DECKS OF GLORY
Introduction
These rules are designed to provide a fast-paced Napoleonic naval game that can be played in about 20-30 minutes.
Play takes place on a hex grid, using a standard deck of playing cards.
Sequence of Play
The game is played in turns, with each turn following this sequence:
Wind Check
Drift Derelict Ships
Player Initiative
Player A Movement
Player B Movement
Gunnery
Boarding Actions
Striking Colours and Sinking
Before play begins, shuffle a deck of playing cards and place it face down.
Players must decide before the game begins whether they will activate on red suits or black suits.
The Ships
Each ship begins the game with a set number of strength points, as shown below:
1st Rate Ships: 12 points
2nd Rate Ships: 10 points
3rd Rate Ships: 8 points
4th Rate Ships: 6 points
A ship’s strength is reduced by hits received from gunnery or boarding actions.
Wind Check
The wind may change direction, but not strength.
At the start of the game, set the wind direction as indicated by the scenario, or have each player draw a card — the player with the higher card chooses the initial wind direction.
At the start of each turn, draw one card to determine if the wind shifts:
Spades: wind shifts one point counter-clockwise
Clubs: wind shifts one point clockwise
Hearts or Diamonds: no change
Drift of Derelict Ships
Ships exceeding their strength points that have not sunk will drift one hex in the direction of the prevailing wind. Drifting ships cannot turn.
If a derelict ship drifts into an active ship, both become entangled. Entangled ships do not drift.
Cutting Loose
Entangled ships may attempt to cut free at the start of their movement phase.
Draw a card, a Heart or Diamond card frees the ship. A freed ship may move normally for the rest of the turn, but cannot move through or turn into the ship it was previously entangled with.
Player Initiative
To determine which player moves first as Player A, draw a card. If the card drawn matches a player’s chosen colour (red or black), that player moves first.
Movement
All ships must face one side of a hex.
A ship may take 0, 1, or 2 actions per turn, depending on its position relative to the wind. Each action can be to:
Move forward one hex, or
Turn one hex facing.
Ships running with the wind may take 2 actions.
Ships close-hauled may take 1 action.
Ships facing directly into the wind (Locked in Irons) must draw a card to see if they can act. A Heart or Diamond allows them to turn one hex facing.
If a ship turns into the wind, it immediately becomes Locked in Irons and ends all movement this turn.
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| Example - The ship is running with the wind and can take 2 movement actions. |
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| Example - The ship is running with the wind. |
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| Example - The ship is close hauling and can take 1 action. |
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| Example - The ship is facing the wind and "Locked in Irons". It will need to draw a Heart or Diamond card to make a turn. |
Entangled Ships
If ships occupy the same hex, they immediately become entangled and must align side by side. The entering ship decides its position relative to the ship already in the hex.
Entangled ships cannot fire and must instead resolve combat through boarding actions.
Gunnery
All gunnery is simultaneous.
Entangled ships cannot fire and must instead conduct boarding actions.
Each ship may fire one broadside per turn. To resolve fire, draw a card and apply hits as follows:
Spade: 4 hits
Heart: 3 hits
Diamond: 2 hits
Club: 1 hit
Apply the following modifiers:
Range 2–3 hexes: subtract 1 hit
Raking shot at 1 hex: draw a second card and apply both results
When firing at entangled ships, distribute hits among all ships in the hex in this order:
Allocate one hit to each active enemy ship first.
Then allocate one hit to active friendly ships if any remain.
Repeat until all hits are assigned.
Boarding Actions
Boarding actions are simultaneous and occur whenever ships are entangled.
To resolve combat, each ship draws a card and applies hits as follows:
Spade: 3 hits
Heart: 2 hits
Diamond: 1 hit
Club: No hit
If both ships are eliminated at the same time, each ship draws one additional card, the ship with the higher card survives with 1 hit remaining.
Striking Colours and Sinking
When a ship has lost all its strength points due to hits, draw a card:
Hearts or Diamonds: The ship sinks and is removed from play.
Spades or Clubs: The ship remains afloat and will drift with the prevailing wind as a derelict.




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