18th Century Wars of Absolutism: Rules for Naval Battles
- Designer Roger Underwood
- Publisher Partizan Press
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Start for freeWhat to Expect
This rulebook offers detailed tabletop naval battles set in the 18th century. Players maneuver fleets on a hexagon grid using secret order cards, considering wind direction, sail count, and ship size for movement. Damage is determined by HIT dice, with ships divided into classes like Ships of the Line and Repeater Ships. It supports both large fleet actions and smaller encounters.
Who Is This Game For?
Designed for wargame enthusiasts aged 12 and up, this game suits players interested in historical naval simulations. It accommodates 2 to 99 players, with variable playtime. Prior experience with tactical tabletop rules is beneficial due to the complexity involved.
How It Works
Players simultaneously select secret orders that apply to their entire fleet. Movement occurs on a hex grid, influenced by wind and sails. Damage is resolved by rolling HIT dice considering range and firepower. Maneuvers are tracked using specialized tables and battle logs, simulating the challenges faced by 18th century admirals.
What Makes It Special
Roger Underwood's 2012 rules integrate simulation, hex grid movement, and simultaneous action selection into a historical wargame. Part of the '18th Century Wars of Absolutism' series, its simple mechanics enable complex fleet battles. Secretly chosen order cards realistically model command of multiple ships.
Pro
- Historically grounded naval combat simulation
- Simultaneous secret order selection adds tactical depth
- Supports large fleets with multiple ships
- Simple rules despite complex mechanisms
Contra
- No official playtime specified
- Requires learning complex rules
- Not suitable for players under 12
Setting & Atmosphäre
The game simulates naval combat during the 18th century Absolutist era, focusing on period tactics and fleet actions influenced by wind and ship types.
Tipp für Einsteiger
Take time to understand order cards and maneuver rules for effective tactical play.
Häufige Fragen
Can I play this solo?
The game is designed for at least two players and has no official solo mode.
How long does a game really take?
Playtime is not fixed but fleet battles can take two to three hours.
What prior experience do I need?
Experience with tactical tabletop wargames and complex rules is helpful.
How does this compare to similar games?
Its combination of hex grid, simultaneous action selection, and historical order cards is unique.
Is this suitable for families?
Due to complexity and minimum age of 12, it is more suited for enthusiasts than families.
What mechanic makes it special?
Simultaneous secret order selection is a key feature.
Fazit
This rulebook is a solid choice for players interested in historical naval warfare and tactical simulation. It requires patience and strategic thinking but supports engaging multi-ship battles over extended sessions.










