Age of Sail Rules Comparison
David Muir
Canada
Saskatoon
Saskatchewan
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I've been looking for a set of Age of Sail rules (board or miniature), to use with the 3D printed ships that I've been designing (http://www.thingiverse.com/thing:2153911) and have managed to get a hold of WAY too many. There are SO many.

To try and keep them straight, and eventually choose the ones I'd like to try, I have started making brief game mechanic summaries to compare them.

I'm sure I'll never get to *every* set of rules, please feel free to share your summaries using a similar format and I'll add them to the list.

Also, if you see any errors/omissions I appreciate feedback.
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1. Board Game: Ship of the Line [Average Rating:7.80 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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59 pages, 5 are basic rules, 3 are advance rules, 4 are optional rules, lots of background/history
~$7 pdf

PERIOD: 1770-1820

DIFFICULTY: Very Easy

SCALE: Unspecified, Individual ship, Duals-Trafalgar(?)

TURN SEQUENCE:
1. Order Phase
2. Move Phase
3. Firing Phase
4. Sinking Phase
5. Grappling Phase
6. Boarding Phase
7. Surrender Phase

INITIATIVE:
Preplanned (d20), simultaneous, no weather gauge, chasing/following advantage

MOVEMENT:
Square grid/4 headings
point of sail/rating/damage restrict choices
Can sail into wind (but with only 4 points of sail, you have to be able to - I assume by tacking)

GUNNERY:
die per gun, range determines to-hit
Damage eliminates maneuver options, then guns
Rakes double damage
Striking: none
Sink: guns gone

BOARDING:
opposing roll of all remaining gun dice
Disengage by agreement

VICTORY:
Total or points

OTHER RULES:
Crew + officer skill (adv), forts, shallows, coastlines, harbours, islands, estuary especially, really basic campaign play, chain/grape/hot shot (opt), fire ships, floating batteries, bomb vessels, towing, currents, booms, valleys,

SHIPS:
14 types from cutter to huge 1st rate, including merchants, with point values.

SCENARIOS:
1 intro, random generator, 6 historical and a list of historical duals
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2. Board Game: Bloody Broadsides [Average Rating:0.00 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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14 pages, 5 are rules, no advanced or optional rules
$20 pdf

PERIOD: Napoleonic

DIFFICULTY: Easy

INITIATIVE:
Plotted Movement, written orders

SCALE: unspecified, individual ships

TURN SEQUENCE:
1. Plot Movement / Write Admirals Orders
2. Move Ships
3. Plot/Assign Shooting
4. Apply Standard Damage
5. Apply Raking Damage
6. Test for Critical Hits
7. Morale Tests for Section
Loss and Strike Ships
8. Drifting
9. Capturing Ships
10. Grappling / Un-grappling
11. Un-fouling
12. Test for Victory
13. Deliver Admirals Orders


MOVEMENT:
Hex map, ships span 2 hexes
Simultaneous, use hex-by-hex movement if collision is possible
Top speed limited by point of sail, Acceleration/deceleration is limited but not affected by wind.

GUNNERY:
Plotted shooting (after move)
Automatic hit damage based on power/range
Roll for chance of critical hit
Damage distributes between Rigging/hull/crew
Thresholds trigger morale checks and loss of shooting power
Failed morale checks degrade crew grade
Tacking by turning into irons and stopping one turn and roll to attempt to complete and bear off following turn

BOARDING:
None. Struck ships can be captured by sending prize crew

VICTORY:
Total or time limit+damage inflicted

OTHER RULES:
Crew Grades, multiplayer communication restrictions, towing, station keeping (randomizing starting positions),


SHIPS:
4 classes (60-90+ gun SOL, or 20-59 gun frigates) each with a ready roster sheet, You cannot mix SOLs and Frigates in the same game. point values, rigging / points, combat power, orders record and references.

SCENARIOS:
Typical meeting engagement, mirrored (symmetrical engagements), points based. No specific or historical scenarios.
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3. Board Game: SeaWar: 1805 [Average Rating:6.00 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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SeaWar: 1805
Manufacturer
18 pages, ~9 are rules, 0 are advance rules, 0 are optional rules
$6.20 pdf

PERIOD: ...Um… 1805? (1652-1829)

DIFFICULTY: easy

SCALE: 1/1200, suggested bases 2cm larger than snips, 1 turn = 5 min.

TURN SEQUENCE:
1) Set speeds for all vessels
2) Movement / Combat Phases 1-5
3) End of turn

INITIATIVE:
None. 5-phase impulse movement. Dicing if order matters. Simultaneous fire.

MOVEMENT:
Max speed/acceleration/deceleration determined by size and point of sail
By cm, turn split into 5 passes, dice for initiative
Turning circles, at by size and crew skill
Tacking: 5 steps/phases (1 full turn), roll required or drifts back and retires

GUNNERY:
Fire once per turn on any phase
1d6+combat rating, opposing rolls, modified for crew, gun size, range, rakes, difference is damage to attacker
4 stages of damage as point accumulate, sink when damage exceeds 5x combat rating.
Critical damage effect roll on table at each level

BOARDING:
Position then roll to grapple
First turn defenders must test for strike
Marines kill crew, opposing tolls of d6+sailors kill crew to. Strike test if heavy losses. Win when enemy crew eliminated or strike.


VICTORY:
Not specified.

OTHER RULES:
Towing, terrain, no special / changing weather, ironclad, steamships, forts, boats?, fire ships, Halley's,



SHIPS:
6 classes, Very Large - Boat
Combat Rating, crew, marines
Gun & crew ratings


SCENARIOS:
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4. Board Game: Grand Fleet Actions in the Age of Sail Edition 2.0 [Average Rating:7.00 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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39 pages, 17 are rules, 0 are advance/optional rules
$9 pdf- $22hardcover

PERIOD: 1530-1830

DIFFICULTY: Moderate

SCALE: 1/2400 recommended
1”/2” (1/2400,1/1200) = 60-80 yards (depending on period)
Turn = 7.5-10 min
Fleets in squadrons

TURN SEQUENCE:
Determine initiative
Check wind change
Movement and actions
End phase


INITIATIVE:
Modified dice roll
Alternating squadron movement and perform one action from a list (fight fire, pass signal, gunnery, ready boarding, etc)

WEATHER:
Wind strength, shifting wind, fog/night, land effects on wind

MOVEMENT:
Deliberately simple
Speed bonus for running, reduced for close hauled
Turns using 45 degree template, smaller ships can turn 90
Tacking automatic, move cost based on crew
Special rules for breaking the line
Command radius restrict actions

GUNNERY:
Must be in command radius
Always hit closet target (no target selection)
One side per turn
D10+modifiers target hull, 11+ to hit
Can combine fire
higher = greater damage and critical (table lookup)
Damage erodes skills stats


BOARDING:
Start base contact
Similar to gunnery, but low score means attacker hurt
Prizes can be taken, can't fight


VICTORY:
Surrender if 50% lost/demoralized, or victory point system
Levels of victory

OTHER RULES:
Numerous period specific rules, bomb ketches, merchants, fireships, galleys, forts, frigates as command repeaters and skirmishers. Initial deployment with random displacement, reinforcements



SHIPS:
Defined by speed, gunnery, hull, crew & point value. Squadron command competence rules too. Rules for converting real ship data to game data, MANY stats for different nationalities and periods provided

SCENARIOS:
Suggests historical rematches or point based friendly games. 22 historical scenarios provided, some include special rules.
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5. Board Game: Fire As She Bears! (second edition) [Average Rating:6.74 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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216 pages, 22 are rules, 6 are optional rules, 26 pages are Examples
$price

PERIOD: 1652 onward

DIFFICULTY: moderate

SCALE: 1/1200 or 1/2400, one “space” = 240 yards

TURN SEQUENCE:
1) Admirals may move their “flag” to another ship
2) Determine “Line of Battle” status and “Command
3) Roll for initiative
4) Draw cards, and conduct ship movement and gunfire.
5) Resolve “Boarding Actions”
6) Roll for “Wind Direction / Intensity” change
7) attempt to repair rigging and/or furl or fly Topgallants
8) Ships take damage from continuing “Critical Effects”.


INITIATIVE:
Roll for initiative, but move/fire actions governed by deck of cards. Bonus for have majority of fleet in command range. Windward-most flagship can claim bonus for weather gauge. ONe card per squadron, plus 1-3 bonus cards for Admiral quality to allow passing by player with initiative.


WEATHER:
Wind strength can limit speed, effect tacking
Roll for changes to direction/intensity each turn
Close hauled ships can make free turn to follow wind change.
Excessive winds end scenario



MOVEMENT:
Governed by laying Octagonal Tiles along course
45 degrees course changes. 1 free for SOLs, 2 for frigates/sloops. SOLs can spend movement for a second. Max 90 degrees in one space.
Ships can for a LIne of Battle.
“Men in rigging” state allows tacking, forbids fire
Ships Close hauled=1! move point(no bonuses allowed), sloops 2
Beam reach, running = 2 MPs
Broad reach = 3 MP
Top gallants give bonus, frigates and sloops get bonus
May use all or none of available MPs
Tacking requires roll, except sloops, fail may cause damage
Longboats can tow in calm or if dismasted


GUNNERY:
Fire one side per turn (without optional rule)
Before, during or after move
3D6 +/- modified by hull status, weather, etc
Bonus for raking
Modified roll xref with range & doctrine on combat results table for damage results
High rolls can cause rolls on critical table, and continuing effects, holed, fires, loose masts, etc


BOARDING:
Opposing rolls modified by crew and hull ratings. Doubling captures, else both take loses and action ends.

VICTORY:
Ships strike by losing boarding action, loosing all hull points, fail crew check after rake, dismasted, etc
Victory conditions scenario dependant.


OTHER RULES:
Lingering smoke, repairing rigging / damage control to remove critical states, clearing for action, forts, multiple broadsides, night/fog, swells, bombships, fireships, carronades
“Hoist Signals Aloft!” is an optional signaling expansion for multiplayer games



SHIPS:
Defined by number of guns(hull size) and crew quality,
~250 pre-filled ship record sheet, for different nationalities, from 14 gun sloops to 130 gin SOLs

SCENARIOS:
3 historical scenarios,
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6. Board Game: Fighting Sail: Fleet Actions 1775–1815 [Average Rating:6.91 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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62 pages, 18 are rules, 6 are advance rules
$price

PERIOD: 1755-1815

DIFFICULTY: Easy

SCALE: Frigates to to large engagements. Intended for 1/1200.

TURN SEQUENCE:
The Initiative Phase
The Sailing Phase
The Cannon Phase


INITIATIVE:
Highest roll becomes 1st player, tie goes to last turns 2nd player.

WEATHER:
Advanced Rule for wind direction changes and from Normal to Becalmed or Gale. Also fog, & squalls.

MOVEMENT:
Roll # dice equal to sailing stat, each successful roll yields 1 “sailing” point, minimum 1 unless in irons or anchor token (which is more of a “stunned” or “stopped” token). Roll require for success determined by point of sail. (4+ - 6+). In irons is 6+. According to authors form post this is to represent any way they can find to move - oars, long boat tow, etc.
1 pt = 2” including up to a 30 deg turn (by template)
2 pts to tack (a 90 deg windward turn)
1 pt to wear (a 90 deg leeward turn) Forbidden when running.
Moving less than 2” inflicts an “anchored” token.
“Anchored” get points only on a 6+, and if they move can make a discipline test to remove it.

GUNNERY:
Roll dice = gunnery. Range short(6”), medium(12”), long(18”) determine to-hit (3+/4+/5+)
Explosion (critical hit) are possible at short(5+) and medium(6+), which are treated as additional dice to be rolled to hit. Explosion rolls only cause additional explosion rolls if raking.

Roll hull dice (4+) to save.
Unsaved hits reduce fleet morale.

# of unsaved hits is compared to table. 1-2 hits will cause anchor token, 3-4 will cause damage tokens, 5+ sink. damage tokens collect to reduce capability, casue strike test and eventually sink a ship. Prize ships increase fleet morale and losing fleets is decreased.


BOARDING:
Opposing rolls of boarding dice, 4+ cause hits, compare # hits. Tie = repelled. Attacked wins, take as prize

VICTORY:
By reducing enemy fleet moral to 0, or scenario objectives.


OTHER RULES:
Frigate Duel mini-game, damage control to remove tokens, fireships, shore batteries, bomb vessels, multiplayer/team games
SHIPS:
Predefined ships from GB, Spain, USA, Russia, Netherlands, Portugal & privateers & Pirates included. 1st rate - 6th rate, and “special” ships such as HMS Victory and Santissima Trinidad. Point systems with Admiral “types” to choose from in addition to special historical admirals. A very GW-style “army building” feel.
Define ships by Cost, Sailing, Discipline, Boarding, Gunnery, Hull stats.

SCENARIOS:
6 generic scenario type included, Protect the Convoy, Attack the Port, etc
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7. Board Game: Kiss Me, Hardy [Average Rating:7.65 Unranked] [Average Rating:7.65 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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8. Board Game: Wooden Ships & Iron Men [Average Rating:7.01 Overall Rank:1047]
David Muir
Canada
Saskatoon
Saskatchewan
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9. Board Game: Heart of Oak [Average Rating:7.24 Overall Rank:7895] [Average Rating:7.24 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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10. Board Game: Don't Give Up the Ship [Average Rating:6.39 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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11. Board Game: Fighting Sail: Sea Combat in the Age of Canvas and Shot 1775-1815 [Average Rating:6.59 Overall Rank:5902] [Average Rating:6.59 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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12. Board Game: Signal Close Action, Fast Play [Average Rating:7.96 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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To buy... eventually... Maybe
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13. Board Game: Trafalgar [Average Rating:6.62 Overall Rank:8255]
David Muir
Canada
Saskatoon
Saskatchewan
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To do... maybe.
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14. Board Game: Captaincy [Average Rating:6.50 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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To Do
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15. Board Game: Action Under Sail 1756-1815 [Average Rating:6.54 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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16. Board Game: Captains Bold [Average Rating:7.25 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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17. Board Game: Away, Boarders! [Average Rating:7.50 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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18. Board Game: Close Action [Average Rating:7.82 Overall Rank:2041]
David Muir
Canada
Saskatoon
Saskatchewan
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19. Board Game: Ship o' the Line [Average Rating:6.31 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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20. Board Game: Frigate [Average Rating:5.83 Overall Rank:11182] [Average Rating:5.83 Unranked]
David Muir
Canada
Saskatoon
Saskatchewan
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