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NAVAL DUEL INTRODUCTION
Tactical Sea Combat for Ships of the line, circa 1700-1800’s
THE MAP
Use a Hex Map.
Indicate land and sea spaces.
MODELS & COUNTERS
Use a counter or model to represent each individual ship.
Indicate ship facing on counters.
Six sided dice are needed.
SHIP ATTRIBUTES
Each ship has a base Movement Rating = 1
Each ship has a base Cannon Rating = 1
Each ship has a base Crew Rating = 2
DESIGNING FLEETS & SHIPS
In the Basic Scenario, each player starts with a fleet of 7 ships.
Roll on the National and Fleet Character Tables once.
Every ship in your fleet gets the same National and Fleet bonuses.
Roll on the Ship, Captain, and Crew Tables for each ship individually.
Pick one ship in your fleet to be the Flagship.
The Flagship gets an extra roll on the Ship, Captain, and Crew Tables.
SETUP
Fleets start at opposite ends of the map
Draw Phase
Move Phase
Broadside Phase
Boarding Action Phase
DRAW PHASE
Each player draws one card.
If the deck runs out shuffle the discard and draw from it.
Maximum hand size is 5 cards.
Discard excess cards.
MOVE PHASE
Players take turns moving one ship at a time.
The player with the ship with the highest movement rating chooses
whether to go first or second.
If tied in this respect, roll high on 1D6.
For each ship make a Movement roll.
The Base Movement roll is 2D6 – 4.
To this, add the ships Movement rating.
The final result is the maximum number of spaces the ship may move.
Each hex face change counts as one space moved.
No stacking. Only one ship per space.
BROADSIDES PHASE
Each ship can make one broadside attack per turn.
All attacks are considered to be simultaneous.
Maximum attack Range for a Ship is equal to 4 plus any Broadside Roll modifiers.
When attacking first declare ammo type.
Grapeshot has a range –2.
Chainshot has no modification to range.
Roundshot has a range +1.
Attacks are from the sides of the ship in a 45 degree angle cone.
To determine the effect of the Broadside, roll on the Broadside table:
BROADSIDE TABLE
1D6 Result:
1-4 No Damage
5-6 The target losses one rating point in one random attribute
7-8 The target losses one rating point in two random attributes
9+ The target losses one rating point in three random attributes
Subtract one from the roll for each space over 2 the target is distant.
Add the attacking ships Cannon Rating to the roll.
Round shot gets +1 to the roll.
RANDOM ATTRIBUTE TABLE
1D6 Attribute:
1-2 Movement Rating
3-4 Cannon Rating
5-7 Crew Rating
Grapeshot gets +1 to the roll
Chainshot automatically does all damage to the Movement rating.
Any ship reduced to a –2 cannon rating blows its hold and sinks.
BOARDING ACTION PHASE
If two enemy ships are adjacent, side by side, and either party cares to, they
will have a boarding action.
Each player rolls 1D6 (the boarding action roll) and adds their Crew rating.
The higher score wins the boarding action. Reroll ties.
The winner captures the losers Ship.
The winner may sink it, or transfer a crew point to it to gain control of it.
1D6 Attribute Bonus
1-2 Sea Power +1 to Movement Rating
3-4 Industrial Giant +1 to Cannon Rating
5-6 Land Power +1 to Crew Rating
FLEET CHARACTER
1D6 Attribute Bonus
1-2 Patrol/Raiders +1 to Movement Rating
3-4 Warships +1 to Cannon Rating
5-6 Invasion Fleet +1 to Crew Rating
SHIP SPECIFICATIONS
1D6 Attribute Bonus
1-2 Extra Masts +1 to Movement Rating
3-4 Extra Guns +1 to Cannon Rating
5-6 Extra Crew +1 to Crew Rating
CAPTAINS PREOCUPATION
1D6 Attribute Bonus
1-2 Salty Dog +1 to Movement Rating
3-4 Artillerist +1 to Cannon Rating
5-6 Swashbuckler +1 to Crew Rating
CREW QUALITY
1D6 Attribute Bonus
1-2 Smart Sailors +1 to Movement Rating
3-4 Gunners Mates +1 to Cannon Rating
5-6 Bully Boys +1 to Crew Rating
DECK CARD LIST
Card Name: # Notes
Gust of Wind 2 +2 to the Movement Roll
Unfurl the Sails 2 +2 to the Movement Roll
Catch the Wind 2 +2 to the Movement Roll
Fierce Hand to Hand 2 +2 to the Boarding Action Roll
Swords and Pistols 2 +2 to the Boarding Action Roll
Rally the Men 2 +2 to the Boarding Action Roll
Sweep the Decks 2 Grapeshot gets +2 to Broadside Table Roll
Splintering Wood 2 Roundshot gets +2 to Broadside Table Roll
Damaged Rigging 2 Chainshot gets +2 to Broadside Table Roll
Quick Reload 2 Ship gets an extra Broadside attack this turn
Crows nest Lookout 2 Look at opponents hand
Maneuver 2 Opponent gets –2 to Broadside Table Roll
Calm Waters 2 Opponent gets –2 to the Movement Roll
Rake the Bow 2 +1 to Broadside Table Roll if attacking the bow or stern
NOIR INTRODUCTION
Tell your own stories of crime in the big city.
THE DECK
All players share a single common deck.
The deck contains six suites of cards:
Atmosphere cards, Locations, Help, Hindrances, Witnesses, & Clues.
There are 20 cards of each suite in the deck.
SETUP
Shuffle the deck.
Each player is dealt 6 cards.
The meanest player goes first
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
1. Mystery Phase
2. Suspense Phase
3. Investigation Phase
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