roll a die and get a result less than that ship's speed factor. Ships that have a speed factor of seven or eight are thus automatically able to move two spaces, and are therefore very valuable. The proviso that the first area may not have been controlled by the enemy allows either player (usually the Allied player) to make certain that areas of the sea are unreachable to the enemy fleet due to intervening controlled areas. Ships that remain in port instead of moving are able to repair damage that they may have sustained in previous turns (see the paragraph on combat, below). When the Allied player is finished, the Axis player moves his ships. U-boats are able to move to any sea area and are therefore the only ships that cannot be blockaded by enemy control. If only one player's ships occupy a sea area after movement is finished, that player controls the sea area for the turn, and he or she scores points for it (the number of points varies, depending on which sea area is controlled by which player). If there are ships from both sides in the same sea area, the two fleets must fight at least one round of combat. Combat is resolved with each ship picking a target and rolling one die per gunnery factor, and each 'hit' (generally, a roll of six) is re-rolled to produce the amount of damage generated, which is applied to the target's armor factor. If the amount of damage exceeds the armor factor, the ship is sunk. Air attacks are resolved by rolling one die for each attack at a number of targets equal to the air factor. On a roll of five, the ship is disabled, which means that it is forced to return to port. This method generates a lot of dice rolls, and gave the game the nicknames 'Dice at Sea' and 'Yahtzee at Sea', with critics arguing that it depended too much upon luck, and supporters countering that the high number of die rolls actually allows the luck to even out. Minor rules include provisions for U-boat combat, the 'neutral port' of South America (which is where disabled ships in the South Atlantic sea area must go, and which they have to leave the following turn, lest the owning player lose points), convoys (which score additional points for the Allied player if they make