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1. Game Turn
Draw Init-Markers:
Verena draws RED (due to her better wind position): 18
Benjamin draws YELLOW: 13
Activation:
„Hercule“ and „Mars“ both have 4 CV for ship and
rigging and will draw 2 Manoeuvre Cards
in the first Game Turn (… as you can see in the first column of the Time Sheets.)
Activation „Hercule“
Verena has drawn 2 Manoeuvre Cards.
„Hercule“ is anchored. Due to the special rules for this scenario,
she can turn Hercule at her anchor position by playing the Bear Up
Card. Now having Mars in the fire arc
of the starboard guns, Verena fires a
broadside and gains the Rake Bonus.
(SC:22, Di:3 ->FP:9 +2FP for an anchored ship,
targeting ship, 3 dice, due to Stern Rake Bonus:
4, 2, 2 -> 5S, to be marked on the Status Sheet)
Activation „Mars“
Benjamin has also drawn 2 Manoeuvre Cards.
Benjamin decides to discard the two drawn Sailors armed-Cards and to draw two additional
Close Action Cards.
Verena now draws 3 Passive Close Manoeuvre Cards for “Hercule” with her 3 masts.
Now Verena and Benjamin, both draw their Close Action Cards.
Benjamin draws 3 cards (17 Ship Condition)
+ 2 cards for his discarded Sailors armed-Cards.
Verena draws 4 cards (22 Ship Condition)
+ 1 card for her discarded Sailors armed.-Card.
Verena draws:
Benjamin draws:
First Close Manoeuvre Phase:
After drawing the cards, the first turn in Close Manoeuvre Phase starts:
Benjamin must commence by playing the previously selected Start-Position-Card, so he
places the card on the table:
There will be one turn in Close Action Phase, and Benjamin, as the player of the
Active Ship, must decide whether to play Close Action Cards or to pass.
He plays one card hidden and places the “Support Action”-Marker next to it.
Verena passes her turn and doesn’t play any card.
Now the card is turned over and, because it’s the only Close Action Card,
it is executed directly.
The men of Benjamin’s Mars throw Grenades onto Hercule’s upper deck.
Benjamin rolls one die: 6 This is one S (Ship Damage) and 3 Crew Damage,
but no Crew was sent to the upper deck by Verena (she played no card)
So only the one Ship Damage is marked on the Status Sheet for Hercule.
Benjamin must move “Mars” into the occupied hex, but can
decide to move left or right.
He decides to move to “Hercule’s” starboard side, well knowing
that Verena has already fired her starboard guns.
The next Close Manoeuvre Phase will start with the colour red.
Benjamin provokes the mêlée by choosing Mêlée Action. This option on the card doesn’t show
a wheel on the right side. Due to this, Verena cannot respond with any of her Close
Manoeuvre Cards. We also know that the next Close Manoeuvre Phase, will be the last one
within Benjamin’s activation of his ship.
Close Action Phase within the third Close Manoeuvre Phase
First both players can fire their broadsides. Verena has already fired
hers and Benjamin now fires the broadside of “Mars” for the first
time in this Game Turn.
Following the common rules, as Active Player, he must discard one of his
Manoeuvre Cards, to fire the broadside. He also decides to enhance the Fire
Power by loading his guns with two cannon balls. He discards his Double-
Shot Close Action Card.
While in Close Action, if a line on the Status Sheet is filled the player of the damaged ship must
immediately discard one Close Action Card. With this shot Benjamin caused 8 Ship Damage
and the upper line of “Hercule’s” Ship Condition was filled.
Verena discards one of her cards (Grappling Hooks! + Grapeshot) to simulate the weakening of
her ship and crew.
Now the mêlée starts and continues until both players pass their turn. Grappling is
allowed. Benjamin as the Active Player must always start and plays 1 or 2 cards or
passes.
Verena
has played:
Number 21. on Benjamin’s card cannot be performed, because the card was already used.
Next is Number 26 on Verena’s Card and Verena finally chooses this action to be
performed.
She loads her upper deck guns with Grapeshot and fires at Benjamin’s attacking crew.
Verena rolls one die: 4. This result causes 3 Crew members to be disabled.
Benjamin has 4 Crew members: 3 belong to his to be activated Crew Action Grappling Hooks!
Benjamin as the Active Player, must now decide which three of the four Crew members
become victims of Verena’s Grapeshot.
Benjamin decides to disable two Sailors and one Marine-Soldier. This is 2R and 1S damage,
to be noted at Mars’ status sheet.
However, there is one last Crew member standing, and it is now Benjamin’s turn to execute
his “Crew Action” with Number 39: Grappling Hooks!
As result Benjamin’s men are successful in throwing Grappling Hooks to “Hercule” and to
bind the two ships together, after suffering heavy losses.
Current Status:
Verena holds:
Benjamin holds:
17: Verena fires with Sharpshooters from the maintop at Benjamin’s attacking Boarding Crew.
She rolls one die: 3 This is: 1 Crew and one Rare Event (#). The Crew casualty reduces
Benjamin’s Boarding Crew. As the Active Player he can decide to disable a Sailor or a Marine-
Soldiers. He takes away one Marine-Soldier and marks one S as damage on “Mars’s” Status
Sheet. Verena now rolls another two dice for the Rare Event: 2,3: “Son of a gun”. But this Rare
Event is ignored if it was caused by Sharpshooter, as written in the table.
21: Benjamin fires Carronades and must now decide to target at the enemy’s ship or Crew. He
decides to load the carronades with shrapnel and fires. He rolls one die: 2 This is 2 Crew
and one Rare Event (#). He, as the Active Player, decides to take away two of Verena’s
Marine Soldiers. This is marked as two S-Damage in the Ship Sheet.
Benjamin now rolls two dice for the Rare Event: 1,2 “Bad luck” A gun explodes, probably
one of the fired carronades, and causes damage to the firing ship. These are 2S to be marked
at “Mars’s” Status Sheet.
44: Benjamin’s and Verena’s Boarding Crews now board the other ship simultaneously and
fight on the upper decks of both ships. This is a very bloody man-to-man fight.
Both crews have sustained losses already and Verena has two Sailors,
while Benjamin still has two Sailors and one Marine-Soldier,
out of the four members of each Boarding Crew.
Fighting man-to-man means to count down crews until one or both crews are disabled.
This again is Benjamin’s task, as the Active Player. He disables 2 of Verena’s Sailors and 2 of
his Sailors and marks the losses on the Status Sheet. (2R and 2R)
The last man standing is Benjamin’s Marine-Soldier and this means he wins the fight.
He successfully takes over “Hercule” and takes her as a Prize. From now on Benjamin is the
new owner of this ship.
The final status of the two ships looks like this:
With this the Close Action Phase and the Close Manoeuvre Phase end immediately. All
remaining cards are returned. The grappled marker is also removed, indicating that both
ships can be moved independently, within their next activation.
The scenario “Hercule vs. Mars” is now over, and Benjamin has won with 4 Victory Points,
in the second game turn.
Alles Gute
Mario Jugel