Each turn begins with both players' ships in ports. The Allied player's ports include England, the United States, Leningrad, "Russia" (actually Murmansk, on the Arctic Ocean), and Malta, in the Mediterranean. The Axis player's ports include Germany, France (after Turn Two, when it is assumed that Germany conquers France by land, just as it did in the real war), and Italy. Each turn, each player (the Allied player first, and then the Axis player) moves all, some, or none of his ships into sea areas that are adjacent to the port in which those ships started the turn. Ships can also attempt to move one additional sea area if the first area was not controlled by the enemy on the previous turn; to accomplish that, the ship must 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.