Marine Invaders is a New Zealand based Educational Marine Card game. Encouraging players to learn to identify what is a New Zealand native species, and what is a pest invasive species, try to survive the longest when facing real world scenarios that effect your population and habitat. Players split the deck into "species" cards (blue) and "Interaction"...
This turn of the century German game stands out for its magnificent artwork and very unusual board. The box cover shows a pre-dreadnought battleship slicing through the sea, from off its starboard bow, while the board initially unfolds to show a side-on view of the ship with no apparent game features. However, the board image then unfolds further from the...
Each player controls a fleet of nine ships: three submarines, four destroyers and two cruisers. These move on a hex field (actually on the edge points between the hexes). They can destroy each other by a rock-paper-scissors system. Cruiser destroys destroyer, destroyer destroys submarines, submarine destroys cruiser. The winner is the player who sinks all...
Your ship has been sunk and your stranded in the middle of the open sea. Survive the attacks of the sharks and the krakens in this area and make it to the island you've spotted off in the distance. See the files section for the rules and the pictures section for the playerboard and dice labels. Open Sea is a free, solitaire, print and play dice game. Enjoy...
MAST BUY is an auction game where the players are athletes in a yacht race and must purchase the masts they will use. The "masts" in the game consist of a set of small wooden dowels between 120mm and 160mm in 5 mm increments, with multiple of each size. Each player starts the game with 50 money, marked on a board, a random mast, and a blue stone. On a...
Master and Commander is a print'n'play game of 18th century naval combat. Players will maneuver their sailing ships in a hex grid sea in an effort to cross their opponents T (naval lingo for getting into a good firing position), or even board and capture an enemy vessel to use it against him. Victory is achieved by either sinking all enemy ships or chasing...
The American War of Independence Edition contains 23 historical scenarios for Master and Commander. The scenarios simulate naval battles from the American War of Independence and include 12 Small (1-2 ships per side) battles 5 Medium (up to 10 ships) battles 6 Large (Fleet) battles From the back of the book: Many of these scenarios show the French doing a...
A limited release of a game based on the film "Master and Commander: The Far Side of the World" and the book series by Patrick O'Brien. Basic and Advanced variants allow 2 to 4 players, with up to 8 in a variant for children. Each player has two ships on a square grid board. The number of moves a ship may make is based on the direction the ship is...
"A strategic 2-player simulatiion of naval combat in the Napoleanic era." The game is played on an 8x8 grid. A chess board may be used. Each player has a set of eight Ship tiles. Ships are divided into four classes, numbered 1 to 4. Ship Class determines attack range, hull strength, and number of masts. Each ship is also rated for six skill types...
Naval Combat in the Napoleonic Age Naval warfare in the late eighteenth century was the apotheosis of the ships of the line and frigates. Throughout the eighteenth century, Britain, Spain and France were perfecting the designs of their vessels in order to achieve perfect sailing and gunnery platforms, combining good sailing characteristics with artillery...
From Their Website: Master & Commander: Close Quarters is a set of rules designed for playing boarding actions between Napoleonic ships. Now you can play in detail such famous actions as ‘Nelson’s Patent Bridge for Boarding First-Rates’ in the battle of Saint Vincent, follow Captain Decatur in a boarding action against Barbary Corsairs, or board the Royal...