GeekGold Bonus for All Supporters at year's end: 1000!

8,298 Supporters

$15 min for supporter badge & GeekGold bonus
20 Days Left

Support:

Tim Edwards
England
flag msg tools
mbmb
Please consider 'Sloops Of War' created by Tim Edwards for “2017 Two-Player Print and Play Game Design Contest



INTRODUCTION

‘Sloops of war’ is a game of duelling ships in the age of sail. Use strategy, classic tactics, and a concealed hand of ship’s dice to defeat the enemy ship.

The numbers on your dice correspond, individually or in combinations, to the readiness of your ship and crew to perform various manoeuvres and attacks.

Move your ship and choose which of your dice to hold and which to roll in order to outwit and outfight your opponent.


OVERVIEW

You start the game with 8 coloured dice (4 red and 4 black). Coloured dice provide movement bonuses and the ability to fire broadsides and to fight boarding actions. You also start the game with 3 white dice. White dice provide movement bonuses and allow special manoeuvres.

You keep your hand of dice hidden behind a screen so your opponent will not know for sure what numbers you have available until you decide to use them. To use dice, you take them from behind your screen and present them openly whereupon you will be allowed to perform particular actions. Once used, dice are not returned immediately to your hand. They remain next to the game board as ‘spent’ dice and cannot be used again until you have the chance to retrieve them. Thus, you will need a sea-captain’s nous to decide how to move, which dice to throw, which to keep, and when to use them in order to get the better of your opponent.

When your ship is damaged, dice are permanently lost.

The objective of the game is to force your opponent’s ship to surrender by damaging her until either all her coloured or all her white dice are lost.


COMPONENTS

2 ships

8 red dice, 8 black dice, 6 white dice

2 dice cups for throwing dice without displaying the results

2 screens for concealing your hand of dice

A board of 10x10 diagonal squares. A compass rose in the centre indicates North. Wind always blows from the North. This will affect how your ships can move.

2 coins which you can turn over to remind you of damage received


The rules and printable game board are here:

https://saucerbrain.files.wordpress.com/2017/03/sloopsofwarr...



I would be grateful for consideration for the following categories:

Best Use of Theme
Best New Designer
Best Game


Many thanks in advance to all who might take an interest in this game. I hope it's an enjoyable experience and I welcome any questions, comments and suggestions.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tim Edwards
England
flag msg tools
mbmb
Re: Sloops Of War: a submission for 2-player PnP design contest 2017 - contest ready
Here are some shot of the game. Just 2 ships on the open sea. It's all about how you position yourself, the decisions you make, and your ability to anticipate your opponent.



Red dice for a port broadside. Red 5 allows the Copper ship to deliver a devastating stern rake!


As the leeward ship, Copper has the option of attacking sails - the French strategy. Black dice for starboard broadsides. 6s to shred sails...this will take the wind out of Silver's sails!


3s of either colour to fight a boarding action. To avoid being repelled, produce at least twice as many 3s as the defender.


This sequence is enough to get a windward Copper into a stern rake position. Black 5 provides the coup de grace!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
JK
New Zealand
Katikati
flag msg tools
designer
Avatar
mbmb
Re: Sloops Of War: a submission for 2-player PnP design contest 2017 - contest ready
Welcome to the contest Tim. Your photos are really beautiful!
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tim Edwards
England
flag msg tools
mbmb
Re: Sloops Of War: a submission for 2-player PnP design contest 2017 - contest ready
JohnKean wrote:
Welcome to the contest Tim. Your photos are really beautiful!




Cheers, John. I just printed the board on antique effect print paper and made the ships with Fimo and metallic paint.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
JK
New Zealand
Katikati
flag msg tools
designer
Avatar
mbmb
PLAYTESTER SPOT PRIZES

This game is eligible for a playtester spot prize for the next week!

See this post for more details.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Marty Lund
American Samoa
Ontonagon
Michigan
msg tools
designer
Avatar
mbmbmbmbmb
Gl!
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tim Edwards
England
flag msg tools
mbmb


A player aid that I hope will make the game system less intimidating!


White dice. Think of these as sail dice. They are only for providing extra movement.

Coloured dice. Think of these as fighting dice. They are mainly for offensive actions.


Dice which provide extra movement-


"Aces" are necessary for extra movement. Aces are:
White 1s, 5s, 6s; and coloured 1s

All Twos can be played with an ace to make a sequence for an additional extra movement.

White 3s and 4s: can be used to make longer sequences for more additional movement.


Fighting Dice -


Coloured 3s: Use to fight boarding actions.

Coloured 4s: Use to fire round shot (red for port guns, black for starboard)

Coloured 5s: Use to fire grape shot (red for port guns, black for starboard)

Coloured 6s: Use to fire chain shot (red for port guns, black for starboard)



Wanting to avoid the need for custom dice, I remember the function of coloured dice by seeing the pips like this:

3 = sort of sword/ cutlass shaped?
4 = marking out the edge of a cannon ball
5 = lots of little balls
6 = looks like two chains

Maybe a bit spurious, but maybe no worse than some constellations of stars!! Anyway, I hope that helps a bit.



 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Tim Edwards
England
flag msg tools
mbmb
A 'lite' version of the game is playable by simply ignoring the rules for chain shot, round shot, and boarding actions.

For an even lighter experience, ignore the rules for special manoeuvres.


While the above rules above all add depth to the strategy and authenticity to the tactics, it's possible to have a satisfying battle without them. It might be good to play a simplified version first until you're familiar with the mechanics and basic rules, and then add in more of the features.

If anyone considers doing this, I would recommend progressing like this:

1) Play without special manoeuvres and using only grapeshot to attack
2) Add chain shot into the mix
3) Include special manoeuvres
4) Add boarding actions and round shot for the complete experience

Best of luck!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.