Broadside
Broadside Rulebook
Table of Contents
Table of Contents
A Brief Description of the Game
A fleet of RED Ships invades a harbor, which is defended by the BLUE fleet. The mission of the RED fleet is to sink the four BLUE merchant ships which are anchored at the docks. The BLUE fleet's task is to prevent this by sinking all of the invading fleet. While the RED fleet has superior fighting strength, the defending BLUE fleet has command of shore batteries guarding the harbor's two channels. It also is familiar with the dangerous submerged rocks which will, if struck, sink a ship.
The players must maneuver their ships efficiently so as to be in position to fire "broadsides" at the opponent's ships. Each time a ship is hit with a "broadside," one mast is removed from it. When all the masts are gone, the ship is "sunk" and removed from the board.
Broadside is a fast-moving game of pure skill and strategy.
Before Starting
Before starting, the players choose to command either the RED (invading) fleet or the BLUE (defending) fleet. They will then proceed to "rig" their warships according to the instructions.
To Rig the Warships
The proper rigging is pictured in the diagrams inside the game box. The various types of masts with full sail are also pictured.
- Separate the white masts with sails from the plastic runners. They are located in the tray which contains the booklet.
- Each player takes the 10 ship hulls of his color. All the hulls are identical and contain holes into which the masts are inserted to rig the ship properly. The type of ship is determined by the NUMBER and KIND of masts it contains at the start of the game.
- Assemble the rigging according to the diagrams. ALL SHIPS CONTAIN THE SPANKER SAIL, inserted into the rear (aft) hole in the hull. The "Spanker" does NOT count as a mast.
Blue Fleet
- 4 Frigates — 3 Masts Each - 1 Fore, 1 Main, and 1 Mizzen
- 2 Brigs — 2 Masts Each - 1 Fore and 1 Mizzen
- 4 Cutters — 1 Mast Each - 1 Cutter Mast
The BLUE fleet totals 10 Ships with 20 Removable Masts
Red Fleet
- 2 Ships-of-the-Line — 4 Masts Each - 1 Jib, 1 Fore, 1 Main, and 1 Mizzen
- 3 Frigates — 3 Masts Each - 1 Fore, 1 Main, and 1 Mizzen
- 3 Brigs — 2 Masts Each - 1 Fore and 1 Mizzen
- 2 Cutters — 1 Mast Each - 1 Cutter Mast
The RED fleet totals 10 ships with 25 Removable Masts
To Set Up the Game
The players sit facing each other with the board between them so that the Blue player is behind the dock area and the RED player is in front of the kite panel at the harbor entrance.
The BLUE player locates his blue playing pieces on the board as follows:
- The four merchant ships are placed one each on the white circles at the dock area. They are NOT MOVEABLE and must remain there throughout the game.
- Remove the six BLUE BUOYS from their plastic runners. Note that 3 are marked "SINK" on the bottom and 3 marked "PASS." The BLUE player places ONE EACH on the YELLOW circles on the playing board. Only BLUE should know which are PASS or SINK. It is NOT allowed to place 3 SINK buoys in a row or a group of 2 yellow dots. Once placed they cannot be moved. Read the BUOYS section of the rules for their importance in the game.
- Remove the four BLUE shore battery pieces from their runners and place on the board. Their locations are in the land areas at the channels, near the forts. Two go in the center island pointing outward at the RED circles in the narrow part of the channels — one to the right and one to the left. The other two are located on the opposite shores pointing across the water so as to form a "cross fire" along the line formed by the RED circles in the channels.
- Each battery piece controls 2 red spots, the one nearest the piece and the one in the center, as shown by the arrows in the illustration. Note that the center spot is controlled by 2 batteries, one on each side and is marked as a double circle.
- Two shore battery pieces are marked "HIT" on the bottom, and two are marked "MISS." Only the BLUE player is to know which are "HIT" and which are "MISS." Once placed at the start of the game, they cannot be moved. Refer to the rules for "SHORE BATTERIES" for their importance in the BLUE player's defense.
- The BLUE player places his WARSHIP FLEET, one each on any 10 of the 12 spots in the first line of crosses nearest him and next to the dock area. He may arrange his ships according to type as he wishes. They should all face OUTWARD toward the RED player.
The RED player places his WARSHIP FLEET, one each, on the 10 light blue crosses forming the two rows of 5 on his lower right of the board. He may arrange his ships according to type as he wishes. They should all face TOWARD the BLUE player.
To Play the Game
The Object of the Game
The RED player tries to sink ALL FOUR BLUE MERCHANT SHIPS. The BLUE player tries to sink all the RED ships before all of his merchant ships are eliminated.
Rules for Movement — Maneuvering
- RED moves first. Turns alternate.
- Each player moves ONE warship of his own color each turn.
- A ship must move in a STRAIGHT LINE, along a line of blue crosses, and STOP on a cross.
- A ship may move ANY NUMBER of open crosses. It CANNOT move across a land area, through another ship, or into a water area where no spots exist. Only one ship may occupy one spot at a time.
- AT THE START of the move, a ship may be TURNED to the left or right at RIGHT ANGLES, or it may REVERSE its direction by turning 180° to HEAD IN THE OPPOSITE DIRECTION. A ship must TURN, if necessary, and then MOVE. The points on the cross show the directions a ship may take. A ship may move in the up and down direction (vertical) or across (horizontal), but NOT DIAGONALLY.
- A ship must move in the same direction it was on, or TURN and MOVE, so that it is facing in the direction of movement at the END of the MOVE.
- A ship CANNOT TURN-IN-PLACE without moving off its cross. If a turn is made, the ship MUST move off its cross.
- A ship CANNOT TURN A CORNER DURING A MOVE. It must TURN, if desired, then MOVE in a STRAIGHT LINE.
- Examples of moves:
- Straight ahead move
- Right turn and move
- Reverse turn and move
- Left turn and move
- Note that each warship has cannon pointing outward from each long side. No cannon point to front or rear, so it can FIRE from the long or "BROAD" side only. The purpose of maneuvering is to place a ship into position for firing "BROADSIDES" at an enemy ship.
Rules for Firing the Broadside
- BROADSIDES are fired at the END of a MOVE. If a warship has STOPPED on a cross NEXT to the enemy ship with its cannon facing the enemy ship, it may FIRE the BROADSIDE. The enemy ship must occupy the cross directly opposite, but NOT ON A DIAGONAL.
- A ship may fire only from its own broadside; therefore, it must be facing the proper direction for firing at an enemy ship. That is, the cannon on one of its sides must be pointing at the enemy ship.
- BOTH ships may fire broadsides if they are located so that their broadsides are facing each other. In this case, BROADSIDES are EXCHANGED.
- A broadside can be fired from ONE or BOTH sides of a ship AT THE SAME TIME. For example, if a ship has been moved BETWEEN two enemy ships, it fires BROADSIDES from EACH SIDE into the enemy ships on both sides.
- Whenever a warship has been hit by a BROADSIDE from an enemy ship, it LOSES ONE MAST. The player takes one removable mast from the hull to show that it has been hit.
- EACH TIME a ship is hit, ONE MAST is REMOVED. When there are no more masts, the ship is SUNK and removed from the board. Thus, the Ship-of-the-Line can receive 4 hits, the Frigate 3, the Brig 2, and the Cutter 1.
Examples of Broadsides
A. Broadsides Exchanged
RED and BLUE, or RED and BLUE: Each ship fires one broadside. One mast is removed from each ship.
B. Crossing the "T"
This is the MOST IMPORTANT maneuver in the game. It is the ONLY WAY a ship may inflict damage on an enemy warship without receiving damage in return. A more complete description of this strategy is discussed in the booklet accompanying the game.
BLUE has "CROSSED THE T" on RED. RED cannot return the fire on BLUE because his guns are facing away from the BLUE ship. RED loses ONE MAST while BLUE loses nothing.
C. No Firing can take place when ships are:
- face to face (bow to bow)
- back to back (stern to stern)
- face to back (bow to stern)
- The BROADSIDE is fired AT THE END of the turn whenever one of the ships have moved into proper position. Only ONE BROADSIDE or ONE EXCHANGE OF BROADSIDES can be made. THEY DO NOT CONTINUE TO FIRE and can be left in this position as long as desired.
The players continue to move ships, firing broadsides when in position, and removing masts or ships when SUNK. There are additional hazards in the game, namely, the SHORE BATTERIES and the BUOYS which are controlled by the BLUE player.
Shore Batteries
- Shore batteries do NOT harm the BLUE ships. Whenever a RED ship "MOVES THROUGH" or "STOPS ON" a red circle controlled by a HIT battery, it LOSES ONE MAST. A circle controlled by a MISS battery causes no harm to a RED ship. A double circle (same) controlled by 2 HIT batteries causes a loss of 2 MASTS.
- A RED ship may stay on the HIT circle without continuing to lose masts in later turns.
- A RED ship may move ACROSS the circles but must LOSE one mast every time it MOVES THROUGH or STOPS ON a HIT circle. If all 3 circles in a channel are controlled by MISS batteries, the ship moves without harm.
Buoys
- Buoys mark rocks which may "SINK" a ship or allow a ship to "PASS." Only the BLUE player knows which rocks are dangerous.
- ALL SHIPS (BLUE and RED) must STOP when passing through a "BUOY" circle. The BUOY is then examined and REMOVED from the game. If it is "SINK," the ship (RED or BLUE) is out of the game. If it is "PASS," the ship may continue to finish the move. The yellow dot, after removal of the buoy, now becomes the same as any "CROSS" on the board.
To SINK A BLUE MERCHANT SHIP, a RED warship must STOP on the cross just opposite to the merchant ship, and fire ONE BROADSIDE at the blue merchant ship. The RED ship must be facing so that its broadside is toward the merchant ship. When the merchant ship has been hit ONCE, it has been SUNK and removed from the board. The merchant ships cannot fire as they have no guns.
To Win the Game
The RED player WINS if he can sink all 4 Merchant Ships.
The BLUE player WINS if he can sink all 10 RED Warships before all of his four Merchant Ships are sunk.