From Command#20 New Optional Rules & Solitaire Play by Ben Knight 13.1 Italian Frogmen. The Axis player may make a "human torpedo" attack at the start of the game. After set up but before turn 1, the Axis player announces one of the following Caribbean harbors as the target for his frogmen: Colon, Kingston (M3), Guantanamo, San Juan, or Port of Spain. He must then roll a 1-5 to penetrate the harbor (on a 6-10 he fails). If he succeeds, he may take two "submarine" shots against one ship in the hex or one shot each against two ships. On a roll of 1-6 he scores a hit on the targets. If no Allied ships are present in the hex, the attack comes off empty handed. The Allies gain 1/4 VP when the Axis player uses this option, regardless of its success or failure. 13.2 Japanese Submarine-Launched Bombers. The Allied player may try to mine the Panama Canal using Japanese submarine-launched seaplanes. During Step 9 of any even-numbered night turn, the Axis player may announce the mining attempt instead of a normal submarine attack. The Axis player may use this attack only once during the game. He must roll a 1-3 to succeed (on a 4-10 he fails). If he succeeds, he rolls again, and the number rolled is the number of turns the canal is mined. For example, if he rolls a 5, the canal will be mined for the next five turns. Place the mine marker (from this issue's countersheet) on the Turn Record Track to show when the mines will be cleared. Allied ships may not pass through the canal while it is mined. It is assumed the Japanese submarine aircraft pilots and crews have been specially trained for this night attack. They are not retrievable. The Allies gain 1/4 VP when the Axis player uses this option, regardless of its success or failure. 13.3 Allied Codebreakers. The Allied player may benefit from the early codebreaking of enemy signals concerned with the preparation for the Axis assault. After rolling for task force set up, the Allied player rolls one die for his Pacific command and one for his Atlantic (Caribbean) command. For each command, if he rolls a 1-3, he may relocated one task force in that ocean to any hex of the same ocean (on a 4-10 nothing occurs). A task force may not be relocated to a different ocean at this time, nor may a task force be set up in more than one hex. The Allied player may not relocate more than one task force in each command. Relocation of a task force takes place prior to turn 1, but before the Axis player announces his Italian frogmen attack. 14.0 Solitaire Play 14.1 In General. Though Seven Seas to Victory was designed primarily for play between two opponents, one player can have some fun by playing solitaire. The player commands the Allied forces and moves the Axis according to the guidelines below. Both sides' forces may be placed on the Allied map, but the player also needs the displays on the Axis map. Add up VPs normally to determine which side wins at the end of turn 33. 14.2 Set Up. First set up the Allied forces as in two-player games. Next set up the entire Japanese fleet in hex A13 (odd roll) or A14 (even roll). Place the entire European fleet in hex Y3 (odd roll) or Y4 (even roll). Distribute the Axis aircraft among the carriers so every CV1, has one fighter, and most CVs have two fighters. Roll one die to determine the initial objective for theJapanese fleet: Galapagos 0-5), or Cocos (6-10). 14.3 Japanese Fleet. The Japanese fleet will always move as one group at 1/2 speed. Sail it in a straight line toward its airbase objective. The Japanese will invade the airbase on turn 7, if Galapagos, or turn 13 if Cocos. The fleet will bombard and disembark two ground units (from two different transports if possible). The Japanese fleet will then continue its 1/2 speed movement in a direct path toward Panama, where it will arrive on turn 25. If there are any transports remaining with the fleet at that time, the Japanese will bombard the Allied ground units and begin disembarking. If the transports have all been sunk, the Japanese will bombard the Miraflores locks. 14.4 European Fleet. The European fleet will move as one group at 1/2 speed in a straight line toward Willemsted. On turn 9, when the fleet crosses the Vichy line, the Vichy ships must detach and proceed at their best speed toward Fort of Spain. The Vichy will bombard the oil refinery there. When the refinery is destroyed, the surviving Vichy ships will sail at best speed to exit the map at Y4. The main fleet will bombard Willemsted on turn 13 and disembark two ground units (from two different transports if possible). The fleet will then continue its 1/2 speed movement in a direct path toward Colon, where it will arrive on turn 25. If there are any transports remaining with the fleet at that time, the Europeans will bombard the Allied ground units and begin disembarking. If the transports have all been sunk, the Europeans will bombard the Gatun locks. 14.5 Searching. Treat Axis ships as always spotted. Allied ships are automatically spotted during the day if they are within three hexes of an Axis fleet or Axis airbase. 14.6 Axis Air Strike Doctrine. When an Allied carrier force is within striking range of Axis aircraft, the Axis will launch all ready bombers and one-third of its ready fighters against the hex. The Axis will keep two-thirds of its fighters for Combat Air Patrol. In cases where the Allied carriers are in more than one hex, divide the Axis strike between the hexes, by play type, as equally as possible. The Axis will launch air strikes against Allied airbases and Allied non-carrier task forces only on the last daylight turn of each day, and only if there are no Allied carrier forces within range. The Axis will launch all ready bombers and one-third of its ready fighters against these targets. If there is more than one such target hex within range, divide the Axis strike between those hexes as equally as possible. 14.7 Naval Combat. If you leave Allied naval units in a hex with Axis naval units, the Allied units must initiate surface combat during step 7 of the turn. Thus Allied ships will always be the attackers and Axis ships the defenders. Axis ships will initiate naval combat only in airbase hexes they intend to bombard, and only when there are no Allied ships in the hex. 14.8 Ground Combat. Axis ground units will always initiate ground combat. The Axis will always be the attacker and the Allies the defender in ground combat. NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)