 submarine’s 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 shop’s 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 player’s 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 weapon’s detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Or will your Fishboat deliver “something nefarious” into the heart of the enemy’s 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 machine’s capabilities. Your Fishboat’s 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 capitalist’s 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?
Scenarios and Campaign
Historical scenarios use only part of the rules to present such events as the CSS Hunley’s successful attack outside Charleston Harbor in 1864. It was the first time a submarine sank its target, a landmark event in military history. The heart of the game is the campaign, which allows you to design and build your Infernal Machine, select a crew, train that crew, and perform missions against the enemy. You manage funds and personnel, and navigate the fortunes of war as well as the waterways in enemy territory. A scenario will take approximately two hours to play while a campaign can last several gaming sessions as it spans the calendar from 1861 to the end of the war in 1865.


