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Marque
A light naval wargame for two players or teams
for use with Pirates of the Spanish Main
by Dennis Ugolini
Version 0.9
Table of Contents
1 Introduction 2
2 Preparing to Play 2
2.1 Components 2
2.2 Fleet Selection 2
2.3 Setting Up 3
3 Sequence of Play 3
3.1 Initiative Phase 3
3.2 Battle Phase 3
3.3 End Phase 4
4 Movement 4
4.1 Choosing Sail 4
4.2 Determining Number of Moves 4
4.3 Moving the Ship 4
5 Cannon Fire 5
5.1 Firing Arcs and Range 5
5.2 Line of Sight 6
5.3 Aiming 6
5.4 Resolving Cannon Fire 6
5.5 Critical Damage 6
5.6 Sinking 7
6 Boarding Actions 7
6.1 Boarding Eligibility 7
6.2 Resolving Boarding Actions 7
6.3 Captured Ships 7
7 End Phase 8
7.1 Sinking and Wreckage 8
7.2 Fire Spreading 8
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7.3 Remove Counters 8
8 Game End 8
9 Record Sheets and Counters 9
10 Quick Reference Card 13
1 Introduction
Letters of Marque is an attempt to create a light but involving naval wargame for use with the excellent
constructable ships in the WizKids collectible game Pirates of the Spanish Main. It combines a simplified
version of the movement and wind rules from Avalon Hill’s Wooden Ships & Iron Men, with much of the
combat system from Games Workshop’s Man O’ War, and a little dash of inspiration (such as the ship
names) from the 1987 computer game Sid Meier’s Pirates!. I’d love to get feedback on the game; please
send any comments or suggestions to dugolini@trinity.edu.
2 Preparing to Play
2.1 Components
To start playing Letters of Marque, you will need the following:
A blue hex mat to represent the waters of the Caribbean; 1½” hexes work best
Island or coastal terrain (optional)
An arrow marker to record wind direction
Lots of Pirates of the Spanish Main ships
A record sheet for each ship (included at the end of these rules)
At least four six-sided dice (but bring some for everybody)
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Merchantman – 5 points Frigate – 6 points War Galleon – 8 points
If your ship collections are too unbalanced to generate two equal fleets (not an uncommon problem with
a collectible game), or if you want to try a different sort of engagement, have the smaller fleet defend a
coastal city with one or more Shore Forts. Each fort is worth 4 points. A record sheet and special rules for
the Shore Fort are given at the end of these rules.
2.3 Setting Up
Layout the hex mat and terrain in a mutually-agreeable manner. If one side is defending a city, she
should place any coastline and Shore Forts on her side of the map first. The city need not be modeled; the
forts can guard an inlet leading off the map. For other terrain features, the Man O’ War rules suggest
dividing the board into four or six sections (depending on whether your map is square or rectangular)
and rolling a d6 for each:
Make sure that it is clear which hexes are blocked by a terrain feature, and that there is at least two hexes
between terrain features everywhere on the map.
The wind must always point along a line of hexes, and thus can point in six possible directions. Use a d6
to randomly determine the initial wind direction, and record it on the map with your arrow marker.
Finally, the players should place their fleets. Each ship should take up two hexes on the board, and all
ships must start entirely within four hexes of the owning player’s map edge. If there is a city defender,
this player or team should set up first, followed by the attackers. Otherwise use one of these methods:
The players or teams alternate placing one ship at a time
Place a dividing screen across the middle of the map, and have both sides deploy simultaneously
in secret
3 Sequence of Play
Each turn of Letters of Marque consists of three phases: the Initiative Phase, Battle Phase, and End Phase.
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One player on each side rolls a d6. The side that rolls higher will move first in the Battle Phase. If the roll
is a tie, the wind direction will change. Rotate the wind arrow 60 0 clockwise if both players rolled even
numbers, or 600 counterclockwise if both players rolled odd numbers. The players should then roll again
for initiative. The wind my change direction several times in a single Initiative Phase.
4 Movement
If the player chooses to use full sail, she places a Full Sail marker next to the ship on the playing map.
The ship will remain under full sail until its next movement phase. If any of a ship’s Masts are destroyed,
it immediately reverts to regular sail and may not use full sail for the remainder of the game.
A: Zero, regardless of speed. The ship may still pivot once (see next section).
B: One if at regular sail, two if at full sail.
C: Equal to the ship’s Speed.
C
D: Equal to the ship’s Speed minus one (but never less than 1).
D
The movement allowance for each Speed and wind direction is illustrated on the
Quick Reference Card at the end of the rules.
If a ship has lost all of its Masts, it may not move regardless of wind direction.
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A legal move consists of moving the ship one hex either straight forward, or with a 60 0 turn to either the
left or right. These moves correspond to a, b, and c on the next page.
A ship facing directly into the wind has a movement allowance of zero, but may make one pivot 60 0 to
either the left or right with the bow fixed in place; these moves correspond to d and e on the next page.
Note that a ship that has lost all of its Masts may not pivot; it cannot move at all.
a b c d e
A ship is limited in the number of 600 turns it may make in a single Battle Phase. This limit is listed on the
ship record sheet. For most ships the limit is 2; the exceptions are the nimble Pinnace with 3, and the
cannon-engorged War Galleon with 1. Once a ship has made a number of turns equal to its Turns rating,
all further movement that Battle Phase must be straight ahead.
There is no ramming or running aground in Letters of Marque. A ship may not enter a hex occupied by
another ship or a terrain feature.
A ship need not use its entire movement allowance, but it may not “store up” moves for the next turn.
Once the ship is done moving and either fires or ends its turn, it may not move again that Battle Phase.
5 Cannon Fire
Each ship has a number of Cannon, from 1 to 4. Each “cannon” is actually a broadside battery of guns on
each side of the ship, whose combat results are represented by a single die. Cannon on one side of a ship
may not fire at separate targets in the same Battle Phase, but the cannon on the other side may fire at a
different target. Thus a 2-cannon Sloop, for example, may roll two dice to attack a ship to its port and two
dice to attack a Shore Fort to its starboard.
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Red – Target gets -1 to saving throws
Yellow – Target gets no modifications to saving throws
Green – Target gets +1 to saving throws
If a target occupies hexes in two different range regions, use the region closer to the firer for
determining range.
5.3 Aiming
Merchantmen, Frigates, and War Galleons have both High and Low target areas. When firing on one of
these ships, the firing player must choose to aim High or Low before rolling the dice. Aiming high has a
greater chance of destroying Masts and slowing the target, while aiming low has a greater chance of
destroying cannons or doing critical damage.
The target player must now make saving throws – the player rolls a d6 for each hit in each target area,
and adds the range modification. If the modified roll is less than the Save numbers listed on the target
area, the area has been damaged; mark off one box on the target area.
The target player rolls a d6 and consults the table below to resolve the critical damage.
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5 A great gash appears, and water floods the lower decks. Take 2 Below the Waterline hits.
6 The hull gives way with a resounding crack. Take 3 Below the Waterline hits.
Example of Cannon Fire: A Pirate War Galleon fires four cannon at a Spanish Merchantman at close range, and
chooses to aim High. The firing player rolls 4d6 and gets 3, 3, 6, 6 – two hits on the Aft Mast and two hits on the
Aftcastle. The target player first rolls two saving throws for the Aft Mast and gets 4 and 6, modified to 3 and 5
because of the -1 for close range. Thus one save failed, and the mast is destroyed. Note that it did not matter had the
second save failed, because a Mast cannot take critical damage.
Now the target player rolls two saves for the Aftcastle and gets 2 and 4, modified to 1 and 3 because of the range.
Both saves fail! The first hit destroys the Aftcastle, while the second does critical damage. The target player rolls on
the Critical Damage table and gets a 5 – two Below the Waterline hits, leaving the Merchantman with one left. The
Merchantman picked a bad day to sail Pirate waters!
5.6 Sinking
If a ship loses all of its Below the Waterline boxes to critical damage, it is totally destroyed and begins to
sink. It may not move or fire this Battle Phase. During the End Phase, lay the boat on its side in its
current hexes. The sinking ship is still an obstacle to movement and Line of Sight. During the following
End Phase the sinking ship will be removed.
A ship that loses all of its crew does not sink, but may not move or fire. Any player may capture and
recrew or scuttle the ship by making an unopposed Boarding Action (see next section).
6 Boarding Actions
Boarding and seizing and opposing ship is risky, but has its rewards. The ship may be recrewed and
turned against its original owners, and in campaigns were victory points are tracked, captured ships are
worth twice as much as sunken ships.
The diagram at right shows a legal boarding position (green) and two
illegal boarding positions (red). The red ship at left violates the first rule,
while the top red ship violates the second.
If the attacker wins, she may continue or break off the attack. If the defender wins, she may “cut
grapples” and end the boarding action, or counterattack the boarding ship. In the latter case, the roles of
attacker and defender reverse; the original target is now trying to board the other ship, and does not add
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cannon to her die roll, while the original attacker is now defending and adds her ship’s crew and cannon
to her die roll. The battle can seesaw back-and-forth several times in this way.
Two, the winner may scuttle (intentionally sink) the captured ship. In this case no crew is assigned to the
new ship. If the original owner is unable to recapture the ship before the end of this Battle Phase, the ship
is treated as sunk and flipped on its side in the End Phase. You may never scuttle your own ship or that
of your teammates, but you may abandon a ship to crew a captured vessel.
7 End Phase
During the End Phase, the following bookkeeping tasks are performed in order:
Any location on fire is treated as damaged, including after the fire goes out. If a location has two damage
boxes and a fire within it spreads, place another Blaze marker in the second damage box in addition to
the marker directed by the table. Fire cannot cause critical damage.
8 Game End
The game ends when all of one side’s ships have either sank, been rendered derelict (cannot move or
shoot), or have fled off the board. The other side is, not surprisingly, declared the winner. If you are
playing a campaign of several battles, each side gets victory points equal to the Fleet Point value of each
ship sank or scuttled, and double the Fleet Point value of each ship still held captured at the end.
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That’s it! Though you can consider this the “basic” game if you wish; I’m still mulling over some ideas:
Scenarios
New ship types (depending on what expansions WizKids produces)
Nationality differences
Something akin to the Man O’ War cards; unique ship abilities purchasable with Fleet Points
Campaign rules
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Full Full Full Full Full Full Full Full Full Full Full Full Full Full Full
Sail Sail Sail Sail Sail Sail Sail Sail Sail Sail Sail Sail Sail Sail Sail
MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE MOVE
FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE FIRE
BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE BLAZE
WIND
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10 Quick Reference Card
Red = -1 save Green = +1 save Red = may not board Green = may board
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