Second World War at Sea: The Kaiser's Navy
BGG rating
8.0

Second World War at Sea: The Kaiser's Navy

2012

Rules assistance for Second World War at Sea: The Kaiser's Navy

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 30 min
  • 12+
  • Complexity 3.5/5

Rules assistant for Second World War at Sea: The Kaiser's Navy

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Answers come from the official rulebook, with the page to check.

Second World War at Sea: The Kaiser's Navy is a board game expansion released in 2012 30 minutes per game and ages 12 and up. It was designed by Michael Bennighof and James Stear and its main mechanics are Dice Rolling, Secret Unit Deployment, and Hexagon Grid.

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About the game

The Kaiser's Navy is a book supplement for the Second World War at Sea game series, exploring the alternate history possibilities had Imperial Germany survived the First World War and continued its naval expansion plans. There are 210 die-cut and mounted playing pieces: 70 double-sized "long" ship pieces, including two massive aircraft-carrying zeppelins (and extensive rules for airships in the SWWAS series), and 140 standard-sized ones representing task forces, submarines, aircraft and smaller warships. The pieces represent many of the ships of the High Seas Sea Fleet: modernized older dreadnoughts, modernized versions of the ships not completed, and some of those planned or discussed but never built. There are also two dozen new scenarios, or separate game situations, based on battles that might have been waged by the Imperial German Navy in the North Atlantic and North Sea. This module is not playable by itself, but requires ownership of Bismarck and Bomb Alley to enjoy most of the scenarios, and Arctic Convoy and East of Suez to enjoy them all. This expansion is considered to be part of the Avalanche Press Second Great War alternate history setting.

Questions and answers

The listed playing time for Second World War at Sea: The Kaiser's Navy is 30 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.