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Thread: MAY SCENARIO. Letters of Mark

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    Admiral of the Blue.

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    Default MAY SCENARIO. Letters of Mark

    Under false colours.

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    Your ship is cruising in the straights between two chains of islands hoping to pick up any enemy vessels using this route, or Pirate/ privateer ships on the same mission as yourself.
    You may also encounter Neutrals, Indiamen, contraband runners, slavers and such. These must be stopped and searched. Be aware that any of these ships may be under false colours until the moment that they open fire upon you. For this game that will never be until you are at close range. Unless you yourself are a Pirate, you may not initiate action until you are assured of the identity of the other ship. If a ship of your own nation appears on the scene, make your private number at long range and expect a reply. If no reply treat it as a hostile. Pirates will assume all ships are hostile.

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    Ship management.

    All ships in play will have an envelope with a set of orders, but no markings upon the outside. When a ship is sighted pick one envelope at random from the pile. Once at long range, turn up a card to see what nations flag is showing. If it is anything but your own nation investigate, otherwise make your number.
    Remember even friendly ships may be flying a flag of convenience to evade action with hostiles.
    At close range put a shot across the bows and read the contents of the envelope. Then act accordingly.
    Three ships will be encountered during the game. Two will be of the same class as your own and one will be a class higher. You will note that several extra envelopes will be prepared in order to keep the element of surprise. You may choose randomly from these when a ship appears.
    At the end of any action the next ship will automatically arrive from a randomly chosen direction. Use a dice to determine this in any way you prefer. If you are too badly hit to engage a new opponent, you may seek escape from the nearest table edge.
    Any enemy ships taken may be counted as prizes if you heave to and launch a prize crew. Each prize will remove two boxes from your crew for the duration of the game. Ships so manned may be removed from play or accompany you, but only fire as if their last two boxes are active.

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    Ships Manifest.

    Print out and place in blank envelopes.

    This ship is a blockade runner and may be engaged.

    This ship is neutral and must be allowed to pass.

    This ship is a slaver and will seek to evade.

    This ship is an enemy and will fight.

    This ship is a Privateer/ Pirate and will fight.

    These last two envelopes must be kept separate and only one chosen if a ship baring your own flag appears on the scene.

    This ship is sailing under false colours and will fight.

    This ship is an ally and will aid your efforts in any following encounters.

    Ship cards.

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    You may add your own cards of choice if you so Russian, Turkish etc.

    Table layout.

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    This represents the passage between the isles.

    You may vary the wind direction after turn three if you wish to play those rules.

    Good luck to you all.
    Last edited by Bligh; 05-31-2018 at 04:34.
    The Business of the commander-in-chief is first to bring an enemy fleet to battle on the most advantageous terms to himself, (I mean that of laying his ships close on board the enemy, as expeditiously as possible); and secondly to continue them there until the business is decided.


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