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“MAN O' WAR.
Raging Sea Battles in The World of Warhammer.
BY NIGEL STILLMAN, ANDY JONES AND BILL KING
Internal Art and Diagrams
John Blanche, Wayne England, Geoff Taylor,
‘Simon Smith, Dave Gallagher, Dave Andrew's
Game Consultant
Bryan Ansell
A GANGS CORIO” propucr
The Citadel logo, Games Workshop, White Dear and the White Dua figure and Warhammer are registered trademarks of
‘Games Workshop Ltd, Man 0’ War, Citadel, Goblo and Old Worl are trademarks of Games Werkshop Lid
All artwork inall Games Workshop products and all the images contained therein have been produced either in-house or as work
for hire The exclusive copyright onthe artwork snd the images it depicts isthe copyright of Cames Workshop Lie
© Copyright Games Workshop Lid, 1992 Al ight eerved
‘Questions on this game shouldbe addressed to: Man OF Wa Questions, ames Workshop, Howard House, 16 Castle Boulevard,
"Nottingham, NG? TFL, England Ifyou requirea reply you must include a nlt-addrened stomped envelope (oversees readers,
should include IRC), Please phrase your quevtion so that it ean be anwered yes oF nan leave space on your eer so we carrito
the answer underneath the question and send the whale thing back to you, Thank you
Games Workshop Ltd. Games Workshop Inc.
Chewton Street 3431-C Benson Avenue
Hilltop Baltimore
Eastwood Maryland
Notts NG16 3HY 21227-1072
UK USA
Ref No: OMT Product Code: 0141INTRODUCTION
(GLOSSARY 6 COMPONENTS
Counters o
Ship Templates
Cards
Other Components
Fleet Lists and Chart Sheet
Dice ...
Terrain Pieces
Plastic Ships ..
How to build your Plastic Wargalleys
THE WARHAMMER WORLD
SETTING UP
Choosing your Fleet
Ship Templates & Fleet Lists... 10
Squadrons fa 10
The Battlescape
Deploying the Fleets n
‘Crewing your Ships ~. rte
SEQUENCE OF PLAY
Man O* War Turn Sequence..
Initiative Phase
Magic Phase
Battle Phase
End Phase
The Rule of One
MAGIC PHASE
Casting Magic .
How Long do Spelis Last?..... 4
Spells of Different Colleges...
Magic Cards ....
MOVEMENT
Basic Movement
Movement under Sail
Sailing Against the Wind... é
Movement in the Wind se 16
ips with Oars
Ramming ..
Obstructions ..
Collisions
Pushing Clear icin
COMBAT AND DAMAGE
‘The Range Template ..
Line of Sight .
Opening Fire
‘Aiming high oF low 19
Saving Throws ..
Effects of Damage
Critical Hits
Sinking
Wreckage Markers.
Effects of Ramming
Critical Damage and Blaze Charts
BOARDING ACTIONS
Captured Ships
Crewing Limits 2
‘THE END PHASE
Pick up Survivors
Remove Debris
See if any Fires Spread ..
Move Stragglers
Scuttle Ships ..
Remove Counters
Pick up Magic Cards
Deciding Victory using Battle Honours ...24
+ FLEET LISTS +
INTRODUCTION
Points Costs
ADMIRALS
Clinging to the Wreckage .27
Battle Honours 7
WIZARDS AND MAGIC
The Colleges of Magic,
Bright
Jade
Amethyst
Gold
Amber.
Celestial
1g Your Wizard
What Colour is Your Wizard? "30
Clinging to the Weeckage 30
Battle Honours .. soneMAN O’ WAR - CONTENTS
MAN O' WARCARDS
SHIP TYP!
Men O' War sisnnnsnn maseaae
Ships of the Line no. 33
Independent ShIpS eo... 33
IMPERIAL FLEET
‘Men O’ War 34
Greatships ‘unannnunnn, 34
Ships of the Line 34
Wolfships ..
Wargalleys ....
Special Rules
Movement...
Ramming «...
Imperial Fleet List ..
BRETONNIAN FLEET
Men ©! War .. 38
Galleons
Ships of the Line
Corsairs
Buccaneers
Special Rules
Movement
Catapults ..
Bretonnian Fleet List
DWARF FLEET
Men ©’ War ..
Ironclads ..
Ships of the Line.
Monitors
Independents
Nautilus
Special Rules
Dwarfs and
Steamships
Ramming
Engineers
Armour
Turrets et
‘Nautilus Submarines ....
Torpedoes
Dwarf Fleet List .
ELF FLEET
Men O! War erennnnnnsnnnen 48
Dragonships 48
Eagleships .. oe AB
Ships of the Line sm
Hawkships
Special Rules
Elf Seamanship - art
Defending against Boarders ae 50
sacs
Eagle Claw Bolt Thrower 50
Dragonblades .... 51
Wardancers 51
Elf Fleet List .
DARK ELF FLEET
Men O° War ..
‘Sea Dragons
Doomreavers
Special Rules
Black Arks
Reapers ..
Monsters
Dark Elf Fleet List
ORC FLEET
Men O' War ..
Hulks
Ships of the Line
Bigchukkas
Drillakillas
Special Rules
Treadwheels
Iron Clawz
Bigchukkas «... -
Smash-Hammers vse 65
Drillakillas 5
Ship Templates
+ CAMPAIGNS +
SCENARIOS
1: After the Storm
2: Treacherous Waters .
3: In the Jaws of a Trap
Buried Gold
: The Treasure Fleet
6: Capture the Shore Forts ..
‘CAMPAIGNS
Setting up a Campaign
Deciding on a Scenario sonnnn a
In the Aftermath of the Battle .. 2
‘The Benefits of Experience
Continuity .
Sunken Ships «ne
Winning the Campaign
Lily-livered Cowards nn
FLEET CAMPAIGN ROSTER{INTROD
UCTION |
Man O’ War is the game of raging battles across the seas of the Warhammer World.
As the admiral of an ocean-going warfleet you must command your ships —
squadrons of Ships of the Line and heavily armoured Men O’ War - in the battle for
supremacy of the high seas.
In the box you will find everything you need to set up
your first battle ~ ship and turning templates; full-colour
‘ard islands, sand bars, headlands and rocky reefs; sails
to cut out and stick on your ships; hundreds of counters;
magic cards and Man O’ War cards; and a dozen plastic
wargalleys to start your fleets.
The size of this rulebook may seem imposing at first,
bbut don’t be put off. In actual fact, just the first 24 pages
contain all the game rules you'll need to know to play
your first few games: the rest of the book contains
additional material to expand your games of Man O'
War once you're ready to go on. With these additional
rules, you can go on to increase the size of your fleets,
introduce mighty Wizards, play nail-biting campaign
games and gain battle honours to promote the crews of
Your best warships. If you read through the first section
nce to start with, to familiarise yourself with the
contents, then set up a game, looking up rules as you
need them, you should have no problems.
When you come to expand your fleet, you'll find a wide
range of Citadel Miniatures’ ships for all the races in the
Warhammer World. The warfleets of the Elves, Dwarfs,
Ores, Dark Elves, The Empire and Bretonnia, are
covered in this rulebook, with future expansions
covering all the other sea-faring nations.
Each fleet has its own particular strengths and
weaknesses. As the admiral of your chosen battlefleet,
you must maximise the strengths of your warships to
the best advantage, whilst exploiting the weaknesses of,
your opponent.
For instance, if your fleet relies heavily upon sail and
blistering cannon broadsides, watch out for changes in
the wind, and try and keep to the open seas where your
sweeping manoeuvres and greater speed will weigh
heavily to your advantage.
Of course there is.no telling what cunning strategy your
opponent is playing out, what powerful magic he has at
his command, or what cruel twists of fate may befall
you out on the high seas. Only through shrewd tactical
Skill (and perhaps a little good luck) will the ultimate
victory be yours...[GLOSSARY 6 COMPONENTS |
Before we go into the rules proper, you might want to take a quick glance through
the glossary and the components list. Many of the terms listed here may seem a bit
obscure at first, but are explained more fully later in the rules. Don’t worry about
this for now, all will become clear!
Aft The rear end of a ship (also referred to as the Stern),
Fore The front end of a ship (also referred to as the Prow),
Fore Battery A volley of cannon-fire or other weaponry from the front of a ship.
AftBattery A volley of cannon-fire or other weaponry from the rear of a ship.
Broadside A volley of cannon-fire or other weaponry from the side of a ship,
Starboard The right hand side of a ship.
Port The left hand side ofa ship.
Lateen A type of sail that is triangular in shape. Mainly used by Imperial vessels.
Admiral ‘The overall commander of the fleet
Yard Yard arm - a huge cross piece on the mast, from which the sails hang
Wind Abeam The ship has the wind coming in from the general direction of Port or Starboard.
Wind Astern The ship has the wind coming in from the rear
Grapeshot__ Small bore lead shot loaded into the great cannons of a ship and fired at point blank range into the
ranks of enemy sailors attempting to board the vessel.
COMPONENTS
This section lists the components in Man 0’ War one by
one, explaining how they are used. Many things
mentioned here won't seem that clear at first, but don’t
worry as all will be explained later. This section also has,
detailed instructions on how to assemble your plastic
ship models and attach their sails.
COUNTERS
‘There are a great number of card counters in Man O!
War: crew counters, wound counters, flagship counters,
treasure counters, wizard markers, Admiral markers,
wizard level counters, damage counters, blaze counters,
wizard college counters, wreck markers, debris markers,
and so on.
In most cases, these counters are used to indicate the
status of something, such as which location has been
damaged, or how experienced a particular character is
The exact use of each individual type of counter is,
explained in the relevant section of the rules.
Notice that not all the counters of the same type are the
same size. For instance, there are two different sizes of
abandoned counters. This is so that you can place the
smaller ones on the table next to the ship in question,
whilst the bigger ones can be placed on the ship's
template to remind you the ship is abandoned.
a
ADMIRAL ie
Me
Lefto Right
‘Adiral Counter shows the Admiral is aboard,
‘Abandoned Counter marks aship tha hasbeen abandoned
‘Damage Counter shows damaged areas of the ship.
eee
| Ga
Wardancet Counter — indicates a Wardancer Troupe is aboard
Wound Counter" used to ep tack of monsters wounds
Grew Level Counter shows few's level, in ths case Cuthroats,
CREW CAPTURED BLAZE
2 BL
Sor
(Crew Counter - indicates the numberof cew companies aboard
Captured Counter marks sship that nae been captared
Ulsbe Countershows an area ofthe ships on fieMAN O’ WAR - COMPONENTS
SHIP TEMPLATES
The ship templates are one of the most important
elements of the game. They show how each ship is,
divided up into different areas, and have details of how
tough the ship is, how fast it can move and what
‘weapons it has.
‘There are enough full colour card templates included,
for the plastic ships you get in the box. The Fleets section
of the rulebook has ship femplates for other races’ fleets,
that you may copy and cut out as your model collection,
grows.
EMPIRE
WARGALLEY | 2
“Eee
Included in Man ©” War are two packs of cards ~ Magic
Cards and Man 0’ War cards. These are covered in
eiail later in the rules; for now it is enough to know
that each magic card shows a spell which may be cast in
the game, and the Man O’ War cards give special
abilities to certain ships in yous fleet.
‘You will also find two wizard cards in the box, with
spaces for wizard level and college colour counters.
‘These serve as reminders as to how powerful the head
wizard of each fleet is, and which group of spells he
may cast especially well. Again, this is explained more
fully in the Wizards and Magic section of this book.
OTHER COMPONENTS
‘Man O' War also contains wreck and debris markers to
indicate where ships have sunk. These are placed on the
table where ships go down and form a hazard to other
ships.
‘The three range rulers in the box are used to determine
how far a ship may fire its weapons and whether it may
hit its chosen target. The two smaller rulers are the
standard ones that are used for almost all the ships,
‘while the larger blue one is a special range ruler that
only the Elf ships use
Other components include two turning templates ~ used
to work out how a ship turns - and a template that is,
used when firing the Dwarf Nautilus submarine’s
torpedoes.
|
|
|
‘Turning Template
1
ron]
ou ewe
orm
r—
aes
Aaa
EIfRange Range Ruler
Ruler
FLEET LISTS AND CHART SHEET
In the box you will also find two fleet lists: the Imperial
Fleet list and a Pirate Fleet list. These list the ships
available to each fleet, and give details of their
movement, weapons, and any special rules that apply.
The smaller piece of card has the critical hit chart, the
captain's chart and the fire spreading table printed on it.
When you come across these charts referred to in the
rules, this is where you find them.
DICE
All the dice used in Man O’ War are standard six sided
dice, with the sides numbered one to six.MAN O' WAR COMPONENTS.
Plastic Mast Sprue
HOWTO BUILD YOUR
PLASTIC WARGALLEYS
Flagpole @)
crates
an
Pirate Wargalley
‘To assemble the plastic Wargaleys, frst choose whether to
assemble the Pirate or the Imperial fleet, Do not assemble them
both at the same time. For the fleet you have chosen, carefuly
‘separate the ships, masts, flag poles and correct yards from
their sprues using safety snips ora modeling knife. Now cutout
the correct sais and pennants from the colour sheet. The
sdagram above shows you which yards and masts go with which
fleets. Once you have cut out allthe parts needed to complete a
fet, rim the masts tothe correct length as indicated above.
We recommend that you use Citadel polystyrene of superglue
to fix the parts together. Glue the mast, yard and flagpole
together first. you intend to paint the model, do s0 now, belore
Sicking the sails and pennants on. Once completed, the sails
{and pennants may be attached to the mast and yard assembly
‘which may then be glued into the ship's hl.
Each plastic mast sprue contains enough components to
‘complete three ofthe ship in this box. The spare yards left over
‘ean be used when modeling other ships in the Man ' War
‘ange, which are avaiable separately from Citadel Miniatures
‘TERRAIN PIECES
Although Man 0’ War is best played around three
dimensional modelled terrain features, as shown in the
colour photographs, we have included a full set of card
terrain features so that you can get started straight
away.
These include islands, sand bars, headlands, rocks,
shoreforts, whirlpools and icebergs. Note that the two
headland pieces can also be put together to form a large
island.
PLASTIC SHIPS
Finally, there are the plastic ships: twelve wargalleys,
six for each side. These should be assembled as shown
above. You can either use the sails we have provided
exactly as they are, or use our suggestions as a starting
point for painting your own designs.bese
PARSON’
Age
NORTHERN WASTES
‘TROLL COUNTRY
THE WORLDS EDGE MOUNTAINSGREAT
WESTERNSETTING UP |
Before you play Man O’ War, it’s a good idea to read through the rules. At this stage
there is no need to learn them by heart; once you've glanced through the rulebook
you'll have a good idea where the relevant rules sections are, and you can simply
refer to them when the need arises. The best way to learn the game is by playing it!
CHOOSING YOUR FLEET
Before you are ready to play Man O’ War, each player
will need to choose a fleet. Most races in the
Warhammer World have their own fleets, each with an
individual character and special rules appropriate to
that race. Rules for how to choose your fleet, and a list
of the different fleets available are given in the Fleets
section of this book.
Each player must then choose a Wizard. Full details on.
how to choose a Wizard are given in the Wizards and
Magic section of this book, but for your first few games
we suggest you use the procedure below.
Sort out all the college colour counters and place them
face down on the table. Each player takes one counter at
random ~ this is the college to which his wizard
belongs. Take one of the Wizard cards and place your
college colour counter on it.
Take a Master Wizard counter and place it on the other
box on your Wizard card to show your Wizare’s level.
Then place your Wizard card next to your command
ship's template to show the Wizard is on this ship.
Finally, shuffle the magic deck and deal a hand of four
cards to each player. You should keep this hand of cards,
secret, and not let your opponent see them.
YOUR FIRST GAME
For your frst few games ive suggest you play a sea battle
between an Imperial fleet and a Pirate fect. You can
choose zoho commands which flet by mutual agreement,
or by rolling a dice, in which case whoever gets the highest
dle roll has first choice.
Don't worry about choosing ships from the Fleets section
{for the moment, just take six ofthe plastic Wargelleys
each,
The skip templates in the Man O' War box are coded
green for the Pate ships, and red forthe Imperial ships.
Each ship template corresponds toa particular ship in the
example fleets. You will notice that there i a picture ofa
sail i the top lft hand corner ofeach template, ad that
this exactly matches ome of the sets of cut-out ship sails
ana pennants procided forthe example fet.
‘When you come to use the Blank templates from the Fleets
section to design your oxo flets, we suggest you pant oF
draw a copy of te sailor permant designs yaw use in the
same way, s0 that you tell which template belongs to
which ship.
SHIP TEMPLATES & FLEET LISTS
‘Templates for all the different races’ ships are included
in the Fleets section for you to photocopy and use. You
will need one template of the correct type for every ship
in your fleet. The Fleets section also has a fleet list for
each race, which contains additional information about
that race’s ships and a summary of any special rules that
apply. You should keep a copy of it at hand for
reference while you play.
‘CREWING YOUR SHIPS
Place a number of crew counters equal to the ship's,
‘crew strength on each ship template. The crew strength
is in the top right corner of the ship template. Fach crew
counter represents a company of the ship's crew.
Each player now takes an Admiral counter and places it,
on the template for his command ship. The full rules for
admirals can be found at the start of the Fleets section.
For your first few games, just place the Admiral counter
‘on one of your squadron flagships.
SQUADRONS
A squadron represents a unit of vessels under the
‘command of one senior leader and responding to his
orders. Ships are placed on the table and move and fight
as squadrons,
‘The leader’s ship is called the squadron's flagship and.
all the ships of the squadron must be set up within six,
inches of it in order to receive orders.
Divide your fleet into squadrons of three ships.
Nominate one ship from each squadron to be the
flagship and put a flagship counter next to its template.
If a flagship is sunk or so badly damaged that it cannot
move then another ship in that squadron becomes the
flagship as the next person in command takes over. The
remaining ships must now keep within six inches of the
new squadron flagship.
If, during the course of the game, any ship ever ends the
game turn more than six inches from its flagship, it
becomes a straggler and is subject to all the rules
concerning stragglers until it rejoins its squadron.
10Flagship
ale
Foal
Players are allowed to split up squadrons deliberately,
leaving behind ships that are so damaged that they are
slowing down the rest of the squadron for instance.
Stragglers are moved during the End Phase of the turn
and are unable to fire, ram or initiate boarding actions
until they rejoin their squadrons.
THE BATTLESCAPE
Before the opposing fleets clash you will need to
prepare the floor or tabletop area for battle. You will
need a clear, fiat space of at least four foot by four foot
large kitchen table is ideal but the floor will do just as
well in a pinch. Obviously the larger the battle you wish
to fight the larger the playing area should be.
Not all battles take place on the open sea. In fact many
sea battles in the Old World take place near the coast 50
now is the time to place terrain such as stretches of
coast, sand banks or islands.
MANO’ WAR - SETTING UP
Divide the playing area up into roughly two foot by two
foot sections. Roll a dice for each section to determine
how many terrain features there are in it:
Roll Number of Terrain Features Present
12 None
3-4 One terrain feature
5 Two terrain features
6 Three terrain features
To remind you how many terrain features are present
place a dice in each section turned so the number on the
"uppermost face shows the number of terrain features,
Each player then rolls a dice, and the person with the
highest roll chooses a piece of terrain from the box and,
places it in the section of his choice. The second player,
now places a piece of terrain in whatever area he
chooses. Players now take turns to place terrain features,
‘until each section has its full quota,
DEPLOYING THE FLEETS
Decide which side of the table is North, and roll a dice.
If the result is 2,4 or 6 the wind is blowing North. If the
result is 1, 3 or 5 the wind is blowing South. Place the
Wind Compass where it is clearly visible and place the
arrow to indicate which direction the wind is blowing.
Both players now roll a dice, and the person with the
highest score can choose whether to set his fleet up on
the East side or the West side of the table. His opponent
must set up on the opposite side. Starting with whoever
won choice of entrance side each player takes tums to
place a squadron of ships on the playing area. This
process continues until all the ships are deployed.
When you are setting up your fleets, your ships must be
placed within nine inches of your edge of the table.
‘Also, you may not set up closer than nine inches to the
North or South edges of the table. The diagram below
‘makes this clearer.
Place your fleet’s ship templates somewhere nearby
where you can see them easily. You may find it useful to
set up all the templates of a squadron in line together
‘with the flagships at the front.
Deployment
isc
bey “This 6x table nas
been spit 2 haves,
Table
4x4 table “one of which forme he
Isspitinto actual paying area and
fowrsectons, —“eturthor splint fur
— each 2 by. ‘sections. A ioe rol
‘mado for each socion
‘Sotermines how much
| ‘train iteontains.
‘Tho roy areas indicate
4x6! Table
[A x6 tabs split into six
‘Seotons, each 2'by 2
“Tho rest ofthe abl is
sed flay out the
ship templates, ot, As
these noed to be close
athand, ti 2 good dea.
to leave plenty of space
‘orton,SEQUENCE OF PLAY |
Ina sea battle lots of things happen at onc
ships move and turn, fire their weapons,
and sink. To represent all this furious activity, play is divided into turns. After both
players have deployed play proceeds in turns until either all the ships on one side
are sunk or have left the play area, or until one player surrenders.
Alternatively, if you have only a limited amount of time
available you can play to a time limit. Players can agree
how long they are going to play for. At the end of this,
time they should finish their last turn and then count
battle honours (see the End Phase section). The person
with the highest total is the winner.
Each turn is divided into phases. During each phase
different aspects of the game are dealt with. The basic
turn sequence in Man O' War consists of four phases,
teach of which takes place after the other until the tur is
complete,
MAN O' WAR
TURN SEQUENCE
1: Initiative Phase
During this phase players roll to determine
whether the wind changes and to see who has
‘gained the initiative this turn,
2: Magic Phase
The player with the initiative casts whatever
spells he is capable of and then the second
player does likewise
3: Battle Phase
Starting with the player with the initiative, the
players take it in turns to move and fight with
individual squadrons of ships
4: End Phase
Players check their record keeping, replenish
their magic cards, determine whether any fires
that have broken out have spread and move
any stragglers.
‘The rules for all of these things can be found in
the relevant sections below.
INITIATIVE PHASE
As fleets manoeuvre and counter-manoeuvre to gain the
best position, one side gains a temporary advantage
over the other. This advantage is called the initiate and
represents the Admiral of one fleet thinking and
dispatching orders more quickly than the Admiral of
the other. =
Bretonnian
During the Initiative Phase both players roll a dice. The
player with the highest number is the player with the
initiative for the turn. If both sides roll the same number
the wind changes and both players must roll again.
CHANGING THE WIND
The wind changes clockwise one position if the double
rolled is even, counterclockwise if the double rolled is
‘odd. For example if the wind is blowing North and both,
players roll 4’s then the wind is changed so that it blows
East. It is quite possible for the wind to change many
times if both players continue to roll doubles.
MAGIC PHASE
Magic is a powerful and fickle force capable of wrecking,
ships, summoning monsters and turning the course of
battle. Its presence is represented by a deck of magic
cards which detail the spells a wizard may cast.
The player with the initiative may cast a spell, and if it
works, his opponent may attempt to dispel it. Then the
second player may attempt to cast a spell and the first
player can try and dispel it. Once a player has
attempted to cast a spell the card is discarded, whether
the attempt to cast the spell was successful or not.
For full details on magic, see the Magic Phase section.
2MAN O” WAR ~ SEQUENCE OF PLAY
BATTLE PHASE
In the Battle Phase each player has the chance to move
and fight with all his ships. Starting with the player who
hhas the initiative, both players take turns moving and
1g with their squadrons. The player with the
jative chooses one squadron and performs all its
actions ship by ship. Then the second player chooses
‘one of his squadrons and does the same. They continue
taking turns in this way until all squadrons have done
their actions for this Battle Phase. No squadron may
move or shoot more than once in a Battle Phase.
Players can't save some of a squadron's actions till later
in the phase. You cannot partially move a squadron, let
the second player move his ships and then return to it,
for instance. Once a player has declared his squadron's,
actions completed it may perform no more actions
during this phase.
During this phase @ player cannot pass when it is his
turn to play. If he wishes he can pick a squadron and
say it is performing no actions this phase but that is all.
He cannot come back to the squadron later in the phase
and then move it.
Each ship in the squadron must move, shoot and
perform any boarding actions. Then the next ship does
the same until the entire squadron has completed its
actions. Ships within a squadron may be moved in any
order. Once a player touches a ship he is committed to
‘moving it, and once he has begun to move the ship he
must complete its move. You cannot start to move a
ship, place it in a new position then change your mind,
and place it somewhere else. Once a player declares the
ship's movement complete he cannot change his mind,
THE RULE OF ONE
During a Man O’ War game a dice roll of
1 represents very bad luck. When you are
shooting, a 1 always misses. When you
are making a saving roll, 1 always fails.
When you cast or dispel a spell a roll of 1
means failure.
Even if you have modifiers on your dice
roll (because of magic or Man O’ War
cards, for instance) a roll of 1 is always a
failure.
END PHASE
During the End Phase, both players do any record
keoping that may be necessary and take care of any
special circumstances that may have arisen during the
tum.
‘These include picking up new magic cards, checking for
fires spreading on their ships, moving stragglers and
‘checking to see what has happened to ships that have
sunk,
In fact, anything that isn’t covered by the rules for the
other three phases generally takes place in the End
Phase. For full details of what happens in the End
Phase, see the End Phase section.
3