Sequence of the Term

The game is broken into "terms"—a word chosen to avoid several possible points of confusion in the rules. Turns and turning play an important part of a naval game, so in these rules, a term always refers to a period of play and a turn (nearly) always refers to a naval maneuver.

  1. Roll Activation (Each player rolls a d20)
    1. Highest Activation activates one ship
    2. Activated ship may fire engines of war or archers at any time during movement
      1. Immediately remove any ships that take enough damage to sink
    3. Declare Grapples or Rams
      1. The declared ship has the option of activating at this point. If the target activates, stop all actions for this ship and proceed with the actions of the target ship as if the target ship won Activation.
    4. Navigate (No navigation permitted before first leg of first turn)
    5. Inertia (No Inertia on first term)
      1. Inertia = 1/3 of last term's movement straight forward
      2. Mark ship's starting point before movement begins
    6. Resolve first leg of Movement
      1. Wind / Sails
      2. Current
      3. Oars / Mechanical
    7. Navigate
      1. Execute turns and/or tack or luff
    8. Resolve second leg of Movement
      1. Wind / Sails
      2. Current
      3. Oars / Mechanical
    9. Navigate
    10. Grapples may occur at any point along the attacker’s movement path, however the attacker must have declared a grapple prior to moving or the grapple is simply a collision
    11. Ramming and collisions can occur at any point along the attacker’s movement. Any undeclared rams are considered collisions.
  2. Roll Activation
    1. Highest Activation as above
  3. Continue until all ships have activated, then resolve melees and then restart term.