WS & IM Basic Rules   (For more details see the actual Board Game Rules) 
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.