Professional Documents
Culture Documents
Courageuse / Unit Gnreux / Aquilon HMS Terpsichore / HMS Meleager HMS Defence / HMS Vanguard
Miniature Miniature Miniature Miniature
BASE CARDS
COURAGEUSE 1778 (1794) GNREUX 1785 HMS TERPSICHORE 1785 HMS DEFENCE 1763
3 5 2 5
A B C D
7 SS01 5 8 5
SS02
SS03
SS04
34 74 32 74
280 693 220 597
V CONCORDE CLASS FRIGATE III TMRAIRE CLASS SHIP-OF-THE-LINE V AMAZON CLASS FRIGATE III BELLONA CLASS SHIP-OF-THE-LINE
Courageuse (back: Unit) Gnreux (back: Aquilon) HMS Terpsichore (back: HMS Meleager) HMS Defence (back: HMS Vanguard)
Ship Card and Base Card Ship Card and Base Card Ship Card and Base Card Ship Card and Base Card
MARKERS,
TOKENS,
COUNTERS
390 Damage Counters 210 Markers, Tokens, Counters 10 Terrain Elements (4 Islands, 6 Reefs)
MANEUVER 5 5 5 5
CARDS
Ship Mats (4) Sail Status Counters (4) Wind Gauge (1) Wind Strength Counter (1) Attitude Indicators (2)
I
n Sails of Glory, players control one or more NUMBER OF PLAYERS AND SHIPS Each player plots maneuvers, actions, and takes
ships, taking to the sea to engage their opponents Sails of Glory requires at least two players, each damage separately for each ship he controls.
in naval duels or to accomplish a specific mission controlling one or more ships. If you are playing with more than two players, divide
(such as forcing a blockade, attacking coastal targets, the players as evenly as possible into two teams. This
and so on). The setup instructions in the next page assume you package supports up to four players, but you can
will be playing a twoplayer game, with each player easily play with more people, if you have enough
We recommend you start playing with the first controlling two ships. space and you purchase additional Ship Packs.
scenario (Enemy in Sight! page 21). This is a
straightforward action where each player is trying
to force both enemy ships to surrender. The winner
6 is the player (or team of players) who eliminates his EXPLANATION OF THE SHIP CARD AND BASE CARD
opponents ships before being forced to surrender his
own. 1 Ships Name
COURAGEUSE 1778 (1794) 11 7 3 A
2 Nationality 5 3 4 2
1 2
When you are comfortable with the game mechanics, 3 3
you can either play one of the other scenarios 3 Burden (Size) 4 A
presented at the end of this booklet or start inventing 4 Maneuver Deck
scenarios of your own! 5 Veer (Maneuverability) 5 7 6
8 34 7
6 Colored Borders
SS01
(Attitude of the Ship) 9 280
10 V CONCORDE CLASS FRIGATE
7 Firing Arcs
11 The indicated year is the launch or capture year.
8 Number of Guns The year in brackets (if present) indicates when the ship
9 Number of Crewmen assumes the characteristics (and/or the name) 1 COURAGEUSE
10 Class / Type it has in the game.
SETUP Some components and optional rules only apply { } Basic Rules
To play Sails of Glory, you need a flat surface at when playing Basic, Standard or Advanced Rules. { } Standard Rules
least 90 x 70 cm (36 in. x 26 in.) to play on. A This is indicated by the following symbols: { } Advanced Rules
table, carpet, or floor section will all work as long as
the boundaries are well defined. Before playing, you
need to choose which scenario you want to play (see it with the transparent lid and fix the ships model a blue or red border from the cards with a dark gray
Scenarios, page 50). Follow the instructions provided on top. Base cards are doublesided: Choose the side border; the dark gray border cards are only used when
by the scenario to select and setup the required ships. matching the name of the ship you want to use. playing with the Advanced Rules (see page 28).
We recommend you use the simple Enemy in Sight!
scenario (page 21) for your first game. A player also takes a ship mat, the appropriate Place the ship log in the appropriate area of a ship
ship log and ship card for each ship, and the set of mat with the ship card next to it, to help players
For each ship he controls, a player must insert the maneuver cards matching the maneuverability letter remember which ship is being controlled with that
appropriate base card into the ships base, then close indicated by the ship card. Separate the cards with ship mat.
4 Movement lines
4B
4A Full sails { }
4B Battle sails
4C Backing sails { }
4C
5 Veer value { }
A1/37 A27/37 A30/37
1 2 3
Divide the 5 five groups of damage counters
according to the letter on the back. In the basic game EXPLANATION OF THE SHIP LOG AND SHIP MAT
you just need the A, B, and E counters. Place them
into three different cups or groups, facedown on the 1 Ships Name and Year 8 0 Tokens Box / Special Damage Box { }
table. 2 Burden (Size) 9 Broadside (Left/Right)
3 Veer (Maneuverability) { } 10 Ammunition Storage (Left/Right)
Place the C and D counters back in the box. You only 4 Top Row: Artillery Firepower / 11 Sail Settings { }
need them when playing with the Standard Rules (see Ship Damage track 12 Full
page 22) or Advanced Rules (see page 28). 5 Artillery Firepower: Stem (Forward), 13 Battle
Full Broadside, Stern (Rear) 14 Backing
Separate the crew loss special damage 6 Number of Crew Actions { } 15 Struck Sails
markers from the other markers. They are the 7 Bottom Row: Musketry Firepower / 16 Planned Actions { }
only special damage markers used when Crew Damage track 17 Unused Actions { }
playing with the Basic Rules.
1) Planning
2) Movement
3) Combat
4) Reloading
9
PLANNING
During the Planning phase, all players select the
maneuver cards used to move their ships.
If the ship is beating, It is forbidden to take measurements of any kind (for MOVEMENT WITH A NORMAL
MANEUVER CARD
6
running, or reaching example, to check firing range) before planning. The
(orange or green), the only measurement allowed is to check the ships wind Normal (blue border) maneuver cards are placed in
player may select any attitude. the front of the ship, so the black line at the base of
10 normal maneuver card
(with a blue border) to A7/37
2 3
RESOLVING A COLLISION EXAMPLE 2 COMBAT
After the movement phase is completed, players may
check if any of their ships can attack. There are two
1) The two ships would overlap after types of attacks: artillery and musketry. After players
movement. have announced their attacks (in no specific order), all
attacks are resolved simultaneously. Effects are applied
2) The ship with the highest burden moves at the same time, no matter the type of attack.
first, sliding its front along the movement
arrow until its base touches the second ship, ARTILLERY FIRE
then stops. A ship has two sets of guns, one
on each side, called broadsides.
3) The second ship moves, sliding its rear along These are indicated by two
the movement arrow until its base touches boxes on the ship mat.
the first ship, then stops.
14 FIRING ARCS
1
Each of the two broadsides has 3 different firing
arcs, each indicated by a red dot and two white lines
bordering a colored angle.
15
To check if a target can be fired upon, the player takes AMMUNITION The guns of that side are now considered to be
the combat ruler and, after determining the firing arc, A ship may only fire a unloaded and cannot fire again until they are
places the end of the combat ruler marked with the broadside if the guns on that reloaded (see Reloading).
gun symbol on the red dot of that arc. side are loaded.
CHOOSING A TARGET
If the combat ruler can reach any portion of the base At the start of the game, A ship may fire once on each side. If the guns on a
of the target ship, while staying within the firing arc both broadsides of a ship are ships side have more than one target in sight (either
of that dot, the ship can shoot with the guns of that loaded. This is indicated by in the same arc or in different arcs of that side), the
sides arc. placing one ammunition counter, facedown, in each controlling player must choose one of them.
of the two broadside boxes.
Note: Sometimes, the target ship may be fired If a ship has targets on both sides, it may attack one
upon both from the central arc and the forward After a player fires from either side of a ship, he turns target on each side, shooting with both broadsides.
or rear arc. In this case, the player may choose the ammunition counter faceup in the broadside box
which arc to use (in most cases, its more of that side, as a reminder that the ammunition is
convenient to use the central arc). used.
Shooting is never mandatory: A player may decide SHORT RANGE ATTACK WITH A FULL BROADSIDE
not to fire at a target or to fire only one broadside
even if both sides have a target in range.
LINE OF SIGHT
A ship may not fire through the base of another ship,
enemy or friendly. If it is impossible to reach a point of
the target without the combat ruler crossing the base of At the start of the game, this ship has a
another ship, the line of sight is blocked. The ship may firepower of 3 with a full broadside and 2 with
choose another firing arc or another target, if available. either the forward or rear broadside.
Firepower depends on the firing arc used and by Later in the game, the same ship has taken
damage suffered by the firing ship. Fire is some damage. Its firepower is reduced to 1
simultaneous, so any damage a ship receives in the for the forward and rear broadside and to 2
current turn will not modify its current firepower. for the full broadside.
MUSKETRY FIRE
If the ship base is at a distance from an enemy ships At the start of the game, this ship has a
base equal to the width of the combat ruler or less (in musketry firepower of 2.
any direction), it is possible to attack with musketry
fire.
Players may select a different musketry target from Later in the game, the same ship has taken
the target of the artillery attack, if more targets are damage to its crew. Its musketry firepower is
available. reduced to 1.
TWO SHIPS IN MUSKETRY RANGE EXAMPLE 2
DAMAGE takes a Crew Loss special damage marker and in the leftmost completely empty box. This box
When a ship is the target of one or more attacks, places it in the Crew Damage track. is immediately considered full, and the counter is
the owner of the ship randomly draws the damage immediately turned facedown to indicate the fact.
counters caused by the attacks (as determined above), All other symbols on damage counters are Further damage may still be added normally to a
and then shows them to his opponents. ignored and are treated as numeric counters. previous box, if it is not full yet.
The special damage represented by these
After all attacks are resolved and all players have symbols is not used with the Basic Rules. DAMAGE TO THE CREW
drawn the damage counters for their ships, the Damage to the crew is tracked in the Crew
counters are placed on the ship log of each damaged When placing damage counters, the player starts Damage track (bottom row) of the ship log.
ship, accordingly to the following rules. from the leftmost box of the appropriate track which When a Crew Loss damage counter is drawn,
is not full (see below). the player must place it in a box on that row. Each
If a counter is a 0, the player places it box can hold only one counter.
in the appropriate space of the ship log DAMAGE TO THE SHIP
(rather than in the top row). Numbered counters represent damage to the ship and If the player draws a counter showing both a numeric
are placed in the Ship Damage track (top row) of the and a Crew Loss, he must use a Crew Loss marker
18 All the other numbered counters are ship log. When a player places numbered counters, he to keep track of the loss on the Crew Damage track
placed in the boxes of the Ship Damage must always place them in order of their value, from and place the numbered counter on the Ship Damage
track (the top row of the ship log, with the highest to the lowest. track, following the normal rules.
the Ship symbol). These counters represent
damage to the ship itself. Each box of the Ship Damage track can hold one SURRENDERING OF A SHIP
or more counters, until their total value matches or If, at any time, all the boxes of either the Ship
If a counter shows a Crew Loss symbol, exceeds the burden of the ship. Damage track or the Crew Damage track are covered
it is placed in the boxes of the Crew by a counter, the ship surrenders and is removed
Damage track (the bottom row of the When the sum of the values of the counters in a box from the gaming table.
ship log, with the Crew symbol). These equals or exceeds the burden, that box is full. Turn
counters represent losses inflicted to the crew of the counters facedown to indicate the box is full. No All the damage counters on the ship log and ship
the ship. additional counters may be placed in that box. The mat, including the 0s, are reshued together with
player must now start placing counters in the next the unused damage counters of the same type.
If a counter shows both a number and box to the right.
a Crew Loss symbol, it is placed in the Remember, as damage is resolved simultaneously, a
Ship Damage track. Then, the player When a single counter has a value equal to, or higher ship that surrenders is still able to shoot in the phase
than, the burden, the counter is placed directly in which it is eliminated.
ASSIGNING DAMAGE EXAMPLE
The Courageuse (Burden of 3) is hit for the first time and receives a total of During the following turn, the Courageuse suffers six more damage counters:
seven damage counters in the turn. Once drawn, they are revealed as:
Then, assign damage to the ship. Since the burden is 3, the 6 counter Damage to the ship is then assigned. Being equal to the burden, the 3 19
goes alone into the first box of the Ship Damage track, facedown as the counter goes into a new box, the fourth, facedown. The 2 goes with the
box is now full. The 4 is placed into the second box, which also becomes 2 in the third box (the burden is 3, so the box was not filled by the first
full, so the counter is also turned facedown. The 2 goes into the third 2 counter), and then these two counters are turned facedown since the
box. From now the artillery firepower is 2/2/2, as indicated by the fourth box is now full. The two 1s go into the fifth box, together, and remain
box the first empty one. faceup, since the box is not full yet. Now the ships shoots at 1/2/1, the
value in the sixth box. A Damage counter in a later turn will go directly to
fill the sixth box if its value is 3 (the burden) or more; but it will be placed
together with the two 1s in the fifth box if it is a 1 or 2, filling it.
RELOADING WINNING THE GAME
Example
a) In turn 1, the
Guns of a broadside may HMS Defence fires the Victory conditions are indicated by the scenario you
be reloaded only during the right broadside. The decide to play.
turn following the one in ammunition counter is
which they fired, or any turn flipped faceup in the
thereafter (so a broadside broadside box.
can, at most, fire every other You now know the basic rules for Sails of Glory.
turn). We recommend playing the first scenario (Enemy In
Sight, page 21) at least one time before proceeding to
During the reloading phase, each player may move b) During the reloading the Standard Rules. If you want, you may add some
a facedown counter from an ammunition storage phase at the end of turn 1, of the Optional Rules (page 34) to make the game
box to the corresponding empty broadside box the counter is moved to the more detailed and realistic.
(that is, one fired in a previous turn), keeping it ammunition storage box,
facedown. This ammunition may be used to fire the and flipped facedown.
20 corresponding broadside on that side, on the next
turn.
FRENCH SIDE
Players: 24, divided evenly into two teams. With 3
French Setup Zone players, one player controls both the ships from
one side, and each of the opponents takes one ship
from the opposite side.
PLANNING
rules are a set and they are meant to be added all types of ammunition to load: ball, chain, and
together. grapeshot (the double shot counters are used only
with the Double Shot optional rule, see page 36). When playing with Standard Rules, players have
The Standard Rules introduce Time to React, to plan their maneuvers in advance (Time to React
Veer, Raking, special types of Ammunition, and rule, see below) and to take into account the
additional rules about Overlapping. maneuverability of their ships (Veer rule, page 24).
22 Any previous rule that is not explicitly changed Ball Chain Grapeshot TIME TO REACT
remains valid when playing with the Standard Rules. The game starts with a maneuver card already
For each of his ships, a player takes two ammunition planned.
counters of each different kind and places one
counter of each type, facedown, in both ammunition During the planning phase of each turn (including
storage boxes of the ship mat. the first), players secretly choose an unused card
Each player then secretly moves one counter of his with a blue border from the maneuver deck of each
choice to each broadside box of the mat, facedown. ship. This card is the maneuver the ship will perform
This indicates the type of ammunition loaded into during the next turn, after the maneuver already
the guns. The type of ammunition is freely chosen for planned.
each broadside, and may differ between the left and
right broadside. Each player places the selected card, facedown, in
the second space of the corresponding ship mat.
Finally, each player chooses and places one blue
border maneuver card in the first space of the ship The maneuver in the first space will be performed
mat of each of his ships. This card is the maneuver this turn; the card in the second space, which has just
that the ship will perform during the first turn. been placed, will be used next turn.
PLANNING AND MOVEMENT EXAMPLE
D7/29
1) One maneuver card is planned from the previous turn. 2) You plan a second maneuver, 3) The card planned in the previous turn is revealed.
and place it in the second space of the ship log. 23
4) The current maneuver card is placed. 5) The current maneuver card is executed. 6) The second maneuver card becomes the first,
to be executed next turn.
MOVEMENT
Players may not check the attitude to the wind before On the first turn that the ship is taken aback,
choosing the maneuver card. They are only allowed to the line marked with one sandglass { } is used
check the attitude during the movement phase. After all players have planned their maneuvers, they to move the ship. This movement is performed
reveal the maneuver card in the first space (placed in in the same way as the movement with a
VEER the previous turn), and move the ships. normal maneuver card, placing the card in
Each ship has a Veer (maneuverability) rating, front of the ship.
indicated by the number beside the steering wheel Each player checks the current attitude to wind of
symbol { } on the ship base, ship card, and ship his ship (see page 9). If the ship is taken aback for two or more
log. consecutive turns, the line marked with two
If the ship is beating, running, or reaching sandglasses { } is used to move the ship. In
Each maneuver card also has a veer (orange or green), the maneuver is performed this case, the maneuver card is placed with the
value, in one of the upper corners, normally, that is, in the same way as in the arrow to the rear of the ship base, rather than
5
beside the steering wheel symbol. basic rules. to the front, showing the backing action of the
wind (same as in the Basic Rules).
During the planning phase, a If the ship is taken aback (red), the revealed
24 player may not select a maneuver maneuver card must be replaced by a maneuver When movement with a red border card is
card whose veer value is different Veer value card with a red border. The player must choose completed, the card is left faceup on the maneuver
(higher or lower) from the previous maneuver card by the red border card appropriate to the veer deck, as a reminder that the ship was taken aback in
more than the ships Veer rating. value of the replaced maneuver: 4 or less, this turn.
exactly 5, 6 or more.
Example After movement is completed, the facedown card in
The Gnreux has a Veer of 5. If the last planned Example the second space of the ship mat is moved to the first
card has a value of 2, the next card must have a The selected maneuver card has a veer value of 7. It space.
value from 2 (the lowest in the deck) to 7. It is not is replaced by the red border card 6 or more.
possible to play an 8, because the
dierence is 6 (8-2), more than 5
the Veer rating. 4 5 6
COMBAT
A B
RAKING SHOTS
A raking shot is a shot that travels down the length
of a ship, rather than taking it in the more protected 25
sides.
A
fter players are familiar with the Standard Rules,
they may wish to make the game more realistic
by adding the set of rules in this section.
The Advanced Rules introduce Crew Actions, Musketry fire Increase sails Decrease sails
Special Damages, and their effects.
In this example, the sails status counter
Any previous rule that is not explicitly changed indicates the ship is using battle sails.
remains valid when playing with the Advanced Rules.
28
SETUP
In addition to the components introduced
in the previous sections, each player must
Pump water Extinguish fire Repair damage
ACTION PHASE
struck sails. The player adjusts the sails status counter COMBAT ACTIONS
accordingly, moving it to the right. These actions take effect during the Combat phase of
When all players have finished planning maneuvers the same turn they are revealed.
and actions, all the actions planned are revealed at the Pump water: If the ship has any water
same time, with the effects indicated below. Resolving damage tokens (see Special Damages, page Fire the left (or right)
the effect of an action is mandatory, unless indicated 33), the player removes one. If the box broadside: A player may only
otherwise. occupied by the token is not the rightmost plan this action if the
appropriate broadside box is loaded. When this DELAYED ACTIONS
PUMP WATER EXAMPLE action is planned, the ship may fire the appropriate These actions, when revealed, are left, faceup, in the
broadside once, following the normal rules (see page planned action box, until the Action phase of the
14). Firing is not mandatory, even if the action is next turn. They still count as planned actions in the
planned. After a player fires a broadside, he turns the next turn, so the player can plan fewer actions than
ammunition counter faceup in the appropriate those allowed by the crew action number.
broadside box, as a reminder that the ammunition is
used. The player returns the counter to the unused Extinguish fire: If there is a fire on board
action box at the end of the combat phase, even if the (see Special Damages, page 32), the player
1) The frigate has taken water damage, ship does not fire the broadside. leaves the action counter, faceup, in the
fire damage and normal damage. planned action box, until the Action phase
Musketry fire: When this action is of the next turn.
planned, the ship may attack once with During the Action phase of the next turn, the action
musketry fire, following the normal rules is resolved. The action counter is moved to the
(see page 17). Firing muskets is not Special Damage box of the ship mat, to indicate the
30 mandatory. The player returns the counter to the action is in progress. The action is completed at the
unused action box at the end of the combat phase, end of the turn. The action counter and one fire on
even if the ship does not fire muskets. board marker are removed from the Special Damage
2) With the Pump water action, box the fire is extinguished, and the action
the water damage is removed. RELOADING ACTIONS becomes available again. Fire damage on the Ship
These actions take effect during the Reloading phase Damage track is not removed.
of the same turn they are revealed. If there is more than one fire on board counter, the
Extinguish fire action removes only one of them. The
Reload the right (or left) player must plan additional actions to extinguish the
broadside: A player may only other fires.
plan this action if the broadside
box is empty. When this action is Example
3) The remaining damage counters shift to the planned, the player may move one ammunition During the third turn, HMS Defence is hit and
left, so no damage box is left empty. counter of his choice, facedown, from the a fire on board special damage is drawn. A fire
ammunition storage box to the broadside box. The damage counter is placed in the Special Damage
player returns the counter to the unused action box at box to indicate that a fire is spreading on board.
the end of the reloading phase.
In the Planning phase of the fourth turn, the gaps in the ship log. The player cannot remove water
British player plans an Extinguish fire action. or fire damage counters using this action. REPAIRING NORMAL DAMAGE EXAMPLE
In the Action phase, the counter is revealed
and left faceup. The ship takes damage from Note: Any special damage caused by the removed
the fire this turn. damage counters continues to have effect, as before.
COMBAT
movement line used to move is different depending
on the sail setting.
SAIL SETTING When playing with Advanced Rules, the Combat
Note: When a red border or dark gray border phase is modified by the need to plan and use crew
maneuver card is used, the sail setting does not actions to fire a broadside or muskets, and by the
32 modify the movement of the ship. introduction of several types of special damage effect.
1 2 3 4
STRUCK SAILS SPECIAL DAMAGES
When a ship has struck sails, maneuver cards are not Some damage counters have, in addition or instead
planned anymore. Any maneuver card previously of a number, a symbol indicating they inflict special
1 Full Sails 3 Backing Sails planned is executed using the backing sails movement damage to the target ship.
2 Battle Sails 4 Struck Sails line, then the ship stops where it is.
Counters with this symbol indicate the hit
The ship cannot use the increase sails action until it inflicts a crew loss to the ship. As in the Basic
5 1 Full sails comes to a full stop. Rules, when a crew loss damage counter is
1
movement line drawn, the player must place it in a box in the Crew
2 If, in a later turn, the ship uses the increase sails Damage track. Each box can hold only one counter.
2 Battle Sails action, the sail status returns to backing sails. If the player draws a counter which shows both a
3 numeric and a crew loss, he must use a crew loss
3 Backing Sails Starting in the Planning phase of the following turn, marker to keep track of the loss in the Crew Damage
A1/37
the ship may plan maneuver cards again, one per track, and place the numbered counter in the Ship
turn. Damage track, following the normal rules.
Counters with this symbol indicate the hit executed normally. Use the appropriate movement arrow When the ship takes the sixth sail damage marker, the
starts a fire on board. The player must place (green or orange) depending on the attitude of the ship. ship is considered to have a broken mast (see above),
a fire marker in the Special Damage section If the ship is taken aback, the card is replaced randomly which cannot be repaired.
of the ship mat as a reminder there is fire on board. by one of the three red border cards. Further damage of this kind after the sixth does not
At the beginning of each turn, before the planning have any additional effect.
phase, the ship takes one fire damage marker for each If a second mast is broken, only maneuver cards with
fire on board marker in the Special Damage box, and the two broken mast symbol may be planned. Counters with this symbol indicate the hit
places it on an empty box of the Ship Damage track. inflicts rudder damage. The player must
The box is considered full and no other damage place a rudder damage marker in the Special
counters of any kind can be added to it. The fire on Damage section of the ship mat as a reminder.
board ends its effect when the fire is extinguished (see The veer rating of the ship is decreased by 1.
Special Actions, Extinguish fire page 30).
T PLANNING
his section contains rules which add more With Basic or Standard Rules, players may use the
details to the games. Players should agree on Gunners Lacking Training rule.
which optional rules they want to use before the
game starts. LET THE MEN DRINK! With Advanced Rules, players may use the Gunners
In the historical period covered by this Lacking Training rule, the Sailors Lacking Training
If you are playing with the Basic Rules, you can only game, the distribution of alcoholic rule, or both.
choose between the options marked with { }. With beverages to the ships crew to raise morale
the Standard Rules, you can also use options marked was a common practice. To represent this, GUNNERS LACKING TRAINING
with { }. With the Advanced Rules, you can also each ship receives a Grog counter. This action can be Gunners lacking training require one additional turn
choose to use options marked with { }. The used only once in a game, during the Planning phase, to fully load a broadside.
34 same code marks different effects an option may have and only if there are no enemy ships within the first
when a different set of rules is in use. half of the ruler. When it is used, the player moves During the Reloading phase after a broadside is
one crew damage token from the Crew Damage track fired, the ammunition counter is returned to the
of the ship to the 0 damage box. ammunition storage box, but is left faceup as a
reminder the gunners take more time to reload.
Several optional rules require players to determine { } With Advanced Rules, the Grog counter
randomly if an event happens. In these cases, an is planned and used as a normal action. The effect is In the Reloading phase of the next turn, the faceup
damage counter is drawn and used as a randomizer. applied as soon as the action is revealed. The action ammunition counter in the ammunition storage box
If the counter has a Crew Loss symbol, the event can only be used once per game. is flipped facedown. The guns are still being reloaded
happens (the counter does not inflict any damage). and are not ready to fire yet.
If the counter has a 0, the event does not happen. LACKING TRAINING { } When playing with Standard Rules, no other
In either case, the counter is reshued together with Crews may have different levels of training, as ammunition counter which is facedown in the
the unused counters. indicated by the scenario or by players choice. If this storage box may be reloaded from this storage box in
rule is in use in a scenario, one or more ships can be this turn.
handled by a crew lacking training.
In the Reloading phase of the following turn (the
second one after firing), the player may reload the
ammunition counter normally, moving it from The player then shues the drawn action counter { } If playing with Basic Rules, do not plan any
the ammunition storage box to the corresponding together with a Blank action counter, and randomly maneuver card until the ships are disentangled.
broadside box. In the next turn, the broadside will be draws one of the two.
able to shoot again. { }/{ } If playing with Standard or Advanced
If the action counter is drawn, the action is executed Rules, discard the planned maneuver card of each ship:
If the Continuous Fire optional rule is in use, the normally. If the Blank counter is drawn, the action is The ships will not move in this turn. Players can still
drawn tokens are one third of the normal amount not executed and the action counter is returned to the plan a maneuver card to be executed next turn, in case
(round fractions down), instead of half. unused action box. the ships become disentangled in the meantime.
MOVEMENT
{ } When playing with Advanced Rules, Note: If multiple ships are in contact with each
ignore the above procedure. Use the normal rules other, check for entanglement between each pair
for reloading, except Reload Broadside actions are of ships separately.
considered delayed actions. When the Reload ENTANGLEMENT
Broadside action is revealed, the player leaves the When two ships are at close distance, it is possible To disentangle, draw an damage counter, at the
action counter, faceup, in the planned action box, for their yards and rigging to become entangled, beginning of each following Planning phase, for each
until the Action phase of the next turn. During impeding further movement. pair of entangled ships. 35
the Action phase of the next turn, move the action
counter to the corresponding ammunition storage Entanglement and disentanglement are determined If the counter has a Crew Loss symbol, the two ships
box. During the Reloading phase, the broadside can at the beginning of the Planning phase, before are disentangled and they start to plan and move again
be reloaded and the action counter is returned to the maneuver cards are planned. normally. If the counter is a 0, the ships remain
unused action box. entangled, with the same effect indicated above.
When the bases of two ships are in contact, the
COMBAT
SAILORS LACKING TRAINING players must draw an damage counter. If the
Sailors lacking training are not as good at executing counter has a Crew Loss symbol, the ships become
orders as more experienced sailors, and can miss the entangled. If the counter is a 0, nothing happens.
execution of one of the planned actions. CONTINUOUS FIRE
Place an entanglement counter between the If this optional rule is in use, a broadside can shoot
Before revealing the actions planned for the ship, two ship models as a reminder. even when it is not loaded. In this case, the damage
the player must draw one action counter at random counters the target takes are halved, rounding
among the ones planned this turn (do not include The two ships cannot move again until they are fractions down. The broadside cannot be reloaded in
any delayed action planned in the previous turn). disentangled. the same turn it shoots with continuous fire.
{ } When playing with Standard Rules, in together with the chosen FORCED AIM
addition to the rules above: ammunition counter, as a If this optional rule is in use, when a ship shoots with
reminder the first broadside a broadside, it must shoot at the nearest target on that
The raking modifier (if applicable) is added has not been fired yet. side (considering all the three firing arcs of the ship).
before halving the damage. The markings on the back of the combat ruler may be
The first time the ship shoots a broadside, the used to determine distance if necessary.
Before resolving any fire, all players secretly target takes one more damage token for every three
choose the type of ammunition to use for (rounding up) that it should take. If the nearest ship is a friendly one, that broadside
each broadside shooting with continuous fire. cannot fire.
The chosen ammunition counters are revealed Then, move the Reload Broadside action counter to
simultaneously and fire is then resolved. the available actions (or just discard the counter if DOUBLE SHOT
playing with Basic or Standard Rules) as a reminder During setup, add two double shot
Double shot cannot be used with continuous fire. that the ship will now fire normally from that ammunition counters (one for each
broadside. broadside) with the possible ammunition
{ } When playing with Advanced Rules, in types to choose.
36 addition to the Standard Rules listed above: Example
When HMS Terpsichore shoots for the first time, it When a double shot is prepared, loading takes longer:
A player must plan a Fire Broadside action to has a firepower of 6 for the first broadside, instead it is not possible to shoot in the turn immediately
use continuous fire (even if the broadside is not of the normal full broadside firepower of 4. after reloading, as usual, but in the following one (2
loaded). turns to load double shot).
{ } When playing with Standard Rules, calculate
A player may not plan a Reload Broadside the effect of the Raking rule and the First Broadside As a reminder, flip the double shot counter faceup
action on the same broadside he planned a Fire rule independently. in the ammunition storage box during the first turn
Broadside action. it is reloaded. In the next turn, the counter is moved
Example normally, and flipped facedown, to the broadside box.
FIRST BROADSIDE HMS Terpsichore (full broadside firepower of 4)
The first broadside shot in battle was often more shoots for the first time, and it is a raking shot If a ship shoots with a double shot within half the
efficient, as the guns were carefully prepared for through the front of the target ship. Two more ruler (red/purple or orange), the target takes both
shooting before the heat of combat started. damage counters are added for the First Broadside and tokens (for example, if the firepower is 3 it
rule (4/3 rounded up), and two more for the Raking takes 3 tokens and 3 tokens). If the ship shoots
At the start of the game, place a Reload Broadside rule (4/3 rounded up), for a total firepower of 8. at a longer distance, the target does not take any
action counter in each broadside box of the mat, damage.
AIMING HIGH
BOARDING
Take the appropriate damage marker for the
If this optional rule is in use, a player may decide to additional special damage taken.
aim high, to inflict more damage to the masts and
sails of the target ship, but less damage to the hull. / BOARDING IN BASIC AND
STANDARD RULES
Only a player shooting with ball (or double shot, if AIMING HIGH EXAMPLE When the bases of two enemy ships are in contact at
the Double Shot optional rule is in use) may decide to the beginning of the Planning phase, players must
aim high. The Courageuse is shooting a full broadside at decide whether or not they want to board the enemy
short range against HMS Terpsichore, and the ship.
When a player aims high, he resolves artillery fire French player decides to aim high. Three
normally, except for the following change. damage counters are drawn: one of them is a 2/ DECLARING A BOARDING
Crew damage, one is Crew damage only, and Before planning maneuver cards,
All the damage one is a 3/Leak damage. each player must take a
counters drawn that Boarding action counter and a
have an underlined Blank action counter for each
number (that is, those with a leak or rudder special ship involved, to determine if ships are grappled and 37
damage, or 6 points of damage), and all the crew boarding is possible.
damage tokens without a number, are placed in the One damage is inflicted to the sails due
0 damage box, and replaced with the same amount to the leak counter, and a sail damage The players secretly choose one of the two counters
of damage tokens. marker is taken by the Terpsichore. and place it, facedown, on the ship mat.
In addition to the effects of the new counters drawn: Then, the Crew damage and the 3/Leak are Then, the players show the chosen counter.
replaced with two damage counters.
If the original replaced counter was a leak If both counters are Blank, no boarding takes
special damage, the target also takes a damage place and the turn proceeds normally.
to the sails.
If both counters are Boarding counters, a
If the original replaced counter was a rudder The total damage inflicted to the Terpsichore is: boarding takes place. The ships are grappled
special damage, the target also takes a damage and cannot move. Place a counter (for example,
to the mast. a crew loss special damage counter) between
the two ship models as a reminder.
If one counter is a Boarding counter and the Each ship inflicts a number of damage counters ENDING A BOARDING
other one is a Blank, shue them, and draw equal to the Burden of the ship. If no ships surrenders because of the boarding, the
one at random. ships remain grappled until the next turn.
Draw the counters one by one, drawing one counter
a) If the Blank is drawn, no boarding takes for each ship and applying the effect of both counters At the beginning of the Planning phase of the next
place and the turn proceeds normally. at the same time. turn, repeat the procedure to see if the boarding
continues or not.
b) If the Boarding is drawn, a boarding If one ship has a higher Burden than the other, all
takes place. The ships are grappled remaining counters are drawn at the end. MULTIPLE BOARDINGS
and cannot move. Place a counter (for If a ships base is in contact with more than one
example, a crew loss special damage As soon as one ship surrenders, the boarding attack enemy ship, grappling is determined independently
counter) between the two ship models as stops: any remaining counters are not drawn. for each pair of ships, based on their choice of
a reminder of their status. counters.
Example
During a grappling: Courageuse, with a Burden of 3, is boarding When a ships base is in contact with more than one
38 HMS Terpsichore, with a Burden of 2. enemy ship, players must first secretly decide for each
{ } When playing with Basic Rules, players may not ship (as explained above), if that ship tries to grapple
plan a movement action for any ship involved in a Each of the two ships draws one damage one opponent, by choosing an appropriate counter
boarding. counter. If either ship surrenders, no further (Boarding or Blank). Even if a ship is in contact with
counters are drawn. If neither ship surrenders, multiple enemy ships, only one counter is selected.
{ } When playing with Standard or Advanced Rules, both ships draw a second counter.
the currently planned maneuver cards are discarded Then, any player who chose a boarding counter
without effect. The ships will not move in this turn. If, after the second counter, neither of the two declares which enemy ship he decides to grapple.
Players must still normally plan the maneuver for the ships surrendered, the Courageuse inflicts the third
next turn, which will be executed in case grappling ends. damage counter against the Terpsichore, then the 34 Grapple declarations start with
boarding ends for the turn. the ship with the lowest crew
RESOLVING THE BOARDING 280 (use the number indicated on
Boarding is resolved after artillery and musketry fire A boarding cannot end with two ships eliminating the ship card). In case of a tie,
are completed. If neither of the two involved ships each other. If the counters drawn would inflict the the ship with more crew losses
surrendered because of artillery fire or musketry, last crew damage to each of them (and both ships declares first. If there is still a tie, determine
players execute a boarding attack. would surrender), randomly choose one of the two randomly.
ships to surrender.
Grappling is determined independently for each pair BOARDING IN ADVANCED RULES Before starting the boarding attack, the
of ships, based on their choices: When playing with Advanced Rules, the Boarding ship that did not choose the Boarding
action represents preparing offensive or defensive action receives an damage counter.
If both ships declare to grapple each other, they boarding parties.
are grappled. During the boarding, the effect of
Boarding between two ships in base contact is the damage counters drawn is not
If a ship declares to grapple a ship not determined and resolved as indicated above, except simultaneous. The damage inflicted by
grappling her, draw an counter. If the the Boarding action must be planned just as any other each counter drawn by the ship that
counter has a Crew Loss symbol, the two ships action, and is revealed together with the other actions. planned the boarding action is applied
are grappled. If the counter is a 0, grappling first, then the damage inflicted by the
does not take place. Grappling and boarding are resolved in the same way other ship is applied.
as in the Basic and Standard Rules, with the following
If neither ship tries to grapple, no grappling exceptions: Example
takes place. Courageuse with a Burden of 3 is boarding HMS
Boarding and grappling attempts are Terpsichore, which has a Burden of 2. Courageuse
Mark each pair of grappled ships by placing a counter determined at the end of the Action phase, planned a Boarding action, while the crew of the 39
(for example, a crew loss special damage counter) after actions are revealed, and are influenced by Terpsichore, which is busy trying to extinguish a
between them. the choice of actions (see below). The boarding fire on board, did not.
attack is still resolved at the end of the Combat
If a ship ends up grappled with more than one phase. First of all, one damage counter is inflicted
opponent, the boarding attacks of all ships are against the Terpsichore. Then, one counter is
resolved together. Only a ship that planned a Boarding action drawn for Courageuse and applied against the
may declare a boarding. It is not mandatory Terpsichore. The British ship does not surrender,
Before drawing each counter, the ship grappled to do so for example, a ship may plan a so a damage counter is also drawn and applied
with multiple opponents must declare a target, then Boarding action, and then declare a Blank against the Courageuse.
one counter is drawn for each ship involved. A ship counter against the boarding attempt of an
may only inflict damage to the chosen opponent, opponent. The Courageuse then draws a second damage
but can receive damage from multiple opponents. counter: the last crew damage is inflicted against
If necessary, declarations are done in the same order If a ship succeeds in grappling and boarding an the Terpsichore, who surrenders, so no more
indicated above (the ship with the smaller crew opponent, and the opponent does not have a damage is drawn against the Courageuse.
declares first). boarding action planned, the boarding ship has
an advantage over its opponent:
BOARDING AND ENTANGLEMENT AMMUNITION EXPLOSION SINKING SHIPS
If the Entanglement optional rule (see page 35) is in use, If a ship has a fire on board and it has already If a ship has a leak and it has already received
first resolve the entanglement, then declare boardings. received two or more fire damage markers, two or more water damage markers, the hull
It is possible that two ships become both entangled the ammunition storage might explode. might collapse and the ship may suddenly sink.
(by coincidence) and grappled (by choice of at least
one ship). In this case, the ships must become both Each time the ship takes a new fire damage marker Each time the ship takes a new water damage marker
disentangled and ungrappled before they can move again. beyond the second, the player must shue three fire beyond the second, the player must shue three
markers and one explosion marker together, and then water damage markers and one sinking marker
OTHER RULES randomly draw one of them. together, and then randomly draw one of them.
If a fire damage marker is drawn, apply the fire If a water damage marker is drawn, apply the
FLAGSHIP damage normally. water damage normally.
One of the ships of each player may be designated
as the flagship, as indicated by the scenario or by If an explosion marker is drawn, fire reaches If a sinking marker is drawn, the hull gives way
players choice. the ammunition storage and explodes. The ship and the ship sinks. The ship is eliminated.
40 is eliminated.
If the flagship surrenders, sinks, explodes, or is SPREADING FIRES
anyway eliminated from the game, all the other ships Each ship in contact with the base of an exploding If a ship fires a broadside against an enemy ship while
of that side take two crew special damage markers and ship may be damaged and set on fire. Each ship their bases are in contact, and a fire starts on the
place them on the Crew Damage track, representing in base contact must draw and apply a damage enemy ship because of a fire on board special damage
the effect of the loss on the morale of the crew. counter. counter received, a fire starts on board of the firing
ship, too.
All the ships of the opposing side remove a crew If the counter is not a 0, in addition to the
damage marker from their crew loss boxes (if they damage indicated, a fire starts on the ship. To avoid fire spreading to their own ship, crew
have any) and move it to the 0 damage box, Place a fire on board marker in the special sometimes alternated shooting guns with throwing
representing the improvement in their morale. Any damage box, to indicate the ship now has a fire buckets of water onto the enemy ship. To represent
ship that shot artillery or musketry in the current on board. this, the firing ship may plan an Extinguish fire
turn against the eliminated flagship removes two action, declaring, when the action is revealed, it is
markers, instead. If the counter already indicates a fire special performing the action on the enemy ship. In this
damage, place two fire on board markers in the case, if the damage she inflicts on the target indicates
If the flagship exits the gaming area, the effects are special damage box instead of one. a fire, the fire does not start on either ship.
the same, unless the scenario rules indicate otherwise.
Fires caused by other ships firing or fires already VARIABLE WIND DIRECTION The first time the counter
started in the previous turns are ignored for the During a battle, the direction or strength of the wind indicates a wind direction
purpose of this rule. may change. This possibility is handled by the rules in change, place it on the
this section. wind gauge. The direction
SURRENDERED SHIPS of the wind does not change yet, but might
If this optional rule is in use, when a ship surrenders, The direction of the wind at the start of the change in the future.
it is not removed from the game. The model remains game may be indicated by the scenario,
on the gaming area as an obstacle to other ships. mutually agreed between the players, or If the counter does not show any
determined randomly using the Wind symbol, the wind remains the same.
The ship executes the last planned maneuvers Direction counters. Reshue the counter with the
normally (if any), without planning new ones. Then unused wind direction change
it stops and is considered to be a wreck. The wreck Players place the Wind Gauge counters. If there is a wind direction change
remains still, without moving or taking any other on the gaming table (aligned counter on the wind gauge from a previous
action for the rest of the game. so that it is parallel to the side turn, that counter stays there.
of the table), then rotate the
Damage tokens from the ship log are reshued wind arrow to point toward If a counter indicating a 41
together with the unused damage counters of the the determined direction. wind direction change is
same type, as usual. drawn, while another
Shue all the counter is already on the
Note: if the Boarding rules are in use, a direction change wind gauge, compare the two counters:
surrendered ship cannot be grappled and boarded. counters together and place them in an
opaque cup or other container, or a) If the two counters indicate the same
{ } After a ship surrenders, it still inflicts collision facedown in a stack. direction (either clockwise or counter
damage to friendly ships when it moves. When it stops clockwise), the wind changes: Rotate the
and becomes a wreck, it inflicts collision damage to CHANGE OF DIRECTION arrow on the Wind Gauge 45 clockwise
both friendly and enemy ships that collide with her. At the beginning of the Planning phase of each turn, (for example, North to NorthEast) or
draw one wind direction change counter. counter clockwise (for example, North to
{ } If a ship surrenders as the result of the NorthWest).
Ammunition Explosion or Sinking Ships optional The wind direction changes only after the wind
rules or if it has an open leak or a fire on board rotates twice in the same direction. b) If the two counters indicate opposite
when it surrenders remove the ship model from directions, the wind does not change.
the game instead of leaving it on the gaming area. Look at the wind direction change counter drawn:
In either case, reshue both counters with the If the counter drawn in this turn were a
unused direction change counters. counterclockwise change instead, the
wind would not change, and both
If the direction of the wind changes, it influences the counters would be discarded.
attitude of the ships immediately, with the Movement
phase of the current turn. VARIABLE WIND STRENGTH
When playing with the Variable Wind Direction Low Medium High
Example rule and with Advanced Rules, the wind may have At the start of the game, the wind strength
At the beginning of the game the different strengths, indicated on the strength track of counter indicates medium strength.
wind direction is West. the wind gauge.
During turn 1, a The intensity of the wind is normally medium (see sails movement line; each ship with battle sails
clockwise direction Strength of the Wind, below) at the start of the game. uses the backing sails movement line; each ship
change is drawn. It is with backing sails is considered to have struck
placed on the wind gauge, but the wind does not A scenario may indicate a different initial strength. sails.
42 change.
During setup, place the wind strength counter on the If the wind strength is medium { }, ships
During turn 2, a Blank middle square of the track on the gauge, to indicate a move normally.
is drawn. The Blank is medium strength.
returned to the If the wind strength is high { }, the sail
container, the clockwise Then, shue all the strength change setting of all ships is considered to be one
counter remains on the gauge, counters together and place them in an step higher. Each ship with backing sails uses
and the wind does not change. opaque cup or other container, or the battle sails movement line; each ship with
facedown in a stack. battle sails uses the full sails movement line;
During turn 3, a second each ship with struck sails is still considered to
clockwise direction STRENGTH OF THE WIND have struck sails.
change is drawn. The The position of the strength counter on the wind Each ship at full sails still uses the full sails
wind rotates to NorthWest, gauge indicates the current strength of the wind: movement arrow, but each time it moves, the
then both counters are player must draw an damage counter. If the
returned to the container. If the wind strength is low { }, the sail counter has a Crew Loss symbol, the ship takes
setting of all ships is considered to be one step sail damage (see page 33). If the counter is a
lower. Each ship with full sails uses the battle 0, nothing happens.
TERRAIN ELEMENTS
CHANGE OF STRENGTH b) If there is a strength change counter on
At the beginning of the Planning phase of each turn, the wind gauge from a previous turn
draw one wind strength change counter. The wind (either an increase or a decrease), the While many naval battles were fought on the open
strength may change, depending on the counter wind strength changes. If the strength sea, often they took place near the coast or close to an
drawn. decreases, move the wind strength island.
counter on the gauge one step to the left
The first time that the counter (from medium to low, or from high to The rules in this section introduce different types of
indicates a wind strength change medium; if the wind is already at low terrain elements, which may be placed on the gaming
(either an increase or a decrease), strength, the strength does not change). field, to make the battle more interesting, or to create
place it on the wind gauge. If the strength increases, move the wind the setting for a specific scenario.
The strength of the wind does not strength counter on the gauge one step to
change yet, but might change in the the right (from low to medium, or from Each terrain element is defined by a cardboard shape,
future. medium to high; if the wind is already indicating the part of the gaming area to which its
at high strength, the strength does not effect applies.
If a counter is already on change).
the wind gauge, and a Reshue both counters on the wind A few terrain elements (small reefs and islands) 43
counter that indicates the gauge with the unused strength change are provided in this Starter Set. Additional terrain
opposite wind strength counters. elements are sold separately as Terrain Packs.
change is drawn, the wind does not change.
Reshue both counters on the wind gauge If the strength of the wind changes, it influences REEFS
with the unused wind strength change the movement of the ships immediately, with the A reef terrain element represents rocks, coral
counters. Movement phase of the current turn. reefs, and other hard obstacles that emerge
from the water or are submerged just
If the wind strength counter drawn beneath the surface.
does not show any symbol, there are
two possibilities: If, due to its chosen maneuver, a ship would move so
that, at the end of the movement, its base overlaps a
a) If there is not a wind strength counter reef terrain element, movement is not executed in the
on the wind gauge, the wind remains normal way.
the same. Reshue the counter with the
unused wind strength change counters.
Return the ship to its original position, and move it SHOALS COAST AND ISLANDS
in the same way you move a ship when resolving an A shoal terrain element represent sandbanks, sandbars A scenario may indicate the presence of coasts or
overlap with another ship (see page 12). and similar obstacles islands.
that, because of the
Note: If necessary, because of the risk of shallow waters, are a
overlapping with another ship, resolve this hazard for navigation.
movement with the sequence of movements of
overlapping ships (see page 12). If, due to its chosen maneuver, a ship would move so
that, at the end of the movement, its base overlaps a
The movement of the ship ends as soon as the moving shoal terrain element, the ship runs aground. Coast terrain elements are designed to place them at
ships base touches the reef element. The ship takes a the edge of the gaming area and/or adjacent to
number of damage tokens equal to its Burden. A ship that runs aground cannot move again for the another coast element.
rest of the game (when playing with the Standard
If, in a single turn, a ship takes more damage points and Advanced Rules, any planned maneuver card is Islands are designed to be
from reefs than its Burden, it runs aground. A ship discarded). surrounded by water on all sides.
44 that ran aground cannot move again for the rest Apart from this difference in
of the game (when playing with the Standard and If the ship has a leak (see page 33) it does not take the design, coast and islands use
Advanced Rules, any planned maneuver card is any more water damage because of the leak. the same rules.
discarded). If the ship has a leak (see page 33), it does
not take any more water damage because of the leak. { } If the Sinking Ships optional rule (see page Note: Coast terrain elements are not included
40) or the Surrendered Ships optional rule (see page in this set, but are included in Terrain Packs.
{ } When a ship collides with a reef element, 41) are in use, ships cannot sink on a shoal.
all special damage symbols (except leak and rudder EFFECTS ON MOVEMENT
damage) on the damage counters drawn because of Shoals do not have any effect on combat. The scenario indicates whether a coast (or island)
the collision are ignored only the damage number element has a sandy coastline, rocky coastline, or
is applied. Note: Shoal terrain elements are not included neither of them. The scenario may also indicate the
in this set, but are included in Terrain Packs. distance from the coastline which is dangerous to
Reefs do not have any effect on combat. navigate:
45
The line of sight is blocked from the central firing arc but The line of sight is completely blocked by the peninsula, The line of sight crosses the peninsula the ship cannot
not from the front firing arc. so the ship cannot attack. fire against the building on the island.
When firing from or to a coast or island element, line Ships and coast batteries at sea and on land may possible to reach any part of the target, staying in
of sight is not blocked by parts the element itself a shoot at each other, so may batteries on the same the firing arc and without going across the sequence
ship can shoot any target on a terrain element, unless coast. The only exception is that it is forbidden to of sea, land, and sea, the aim is blocked and the ship
there is a different element inbetween (or there is shoot if the ruler used to measure the distance goes must choose another target, if there is any available.
another ship blocking the line of sight). across sea, then land and then sea again: if it is not
COASTAL BATTERIES
A coast or island terrain element may feature a costal
battery, indicated by the presence of one or more
EXPLANATION OF THE BATTERY LOG red dots and one or more firing arcs originating from
them.
1 Fortification Rating 6 0 Tokens Box / Special Damage Box { }
2 Top Row: Artillery Firepower / 7 Gun box
Battery Damage track 8 Ammunition Storage box
3 Artillery Firepower 9 Planned Actions { }
4 Number of Crew Actions { } 10 Unused Actions { }
46 5 Bottom Row: Musketry Firepower /
Crew Damage track
4
The top row of the log is the Battery Damage track,
and works similarly to the Ship Damage track of a
5
ship log. This track indicates the firepower for all
of its firing arcs. The damage capacity of each box
7 9
6 10 is based on the Fortification Rating { } of the
battery, which follows similar rules to the Burden of
8 a ship.
Note: Coastal batteries are not included in this A { } When using Advanced Rules, batteries ignore
set, but are included in Terrain Packs. all special damages, except crew and fire special damages
(if the Ammunition Explosion optional rule, page 40, is
BATTERIES IN COMBAT in use, it applies to batteries as well as to ships).
In combat, batteries follow similar rules to ships: they
shoot, reload and receive damage in exactly the same It is possible for a battery to fire at an enemy target
way. on a coast (such a situation may arise, for example,
in a scenario simulating a siege). In this case, the line
The leftmost empty box in the top row of the battery of sight is blocked only by a terrain element different
log (with the Guns symbol) indicates the current from the attackers and the targets element (or by an
The battery may fire against the target on island A, but
firepower of that battery. There are as many numbers cannot fire against the target on island B, due to the intervening ship).
in the box as there are arcs in the battery. peninsula inbetween. 47
ELIMINATING A BATTERY
A battery is handled in a similar way to one of the If, at any time, all the boxes of the Battery Damage
broadsides of a ship. track are covered by a counter, the battery is
If the target may be fired upon by more than destroyed. If all boxes of Crew Damage track are
A battery may have one or more firing arcs, one arc, the player may choose which arc to use covered by a counter, the battery surrenders. In
each indicated by a red dot and two white lines (in case they have a variable firepower). either case, the effect is the same, the battery is
bordering a colored angle. eliminated from the game. (Scenario rules may
As the battery does not have a base like a ship, indicate different effects for victory conditions).
The battery may fire against a single target each combat ranges are always measured to and
turn. from the red dot. If a targets base is reached by When a battery is eliminated, all of the damage counters
the red/purple part of the combat ruler from on the battery, including the 0s, are reshued together
The line of sight for the battery is determined one of the red dots, the battery can also attack with the unused damage counters of the same type.
in the same way as for ships: it may be blocked it with musketry fire.
by a ship, or by an intervening terrain element Remember, as damage is resolved simultaneously, an
different from the element where the battery is eliminated battery is still able to fire in the phase in
located. which it is destroyed or surrenders.
RULES FOR SOLITAIRE
ACTIONS OF A BATTERY Any time the discard pile contains one sideslip (a
The player controlling a battery must plan actions for maneuver with a veer of 5 which is not a straight line)
PLAY
it just as he does for a ship, but the choice of actions to the right and one sideslip to the left, shue both
is limited. cards back into the maneuver deck, together with
Historically, several battles were fought against fleets any straights. If there is a third sideslip or if there are
in harbors and ships at anchor. A scenario suitable turns in the discard pile, leave them in the discard
for solitaire play may use one or more enemy ships at pile.
anchor as active targets.
Any time the discard pile contains one turn to
Fire the guns Reload the guns A solitaire scenario may also involve one or more the right and one to the left, whose values exactly
enemy ships moving across the table in a random equal 10, shue them back into the maneuver deck
way, while the player moves the ships sent to stop together with any straights, leaving the sideslips in
them. the discard pile. If there are other turns in the discard
pile, leave them there.
For example, enemy ships enter from one side of the
48 table. Their goal is to exit on the opposite side of { }/{ } When playing with Standard or
Musketry fire Extinguish fire Repair damage the table, fleeing from you. You might enter at their Advanced Rules, ships that move randomly do not
back in a chase, or from another point of the table to plan their movements one turn in advance.
The effect of each action is similar to the equivalent intercept them.
ship action (see pages 2931), except that Repair COMBAT AND ACTIONS
damage repairs only normal damage. AUTOMATIC MOVEMENT When playing with Basic or Standard Rules, the ships
For each ship that moves randomly, prepare its not controlled by the player fire using the following
maneuver deck by selecting the cards with a veer rules:
rating between 3 and 7, and shuing them. Return
the removed cards to the box since will not be used in They fire a broadside every time they are loaded with
the game. a target in range. They reload immediately as soon as
they can, using the normal rules.
During the Movement phase, take the top card
from the deck of each ship moving randomly. Used If several targets are available, they always choose the
maneuver cards are placed in a discard pile for each target according to the Forced Aim rule (see page 36).
ship, beside its maneuver deck.
If the Continuous Fire rule is in use, they fire if a
AUTOMATIC MOVEMENT EXAMPLE target is available and reload only if no target is
available.
1) HMS Defence is sailing with automatic movement.
The following cards are drawn in the first 5 turns, and form the discard pile: { } When playing with Standard or Advanced
Rules, the ships not controlled by the player will
shoot using the following rules:
5 5 6 7 4
They do not choose the type of ammunition
when the guns are loaded. If a broadside shoots
within the red/purple part of the ruler, the
target takes damage counters. If it shoots at a
longer distance, but within the first half of the
D1/29
D3/29
D7/29
D11/29
D9/29
ruler, the target takes damage counters. If
the distance is longer, but within the ruler, the
target takes damage counters. 49
2) At this point, the 6 and the 4 (totaling 10) must be reshued into the maneuver deck,
together with the straight 5. The discard pile becomes: { } When playing with Advanced Rules, the
actions of a ship are chosen following these priorities
until the number of available actions is reached, or all
5 7 the possibilities are finished.
FRENCH SIDE
Players: 24, divided evenly into two teams. With 3 Variants:
French Setup Zone players, one player controls both the ships from You may vary the starting positions. For
one side, and each of the opponents takes one ship example, place the teams on adjacent sides or
from the opposite side. place one ship of each player on the same side
of the table.
GamingSurface: Length: 90 cm (36 in.), width:
90 cm. (36 in.) or one game mat. French side is You may replace one or more ships with the
opposite to British side. ones on the back of the same ship card.
FrenchPlayer(s): Courageuse and Gnreux, within You may add one or more ships to each side,
halfruler distance from the French side. as long as the ships are balanced (for example, 51
British Setup Zone adding one 74gun shipof theline to both
BritishPlayer(s): HMS Terpsichore and HMS sides).
Defence, within halfruler distance from the
BRITISH SIDE British side. You may decide that French ships have Lacking
Training (see page 34), and the wind comes
AdditionalRulesNeeded: None. from the French side.
FRENCH SIDE
Players: 24, divided evenly into two teams. With 3 BritishPlayer(s): HMS Meleager and HMS
French Setup Zone players, one player controls both the ships from Vanguard, within halfruler distance from the
one side, and each of the opponents takes one ship British side.
from the opposite side.
AdditionalRulesNeeded: Reefs, Coast and Islands.
GamingSurface: Length: 90 cm (36 in.), width: 90
cm. (36 in.) or one game mat. WinningConditions: The winner is the side with
ships in play when all enemy ships exit the playing
First, place an island at the center of the table. area or surrender.
Consider it an island with a rocky coastline,
52 dangerous within the width of a ruler. If ships from both sides run aground and the
British Setup Zone goal becomes impossible to reach, the winner
Then, players alternate placing one reef each, at is the player with more surviving ships, or with
least half a ruler from any other reef or island, a surviving ship of the line if the opponents
BRITISH SIDE until six reefs are placed. surviving ship is a frigate. If a ship survives from
each side and they are of the same class, the game
Finally determine at random which side of is a draw.
the table is British and which (different) side
is French. If the two sides are opposite to each Variants: Same as for Enemy In Sight! (page 51).
other, the wind comes from the right of the
British player. If they are not opposite, randomly
determine if the wind comes from the British side
or the French side.
FRENCH SIDE
Players: 14. If 2 or 4 players, divide them evenly Variants:
into two teams. With 3 players, one player Swap sides: the British start from the French
controls both the ships from one side, and each of side and must go across the table without
the opponents takes one ship from the opposite losses, while the French start from the center of
side. For solitaire play, see Variants, below. the table and must stop them.
GamingSurface: Length: 120 cm (48 in.), width: Play the game twice, swapping sides. The
90 cm (36 in.) or two game mats. The British winner is the player who, in the fleeing role,
side is one of the two short sides of the table, the exits more ships off the table on his own side.
French is the opposite side. Wind comes from the If it is a tie, the winner is the one with the most
right of the British side. total undamaged boxes (hull and crew) on the 53
ships he exited off of the table when in the
British Setup FrenchPlayer(s): Courageuse and Gnreux are fleeing role. If it still is a tie, the winner is the
Zone
placed first, within halfruler distance from the one who sunk more chasing ships. If it still is
British side and at least one ruler distance from a tie, the winner is the one who inflicted more
both adjacent sides. boxes of damage to the enemy chasing ships.
BritishPlayer(s): HMS Terpsichore and HMS Solovariant: The French ships move with automatic
Defence are placed after, within halfruler distance movement (see page 48). They start with the rear
from the center of the table. of the ship against the British side, front toward
the French side, at one ruler of distance from each
AdditionalRulesNeeded: None. other, at the center of the British side of the table.
FRENCH SIDE
Players: 24, divided evenly into two teams. With 3 BritishPlayer(s): HMS Terpsichore and HMS
players, one player controls both the ships from Defence are placed after the island and reefs, but
one side, and each of the opponents takes one ship before the French ships, anywhere within half
from the opposite side. ruler distance from the British side.
Variants:
Play the game twice, swapping sides. The
winner is the player who scores the most total
points. 55
BRITISH SIDE
SUPPLIES ARE COMING A FRENCH SHIP OF THE LINE ESCORTS A FRIGATE
BRINGING SUPPLIES TO A BESIEGED ISLAND
FRENCH SIDE
Players: 24, divided evenly into two teams. With 3 WinningConditions: The game ends when all
players, one player controls both the ships from ships on either side surrender or run aground.
one side, and each of the opponents takes one ship The French scores 2 points for each turn the
from the opposite side. Courageuse stands still with struck sails within
the red/purple part of the ruler, from the edge of
GamingSurface: Length: 120 cm (48 in.), width: the island, up to a maximum of 6 points. If the
90 cm (36 in.) or two game mats. British side is French player scores 6 points in this way, his ships
one of the two short sides of the table, French side may exit from the French side of the table without
is the opposite one. Wind comes from the right of penalty. If the French does not score points in
the British side. this way, the British player scores 3 points. Each
56 player also scores 5 points for each enemy frigate
FrenchPlayer(s): Courageuse and Gnreux are surrendered or exited from the table; 9 points for
British placed first within halfruler distance from the each enemy ship of the line surrendered or exited
Setup Zone
British side and at least one ruler from both from the table, 3 points for each enemy frigate run
adjacent sides. The French player places an island aground; and 5 for each enemy ship of the line
at halfruler distance from the French side of the run aground. The player with most points wins.
table and three reefs at halfruler distance from
the island, and at least halfruler distance from Variants: Play the game twice, swapping sides. The
each other and from the table sides. The island is player with most points wins.
considered a harbor.
FRENCH SIDE
Players: 1. Variants:
You can replace one or more ships with the
GamingSurface: Length: 90 cm (36 in.), width: ones on the back of the same ship card.
90 cm. (36 in.) or one game mat. Two islands
and three reefs as shown. Wind comes from the Swap sides and ship positions. The player
right of the French side. The islands have a rocky controls the British ships, placed at halfruler
coastline, dangerous within the width of a ruler. distance from the upper side of the playing
area. British ships are attacking. French ships,
FrenchPlayer: Unit and Aquilon at halfruler at anchor, are automatic.
distance from the French side.
57
BritishPlayer(automatic): HMS Terpsichore and
HMS Defence, anchored as shown.
SPECIAL
DAMAGE
58 MARKERS
Special Crew Damage Fire/Fire Leak/Water Sail Damage Sinking Explosion Entanglement Damaged Broken Mast
Damage Markers (39) Damage Markers (13) Markers (12) Markers (2) Markers (2) Markers (5) Rudder Markers (8)
(Back) Markers (16) Markers (6)
WIND
COUNTERS
Wind Wind Wind Clockwise Counter Unchanged Wind Increasing Decreasing Unchanged
Direction Direction Direction Wind Clockwise Wind Strength Wind Wind Wind
(Back) Counters (8) Change Direction Wind Direction (Back) Strength Strength Strength
(Back) Change Direction Counters (4) Counter (1) Counter (1) Counters (3)
Counters (3) Change
Counters (3)
AMMUNITION
COUNTERS
SHOOTING
ACTION 59
COUNTERS
OTHER
ACTION
COUNTERS
Action Decrease Sails Increase Sails Repair Damage Extinguish Fire Pump Water Boarding Blank Grog
(Back) Counters (4) Counters (4) Counters (4) Counters (4) Counters (4) Counters (4) Counters (4) Counters (4)
EXPANDING THE GAME You may expand your game adding more ships, available for purchase as Ship Packs.
To play with more than four ships at one time you need the Additional Ship Mats accessory.
60 SGN101A (British Frigate) SGN101B (French Frigate) SGN102A (British Ship of the Line) SGN102B (French Ship of the Line)
HMS Concorde 1783 / HMS Unite 1796 Hermione 1779 / L'Inconstante 1786 HMS Impetueux 1796 / HMS Spartiate 1798 Commerce de Bordeaux 1785 / DuguayTrouin 1788
SGN103A (French Frigate) SGN103B (British Frigate) SGN104A (French Ship of the Line) SGN104B (British Ship of the Line)
Embuscade 1798 / Le Succs 1801 HMS Cleopatra 1779 / HMS Iphigenia 1780 Le Berwick 1795 / Le Swiftsure 1801 HMS Bellona 1760 / HMS Goliath 1781
BACKERS The production of Sails of Glory has been possible thanks to the support of more than 1,000 backers on Kickstarter.
They all deserve to receive the warmest Thank You from the Ares Games team and are listed here according to their rank.
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Production A game created, produced
ROBERTO DI MEGLIO and distributed worldwide by
ARES GAMES SRL
Editing & Supervision
ROBERTO DI MEGLIO and FABRIZIO ROLLA
A game by
ANDREA ANGIOLINO and ANDREA MAININI Photos
Based on the Wings of Glory CHRISTOPH CIANCI Via dei Metalmeccanici 16,
game system, designed by 55041 Capezzano Pianore (LU), Italy.
ANDREA ANGIOLINO and PIER GIORGIO PAGLIA Tel. +39 0584 968696
Fax +39 0584 325968
Design & Development ENGLISH EDITION
ANDREA ANGIOLINO and ANDREA MAININI Retain this information for your records.
Editing
Art JIM LONG 2013 Ares Games srl. Sails of Glory is a
64 DONALD MACLEOD (cover) registered trademark of Ares Games Srl.
FRANCESCO MATTIOLI (main illustration) Additional Editing All rights reserved. Made in China.
DARIO CAL (terrain elements) DAVID MANLEY, SCOTT PFEIFFER
SPECIAL THANKS TO Keith Upton, for being our and Olivia Long; Dean Sestak) for their enthusiasm PLAYTESTING: Stefania Angelelli, Gian Luca
#1 friend and partner in this project; to Stefania in promoting the game; to Richard Bliss, Andrea Balestra, Mark Barker, Christoph Cianci, Robin
Angelelli and Fulvio Pegolo for their help in the Fanhoni, Laurence OBrien, Mike McGammon, Di Meglio, Bill Hughes, David Manley, Marleen
early stages of development; to David Manley, Scott Boor, Scott Pfeiffer, Cammon Randle for their Overkamp, Fulvio Pegolo, Leonardo Rina, Andre
Timothy Totten and Hans Korting for their support assistance to our Kickstarter campaign; to all the Steenveld, Gabriele Tornar, Timothy Totten, Niek
and counsel to the design and production; to our Kickstarter backers; to the friends of the first Sails van Diepen, Keith Upton, and their crews.
GenCon demo team (Casey Baumgartner; Damian, of Glory forum and community, the Sails of Glory
Jack, Katie, Lydia, and Russell Hughes; Jim, Isabella Anchorage (www.sailsofglory.org).
Version 1.03