Added Zisterne der Auferstehung, Licensing clarified,
Salt'n'Tar goes to future issue.
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issue03/saltntar.tex
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342
issue03/saltntar.tex
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\section{Mini-Game: Salt'n'Tar}
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These rules for sailed movement on gaming tables are inspired by the
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1968 3M Game \emph{Regatta}. Numbers are adjusted to work well with the
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original fantasy role-playing games of the 1970's: speed is always given
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in tabletop inches (``).
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\subsection{Initial Wind strength and
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direction}
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On a playing surface without a grid, or a square grid, use 8 points of
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wind directions: 1 = North, 2 = Northeast, 3 = East, 4 = Southeast, 5 =
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South, 6 = Southwest, 7 = West, 8 = Northwest,
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on a hexagonal grid, use 6 points of wind directions, if hexagons are
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aligned vertically: 1 = North, 2 = Northeast, 3 = Southeast, 4 = South,
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5 = Southwest, 6 = Northwest,
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or, if hexagons are aligned horizontally: 1 = Northwest, 2 = Northeast,
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3 = East, 4 = Southeast, 5 = Southwest, 6 = West
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Thus, the initial Wind Direction may be diced for with a d6 or d8.
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The initial Wind Speed may be determined by rolling on this table:
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Wind Speed (WS) \\
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1 & Wind Speed = 1 (light breeze) \\
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2 & Wind Speed = 1 \\
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3 & Wind Speed = 2 (moderate breeze) \\
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4 & Wind Speed = 2 \\
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5 & Wind Speed = 3 (strong breeze) \\
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6 & Wind Speed = 3 \\
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\end{tabularx}
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\subsection{Ship types}
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\subsubsection{Large Galley}
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A Trireme or Quadrireme, ships with three to four rowing benches and
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probably more then one lateen rigged mast:
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\smallmap{img/Trireme.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 9 \\
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Broad Reaching & 10 \\
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Quarter Reaching & 8 \\
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Beating & 3 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Small Galley}
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A Bireme or smaller, ships with one or two rowing benches and a single
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lateen rigged mast.
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 8 \\
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Broad Reaching & 9 \\
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Quarter Reaching & 7 \\
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Beating & 2 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Viking Longship}
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A fast square rigged sailer, one mast:
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\smallmap{img/Longship.png}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 11 \\
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Broad Reaching & 12 \\
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Quarter Reaching & 9 \\
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Beating & 4 \\
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Backing & 2 (backwards) \\
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\end{tabularx}
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\subsubsection{Large Merchant}
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A square rigged trading vessel with full lines and two to three masts. A
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Hulk, Carrack or Caravel.
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\smallmap{img/Galleon.png}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 9 \\
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Broad Reaching & 10 \\
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Quarter Reaching & 8 \\
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Beating & 3 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Small Merchant}
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A small trading vessel with full lines, and usually just one mast. A
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Cog.
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\smallmap{img/Cog.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 8 \\
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Broad Reaching & 9 \\
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Quarter Reaching & 7 \\
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Beating & 3 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Sailed Warship}
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A Galleon or Man-'o-War, a massive ship with three or four masts, the
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fore- and mainmast are always square rigged. One or more gun decks or at
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least multiple catapults.
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\smallmap{img/Carrack.png}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 10 \\
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Broad Reaching & 11 \\
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Quarter Reaching & 10 \\
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Beating & 4 \\
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Backing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Cutter}
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A fore-n-aft rigged single masted boat.
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\smallmap{img/Cutter.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 6 \\
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Broad Reaching & 8 \\
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Quarter Reaching & 7 \\
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Beating & 5 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsubsection{Schooner}
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A fore-n-aft rigged boat with two or more masts. The foremast may have
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square sails.
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\smallmap{img/Schooner.jpg}
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\begin{tabularx}{\columnwidth}{Zc}
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Bearing & Bearing Number (BN) \\
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Running & 10 \\
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Broad Reaching & 12 \\
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Quarter Reaching & 11 \\
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Beating & 8 \\
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Luffing & 1 (backwards) \\
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\end{tabularx}
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\subsection{Movement}
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Each ships speed in tabletop inches is derived by multiplying Wind Speed
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(WS) and Bearing Number (BN). The latter refers to each ships bearing
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relative to the direction of the wind:
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Bearings in the 8 point wind system:
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\smallmap{img/movemnt8pt.png}
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Bearings in the 6 point wind system:
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\smallmap{img/movemnt6pt.png}
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When moving ships may normally change direction by one point per turn.
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Changing direction by two points per turn is dangerous and causes Strain
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(see below).
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\subsubsection{Examples}
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At Wind Speed 2 a quarter reaching small galley would sail at speed 14''
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per round.
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At that same wind speed a viking long ship would be at an advantage and
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make 18'' per round.
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At Wind Speed 3 a proud Galleon would have a hard time beating with no
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more then 12'', while the fore-n-aft rigged Schooner would race to
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windward making 24''.
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\subsection{Playing the Game}
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\subsubsection{Game Turn when Racing and
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Chasing}
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\begin{enumerate}
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\item
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One player or the referee rolls a d6 to determine wind speed and
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possible change in wind direction (see Wind Roll below).
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\item
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Each side \emph{may} roll a luck die (see Luck Roll below)
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\item
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Each vessel that has marked Strain \emph{must} do a Strain Roll (see
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below).
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\item
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Both sides move their full move according to the movement rules,
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possibly changing direction by one point.
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\item
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Next turn starts at 1.
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\end{enumerate}
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\subsubsection{Game Turn in Naval Combat}
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\begin{enumerate}
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\item
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One player or the referee does the Wind Roll.
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\item
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Each side \emph{may} roll a Luck Roll.
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\item
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Each vessel that has marked Strain \emph{must} do a Strain Roll.
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\item
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If some kind of initiative system is being used, roll for initiative
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now!
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\item
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Both sides make their first half move, possibly changing direction by
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one point. In case of initiative being used, sides move in reverse
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order of initiative. The side with the highest initiative moves last.
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\item
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Both sides may launch missile attacks, magic spells in the order of
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initiative.
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\item
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Both sides move the second half of their move in reverse initiative
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order, possibly changing direction by 1 point. Any ship that does a
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second change of direction must mark 1 Strain!
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\item
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Roll for ramming, boarding and any kind of other actions allowed by
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the combat system being used.
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\item
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Next turn starts at 1.
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\end{enumerate}
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Optionally, at the end of each game turn ships may declare a maneuver:
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\begin{itemize}
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\item
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Reef: reduce speed by half. It takes another turn to unreef the sails.
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\item
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Furl: drop sails, the vessel is now adrift, down wind at Wind Speed.
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It takes two game turns to set sails again.
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\item
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Anchor: the ship drops it's anchor, and will stop drifting. Only ships
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with furled sails can anchor, lest they have to do an immediate Strain
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Roll. It takes two game turns to thus come to a full stop, and three
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game turns to light the anchor and set sail again.
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\end{itemize}
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\subsubsection{The Wind Roll}
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A single roll of the d6 decides, how the wind changes in direction and
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strength.
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Effect \\
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1 & Direction change clockwise \\
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2 & Wind Speed = 1 \\
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3 & Wind Speed = 2 \\
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4 & Wind Speed = 2 \\
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5 & Wind Speed = 3 \\
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6 & Direction change counter clockwise \\
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\end{tabularx}
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\subsubsection{The Luck Roll}
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A gust of wind might prove fortuitous to gain that extra speed needed,
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then again, bad things happen at see \ldots{}
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\begin{tabularx}{\columnwidth}{cZ}
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1d6 & Effect \\
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1 & Sails luff: Wind Speed -1 \\
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2 & no change \\
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3 & no change \\
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4 & no change \\
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5 & a fortuitous gust: Wind Speed +1 \\
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6 & Wind Speed +2, mark 1 Strain \\
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\end{tabularx}
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Wind Changes due to Luck Rolls usually only apply to the ship the die
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was rolled for. However Luck Rolls may change things for everyone, if
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two or more sides roll the same result:
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\begin{itemize}
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\item
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Two or more rolls of a 1: ``Sails luff \ldots{}'' cause the wind to
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reduce by 1 for \emph{everyone}.
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\item
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Two or more rolls of a 6: ``Wind Speed +2 \ldots{}'' increases the
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overall windspeed by 1 for \emph{everyone} (thus, those who rolled a
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six still have the advantage of Wind Speed +1 compared to those who
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didn't roll a 6).
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\end{itemize}
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By way of a cumulation of luck rolls, wind speeds of 0 = Calm, or 4+ =
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Storm are possible. In case no other rules are provided for these
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situations use these:
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\textbf{Calm} no sailing is possible, ships drift. Oared movement, or
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some other kind of propulsion may be possible.
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\textbf{Gale} Wind Speed of four or more (4+) makes sailing difficult
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and dangerous. With sails furled or masts broken, ships drift downwind
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at Wind Speed. Ships with their sails still up may sail downwind at Wind
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Speed plus (!) Bearing Number for Running, but have to mark 1 Strain
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every round.
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\subsubsection{The Strain Roll}
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The forces of wind and waves are taxing on ships and crew. It's
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dangerous to overstrain. Any ships that have marked Strain, have to roll
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a d6 every turn and add their current Strain to the roll:
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\begin{tabularx}{\columnwidth}{cZ}
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d6 + Strain & Effect \\
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5- & no effect \ldots{} not yet! \\
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6 & spars and stays creak: mark 1 extra strain \\
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7 & ship makes water: reduce all speed by 3'' ongoing \\
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8 & stays snap, mark 1 extra strain \\
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9 & deck's awash, reduce active crew by 10\% \\
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10 & sails tear, reduce all speed by 3'' ongoing \\
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11 & a mast breaks, reduce all speed by 3'' or drift \\
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12+ & it's over, ship's sinking in 1d6 turns \\
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\end{tabularx}
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With an effective Strain Roll of 12 it depends on whether it's a one
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masted ship or not. Naturally one masted ships without a mast can only
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drift. A ship with more masts may still sail downwind at reduced speed.
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Whenever the resultant speed reaches 0 or less, the ship can only drift
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downwind at Wind Speed.
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\by{lkh}
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