To play a game of Sails of Glory, you will need a flat surface, roughly 36 inches by 36 inches square. You won’t need terrain, as naval warfare tends to happened on the open sea (the most terrain you might need would be the odd wreck... if the scenario is set in shallow waters... or perhaps a coastline: so you can include some gun batteries, beach assaults, Pirate raids and smuggling excursions.... à la mode Poldark style).
Once you crack open the box, marvel at all the
fine and wonderful `toys` contained inside (you won’t be disappointed, this baby has an elegance to it which feels mature and graceful, like an expensive vintage wine), then you will no doubt eventually have a crack at the rules book. Here you will be delighted to learn the game is broken down into four parts: very basic, intermediate, leading all the way up to advanced, then with lots of optional extras at the end. Best still, it offers some truly excellent rules for playing the game solo. This means you can theoretically have the box open, read the rules, and be playing within an hour.
Once it is determined how the wind will influence the ship, the player’s select a manoeuvre card (or cards) from their card deck (each ship has its own unique deck of cards). If the attitude measure points to the orange or green boarders of their Ship miniature, the player can select any manoeuvre cards that has a blue dot. If the attitude measure points to the red, only manoeuvre cards with the red dot can be used. If the attitude points between two different colours, the player can always use either of the two, but it is their choice.
Once the manoeuvre card is selected, it is placed face-down on their Ship Log until it is their phase to move. At which point the card is used as a template for actually moving the ship on the battle mat. All very clever stuff really: unique in fact. Each ship card of course, has different instructions of movement depending on the speed the ship, the set of the sails, and wind direction and speed (most of this is covered in increasing depth, throughout the advanced rules, which you can add in at your own pace and leisure... everything is optional: allowing you to cherry pick what you want in your games and what you simply wish to ignore).