COMMODORE






INTRODUCTION
Card game for 2 players.
Simplistic Napoleonic era sea battle simulation.
Micro-Deck Concept: Easily made minimalist deck.

CARD SET AVAILABLE
Cheers! A Cardset by Janne Thörne:
Click here for Cardset

VICTORY
Reduce your opponent to zero Morale Points.

MORALE POINTS
Each player begins with 7 Morale Points.
Use coins, dice, or tokens to keep track of MP’s. 

THE DECK
Players share a common deck.
There are 11 card types.
The deck contains a total of 46 cards.

DICE
Six sided dice are needed to play

TOKENS
Tokens are needed to keep track of damage.
Tokens are placed on the ship card that is damaged.

SETUP
Each player is dealt a hand of 7 cards.
Roll high to determine who goes first.
Players cannot attack on their first turn.

TURN SEQUENCE
Players take turns.
Each turn has 4 phases:
1. Maneuver Phase
2. Deploy Phase
3. Attack Phase
4. End Phase

MANEUVER PHASE
Draw 1 card.
If the deck runs out, shuffle the discard and draw from it.

DEPLOY PHASE
Put one or more Ship cards into play.
Ship cards are placed face up in front of you.

ATTACK PHASE
Use Attack cards to cause one or more of your ships to attack.
When Attacking, a ship rolls a number of dice equal to its current Strength. 
Every roll of 1 causes 1 Damage Token to be put on the enemy ship
A ship with zero Strength is out of action.
(ships weren’t usually sunk, just reduced to drifting hulks)
If no enemy ships remain, each successful attack causes your opponent 
to lose one Morale Point.

END PHASE
Max hand size is 7 cards. Discard excess cards.

CURRENT STRENGTH DEFINITION
A Ship’s Current Strength = 
Hull size rating - Number of Damage Tokens on the Ship.

BROADSIDES CARD
The Broadsides attack card allows one of your target ships, and 
One of your opponents target ships to attack each other.

RAKE THE BOW CARD
Rake the Bow allows one of your ships to attack a target 
Opposing Ship without being fired back upon.

GENERAL MELEE CARD
The General Melee card allows all ships in play to attack.
In Melee you pick how the ships are paired up. The player with
Excess ships may assign them to attack target ships of his choice or
Opponents Morale.

BOARDING ACTION CARD
For Boarding Action a pair of ships is selected.
Both Roll 1D6 (Boarding Rolls) and add their current strength.
The higher total wins. Attacker wins ties.
The losing ship is captured by your Marines.
A Captured ship fights on your side.
Grapeshot rule: A player may play (discard) a Broadsides card to 
'sweep the decks' and get +1 to his Boarding roll. 

OUTMANEUVER CARD
Can be used 2 ways:
1. Keep ones Distance:
Negate an Attack card just played and draw a card from the deck.
2. Superior Seamanship:
Cause opponent to discard 2 random cards in Maneuver Phase.

SPECIAL DAMAGE CARD
Target a ship upon which you just inflicted damage. 
Panic: Enemy ship with Strength = 2 & intact Rigging flees the Battle.
Surrender: Capture Enemy ship with Strength = 1.
If neither of the above apply roll 1D6: 
1-3: Rigging Destroyed: This ship attacks as if it had one less Strength
Ship cannot Board, Rake, or make Broadsides, however it may be the target of such.
4: Sniper Kills Captain: The ship attacks as if it had one less Strength.
5: Hot Shot: The Ship becomes engulfed in fire & sinks.
6: Blown Away: The Main Magazine explodes. The Ship sinks.
If a ship gets hit with a second (or more) special damage card producing 
a duplicate result the ship instead gets 1 extra damage token.

RARITIES CARD
Can be used in 4 different ways:
1. Repairs: Remove 1 Damage Token from target ship.
2. Fireship: Make a Strength = 6 attack vs target ship.
3. Signal Flags: Discard X cards to draw X+1 cards.
4. Strategist: Look at opponent’s hand & draw one card from the deck.

SUPERIOR ASSETS
When played put a special token on a ship you just deployed this turn.
This Ship gets Strength +1.
This represents one of several possibilities:
A New Ship, A well drilled Crew, A superb Captain, Carronades, etc.
Alternatively, you can use this card to Rally: Gain back one lost Morale point.

CARD LIST
Card Name:			#	Notes:
First Class Flagship		2	Hull = 6	
Second Class Ship of the Line	4	Hull = 5	
Third Class Ship of the Line	6	Hull = 4	
Broadsides			8	
Rake the Bow			2	
General Melee			4	
Boarding Action			4	
Outmaneuver			4	
Special Damage			4	
Rarities 			4	
Superior Assets			4	
# = Number of copies of that card in the deck.

OPTIONAL RULES
Some additional ship classes:
Fourth Class Ship of the Line (Hull = 3)
Frigate (Hull = 2)
Sloop (Hull = 1)	


CARDSET AVAILABLE
Much Thanks to Alcrespi
Click Here







































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