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Blood, Bilge and Iron Balls: A Tabletop Game of Naval Battles the Age Sail

Blood, Bilge and Iron Balls: A Tabletop Game of Naval Battles the Age Sail in Bloomington, MN

Current price: $24.95
Get it at Barnes and Noble
Blood, Bilge and Iron Balls: A Tabletop Game of Naval Battles the Age Sail

Blood, Bilge and Iron Balls: A Tabletop Game of Naval Battles the Age Sail in Bloomington, MN

Current price: $24.95
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Size: Paperback

Get it at Barnes and Noble
Blood, Bilge and Iron Balls
is a set of wargame rules for naval battles in the age of sail. With them you can recreate the triumphs of Nelson or Hawke or tackle pirates on the Spanish Main. The rules themselves are very simple and easy to learn. Each player can easily command a single ship or several, the rules working equally well for a single frigate chasing down a privateer, or a large—scale fleet action with multiple players on each side. The basic rules have been written with the emphasis on providing a fast—playing and fun game, but optional rules are included which will add a greater level of historical realism and detail. A unique card—driven turn sequence prevents the game becoming too predictable. Also included are a selection of scenarios for re—fighting specific historical battles and simple campaign rules. Although intended for use with model ships, the rule book includes sheets of ship counters which can be used to get started. Just add dice, tape measure and pencil and you're ready to play.
Blood, Bilge and Iron Balls
is a set of wargame rules for naval battles in the age of sail. With them you can recreate the triumphs of Nelson or Hawke or tackle pirates on the Spanish Main. The rules themselves are very simple and easy to learn. Each player can easily command a single ship or several, the rules working equally well for a single frigate chasing down a privateer, or a large—scale fleet action with multiple players on each side. The basic rules have been written with the emphasis on providing a fast—playing and fun game, but optional rules are included which will add a greater level of historical realism and detail. A unique card—driven turn sequence prevents the game becoming too predictable. Also included are a selection of scenarios for re—fighting specific historical battles and simple campaign rules. Although intended for use with model ships, the rule book includes sheets of ship counters which can be used to get started. Just add dice, tape measure and pencil and you're ready to play.

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