San Leandro 64 guns, Ave Captain, Raw Crew San Ildefonso 74(L) guns, Ave Captain, Poor Crew San Augustino 74(L) guns, Ave Captain, Poor Crew Rayo 100 guns, Poor Captain, Average Crew
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The Spanish Fleet consisted of two squadrons, One of our ship control cards, we use counters to record sail setting etc We selected our ships and the randomly rolled for crew and captain ability. Our rules are ones I wrote for that display game all those years ago. The scenario was a Spanish Fleet leaving port for some sailing exercises being caught in the open sea by a smaller British patrol, let the action commence. Lets have a bit of sailing practise said the Spanish Admiral Special 21 gun salute to Rod Langton of Langton Miniatures who sells the bare metal. I've added a ship or two every now and again but most of these models are over 15 years old now, each one takes an age to make, base, paint and rig but they are worth it. I first started these in the early 90's, the Leeds club I belong to used them for a demo game that year. Over the last couple of weeks we have been having a spot of Napoleonic Naval at Castle R, another collection we haven't played with for a while. Stocking up on provisions before leaving the dock. Alternatively, the winner may roll dice to determine how many drinks the losers must consume.British and Spanish ships clash on the Spanish Coast 1804Īfter the excitement of last weeks YG birthday party, it was time to clear up the house, take the headache tablets and get back to some proper gaming blogging. When played as a drinking game, at the end of the round everyone except for the winner must drink. It is possible to play this game for money, either by anteing or by playing for a set value per point. Sixes have also been known to be called boxcars. The last person to throw the dice in a round is "the hammer." The current winning score is "the point." It is common to hear a player who is not keeping up ask, "What's the point and who's the hammer?"Ī two is the lowest score and is called a "minimum." Double sixes, or scoring a twelve, is often referred to as a "midnight", most likely because 12 o'clock at night on a non-military clock is known as midnight. Alternatively, the player who won the last round starts the next round. When beginning the next round, play begins with the player to the right (counterclockwise) of the first player in the previous round. The winner is the player at the end of a round who has the highest score. If they do not have a crewed ship, they score nothing. If they have a crewed ship then they score the "cargo" - the total of the other two dice.
#NAVAL GAMES WITH CREW FULL#
If their second roll is a 6, a 5, a 4 and a 1 they may bank the 5 and 4 together, and now they have a full "crew" for their ship.Įach player has only three rolls, and after their third they score their turn. įor example, if the first roll of the dice shows a 6, a 4, two 3s and a 1, the player banks the 6 but must reroll the 4 because there is no 5 yet. They are attempting to roll a 6, 5 and 4 in descending order, and whenever the number they require is rolled, they "bank" it by setting it aside. Any amount can be predetermined for ante to the pot for each round with winner taking all or the pot going forward in the case of a tie.Įach player starts their turn by rolling five dice. Īlternatively, the game may be played for antes placed in a pot. In other versions, a four is the "mate" and the remaining dice are the crew. The object of the game is to roll a six (the "ship"), a five ("captain"), and a four ("crew") with three dice, and get the highest score with the other two dice ("the ship's cargo").
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The game can be played with as few as two people, but is usually played in a group of five or more. Ship, Captain, and Crew (also referred to as Cap'n, Bos'n, Mate Ship of Fools Clickety Clack 6-5-4 or Destroyer) is a drinking game played with five dice. A completed turn, showing a ship (6), captain (5) and crew (4), with a cargo worth three points (2+1)