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???????: ????? ???????? ???????? (Admiral: Era of Sailing Battles)
???????: ????? ???????? ???????? (Admiral: Era of Sailing Battles)
by ????? (Otherwise) (2017)
Player Count
2 to 4

Player Ages
7+

Playing Time
30 minutes to 1 hour
Categories
  • Nautical
  • Pirates
  • Mechanisms
  • Tile Placement
  • Modular Board
  • Grid Movement
  • Player Elimination
  • Square Grid
  • Family
  • Components: Wooden pieces & boards
  • Rating: 7.5/10 from 2 users

    Description

    Real sea battles
    Admiral is a board game with the sea, sailboats, clear and very cool mechanics, a pirate addition and paintings by Aivazovsky. A great example of how an incredibly addictive board game turns out from a small number of details, which can be played both together and four, or you can even combine two boxes and play with a large crowd. The game has basic and complicated rules, scenarios and a pirate add-on.

    Detailed study of the movements and combat actions of the ships, of course. Everything is simple: for each turn you have two cards common to everyone: the number of possible moves in different wind directions, and the state of the sea (when the wind is weak, ships can generally drift, and when strong, accelerate several times). The goal of the game — almost like in checkers — is to knock out all opponents from the field. There are guns and boarding for this!

    As in a classic naval battle, ships from one successful shot do not sink, but lose their mast. The larger the ship, the more guns it can shoot, attacking or defending. Moreover, in order to shoot, you need to stand sideways to the enemy, and in order to board, go to his cage and press side to side, like real ships. But boarding allows you not only to injure or sink an enemy ship, but also to capture it by transferring your mast to it! (Remember that only your ships must remain on the field to win?)

    Logical repair rules
    You can return the ship to your fortress to restore its masts instead of moving forward. But a fortress cannon is spent on each mast, which means that if an enemy sailboat approaches from the side of the fortress, where there are no more guns, he will be able to attack the fortress! Well, strategists and tacticians, are you ready for sea adventures?

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