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WS &
IM Basic Rules (For more details see the actual
Board Game Rules) |
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These rules have been simplified to make it more practical by
email, and are a mixture of Basic & Advanced from the original game.
Play
Sequence (divided into 8 phases)
1.
Unfouling:
Ships which have fouled their rigging on previous turns may attempt to 'unfoul'
by using the Unfouling Table. If a ship is fouled with more than one ship then
each ship can be checked once for unfouling.
2. Movement Notation: Determine first the movement allowance based on the
speed and the wind direction. This movement allowance is the maximum number of
hexes the ship can move in a movement phase. The turn ability is the maximum
number of turns a ship can make in the movement phase, however a ship may only
make one 60° turn per hex. Each individual turn costs one movement
factor (except if allowance is 0).
A ship which turns into the wind (direction D) must stop, and ends that movement
phase.
All notations of movement are written in the log (number of hexes to move, turns
of 60°) in the correct order for each specific ship.
If the log is incorrect or there is an illegal move, the movement for that ship
ends immediately.
3. Movement Execution: All players move their ships simultaneously.
Whenever the bow hex of a ship does not change for two consecutive phases, it
will drift one hex in the direction of the wind.
Ships that cross the course of another may collide - check each move hex by hex.
If a collision occurs all movement for those ships stops. Check the 'Fouling
Table'. If not fouled movement continues as normal on the next phase. If there
is a collision they must drift.
Ships that are fouled may perform boarding maneuvers and melee on that turn and
any subsequent if they remain fouled.
4. (Un)grappling: Ships which are adjacent may grapple (see Grappling
Table). If ships are friendly (un)grappling is automatic.
Ships that are grappled may perform boarding maneuvers and melee on that turn
and any subsequent if they remain grappled
After all grappling attempts have been made, ships may attempt to ungrapple (see
Ungrappling Table).
5. Boarding Preparation: Ships which are fouled or grappled may form
boarding parties.
Boarding parties may be Offensive (OBP- attacks), Defensive (DBP- defends if
attacked), or Transfer (TBP- moves).
6. Combat: Ships may fire at closest enemies in their field of fire and
within range (and not blocked). All firing is considered simultaneous. A ship
may fire both broadsides in a turn if loaded. (Carronades only have a range of
2, but are added to main).
Consult the Hit Determination Table (HDT) cross-referencing the number of guns
with range to get a number. This is the number of the Hit Table to be used.
Check for any modifiers to this number on the HDT.
The player firing determines whether to fire at Hull or Rigging (if range more
than 6 it must be Rigging). A dice roll then determines the result.
When a ships Hull points are down to 0 that ship is considered to have
surrendered. It is out of the game but remains in position.
When a ships Crew points are down to 0 that ship cannot be moved or used in
combat.
When a ships Gun points are down to 0 that ship surrenders to first adjacent
enemy ship, if no friendly ship is within 10 hexes.
When a ships Rigging points are down to 0 that ship surrenders to first adjacent
enemy ship, if no friendly ship is within 10 hexes.
7. Melee: This is fought simultaneously for 3 (or more) rounds per turn. Only OBP's
initiate a melee.
All TBP's take place. If an OBP meets no opposition then that ship is captured.
If an OBP meets another OBP or a DBP then a melee takes place. Multiply each
Crew by the number of strength points (5,4,3,2,1) to get the Total Melee
Strength. This is crossed with a dice throw on the Melee Resolution Table - this
gives the number of Crew to be removed from the enemy ship.
Recalculate the Total Melee Strength for the next round and repeat to complete
the 3 rounds. When a 3-1 advantage occurs the melee is complete and the losing
ship surrenders.
Any ship
which surrenders may be captured by getting a Boarding Party on board (automatic
if by Melee). This is then controlled in the normal way by the new owner. The
Boarding Party become the new Crew, but if the 'prisoners' exceed the new crew
by 6 to 1 then they take over the ship.
Any surrendered ship (not captured) within 5 hexes of a friendly ship ceases to
be surrendered.
8. Loading: A ship can load one complete broadside per turn (not both).
The type of shot should be specified (Roundshot-range 10, Double Shot-range 1,
Chain Shot-range 3, or Grape Shot-range 1).
Victory
Conditions
These will vary for each scenario, however for single ship scenarios
the game ends when one surrenders. Also if a player runs and refuses to combat
then he is considered the loser.
For multi ships then each ship surrendered/sunk gives that player its point value, or
if captured gives double value. Points are then totaled at the end.