1981 Puesto n.º 22383 en BGG

Warships

2 jugadores 30–60 min A partir de 8 años 2.0/5 de complejidad 5.5/10 de valoración

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"Battleships inflicted heavy losses to the enemy today. Destroyers have been hunting for submarines hidden in the depths for a week. Their torpedoes can not reach you. Minesweepers are already clearing the planted mines. Will your tactics work and wil rocket ships bombard the enemy shore? Or will your opponent anticipate this and will hell break loose at the sea?" In Warships you are the admiral of the battleship fleet and you have one goal: to land soldiers on hostile territory. The road to this goal is paved with wrecks of enemy ships. Warships is a new version the 80s title "Morskie Manewry". Refreshed and revised rules will allow the lovers of this title to return to competition. Warships is a game of deduction and bluff. There is no random element here. It is only two players, two fleets, and two tactics.

Qué sensaciones ofrece

Secret Unit Deployment Grid Movement Memory Bluffing Abstract Strategy Nautical Modern Warfare World War II Fighting

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100% de cobertura de conocimiento

Preparación

1. Place the game board in the middle of the table. 2. Each player chooses a color and takes the corresponding 36 tokens (26 ships, 4 shore batteries, 6 mines). 3. Before the first game, attach the stickers to tokens according to the color of the unit type icon outlines. 4. Players place all tokens in their port on light squares of the board, behind the line of fortifications. Tokens are placed in any arrangement the player wishes, with the symbol face-down so the opponent cannot see the unit type. 5. EXCEPTION: Shore battery tokens must be placed with the sticker facing the opponent, and must be placed permanently in the fields next to the port entrance lines. 6. Players may place mines in their port during setup, or leave them off the board. 7. OPTIONAL - Initial Maneuvers: Players may place up to 12 tokens in front of the port in the highlighted setup area instead of entirely within the port. 8. Randomly select a player to take the first turn. That player moves a ship out through a port exit to begin the game.

Flujo del turno

Players alternate turns. On each turn, a player may take ONE of the following actions: - Move a unit up to its range (in any direction, including diagonally), stopping before or on a field from which it can attack. - Move a unit and then attack an enemy unit within range (counts as a single move). - Attack an enemy unit within range without moving. - Declare they are defusing a mine (minesweeper only). - Declare they are taking out a shore battery (missile ship only). Additionally, at any point during their turn, a player may lay one or more mines (does not count as a move, and can be done in addition to the main action), provided their minesweeper is not in neutral waters. The first turn of the game is special: the randomly selected starting player must move a ship out through a port exit.

Puntuación y victoria

The winner is determined by achieving one of three endgame conditions. There is no point scoring — victory is immediate upon triggering a win condition. Puntuación objetivo: N/A — victory is condition-based, not score-based Fuentes de puntuación: Landing your landing ship in the opponent's port (instant win), Destroying the opponent's landing ship (opponent loses), Destroying all of the opponent's missile ships while both your port entrances remain guarded by shore batteries (opponent cannot win)

Fuente: Rulebook

Reglas que debes conocer

Las reglas más útiles para jugar bien la primera partida.

Setup

Each player's fleet consists of 36 tokens: 26 ships, 4 shore batteries, and 6 mines.

Each player commands a fleet of 36 tokens of their chosen color: 26 ship tokens (of various types including Battleship, Cruiser, Submarine, Minesweeper, Missile Ship, Destroyer, Escort, and Landing Ship), 4 shore battery tokens, and 6 mine tokens. Each unit has three parameters listed on the help card: 'destroys what', 'destroyed by', and 'range'.

General

There are nine unit types: Battleship, Cruiser, Submarine, Minesweeper, Shore Battery, Missile Ship, Destroyer, Escort, Landing Ship, and Mine.

The nine unit types are: Battleship, Cruiser, Submarine, Minesweeper, Shore Battery, Missile Ship, Destroyer, Escort, and Landing Ship, plus Mine tokens. Each ship type has a unique symbol on its token. Each unit type has specific parameters defined on the help cards: what it destroys, what destroys it, and its movement/attack range. Mines are passive units and not ships.

General

Unit types are hidden from the opponent; tokens are placed symbol-side down except shore batteries.

All unit tokens are placed and moved with their symbol face-down so the opponent cannot identify the unit type. The exception is shore battery tokens, which must always be placed with the sticker (symbol) facing the opponent. During movement, a player may move a unit fewer fields than its maximum range in order to mask its unit type.

General

The board is a grid divided into two player port areas (behind fortification lines), home sea areas, and a central neutral waters zone.

The board depicts the sea between two opposing ports. Each port is located behind a line of protective fortifications. In the center of the board is a neutral waters zone illustrated as an island chain with harbors. The entire board is divided into a grid of fields used for movement and positioning.

Restriction

Fortification lines cannot be crossed or attacked over by any unit, except shore batteries and missile ships which can attack over them.

The line of fortifications separating each port from the sea cannot be crossed by any unit. No unit may attack over a fortification line except for shore batteries and missile ships, which have the ability to attack across fortification lines. Units can only enter or exit a port through the two designated port exits (marked with walls perpendicular to the shoreline).

Movement

Units can only enter or exit a port through the two designated port exits.

Units may only enter or exit a port through the two port exits, which are marked with walls perpendicular to the shoreline. No unit may cross a fortification line at any other point. Enemy ships can only enter a port if both shore batteries guarding an entrance have been removed.

Movement

Units move in any direction including diagonally, up to their range in fields, and cannot pass through or stop on occupied fields.

On their turn, a player may move a unit in any direction on the grid, including diagonally. The 'range' parameter on the help card defines the maximum number of fields the unit can move in a single turn. A player may move fewer fields than the maximum to mask the unit type. Units cannot stop on or pass through fields occupied by any other unit (friendly or enemy). The same movement rules apply both inside the port and on the open sea.

Restriction

Units may freely enter neutral waters but must leave within three turns or be removed from the board. No attacks or mine-laying are permitted in neutral waters.

Units can freely navigate the neutral waters zone at the center of the board using standard movement rules. However, a unit must leave neutral waters within three turns of entering. If a unit remains in neutral waters for more than three turns, it is immediately removed from the board (this removal does not count as the player's move). Additionally, units located in neutral waters cannot attack or be attacked by enemies, and players may not lay mines in neutral waters.

Informe estratégico

Masking Unit Types Through Shorter Moves

Since a player may move a unit fewer fields than its maximum range to disguise its type, deliberately under-moving fast units can mislead the opponent about what they are facing. This hidden information advantage is key to setting up ambushes.

Prioritizing Missile Ships

Missile ships are the only units capable of destroying shore batteries and the only units immune to them. Protecting your missile ships is critical — if all of your missile ships are destroyed and both enemy port entrances remain guarded by shore batteries, you immediately lose. Conversely, targeting the opponent's missile ships is a viable path to victory.

Guarding the Landing Ship

The landing ship is the primary win condition piece. If it is destroyed, you lose. Escort it with other units and keep it hidden for as long as possible, only advancing it when a clear path to the enemy port has been opened.

Mine Placement as Area Denial

Mines do not cost a move to place and once placed they are permanent. Use mines aggressively to choke off key approach corridors and port exits, forcing the opponent to commit their minesweeper to clear paths — revealing its location — or risk losing ships to mine detonations.

Using Neutral Waters Tactically

Units in neutral waters cannot be attacked, providing temporary safety. However, units must leave within three turns or be lost. Use neutral waters as a short-term refuge or repositioning lane, but never leave units there indefinitely.

Opening the Port: Coordinate Missile Ship and Landing Ship

An enemy port can only be entered where both shore batteries have been removed. Plan a coordinated push where your missile ship eliminates both batteries at one entrance before your landing ship attempts entry. Without this sequencing, the landing ship cannot enter.

Shore Battery Positioning as Passive Defense

Shore batteries are fixed, visible, and destroy all unit types except missile ships within a 1-field radius — and enemy units cannot even pass through their range. Place them to maximize coverage of port entrances and create overlapping zones of control that funnel the opponent toward your strongest defenses.

Minesweeper as a High-Value Target

The minesweeper is the only unit that can safely defuse mines. If the opponent's minesweeper is destroyed, all their remaining mines become permanent obstacles they cannot remove. Target the opponent's minesweeper early to lock them out of their own mine removal capability.

Preguntas frecuentes y casos límite

A minesweeper moves adjacent to a mine and says 'I attack' instead of 'I defuse the mine'. What happens?

Both the minesweeper and the mine are destroyed and removed from the board. The safe defusal phrase 'I defuse the mine' must be used to safely remove a mine. Using 'I attack' triggers mutual destruction regardless of unit type.

Can a missile ship move through fields within a shore battery's range?

Yes. The missile ship is the sole exception to the rule that enemy units cannot move through fields within a shore battery's range. Missile ships are immune to shore battery attacks and may freely pass through or stop on those fields.

Can a ship enter the enemy port if only one of the two shore batteries at an entrance is destroyed?

No. Enemy ships can only enter a port through an entrance where BOTH shore batteries guarding that entrance have been removed. A single remaining shore battery still blocks entry.

Can a unit in neutral waters attack an enemy unit, or be attacked?

No. Units located in neutral waters cannot attack or be attacked by enemy units. Both offensive and defensive combat is suspended while a unit is in the neutral waters zone.

Can a player lay mines if their minesweeper is in neutral waters?

No. Mines cannot be laid if the minesweeper is in neutral waters, and mines may not be placed in neutral waters at all.

A unit has been in neutral waters for three turns and the player does not move it out. What happens?

If a unit remains in neutral waters for MORE than three turns (i.e., fails to leave by the end of its third turn there), it is immediately removed from the board. This removal does not count as the player's move for that turn.

Can a player lay mines AND move/attack on the same turn?

Yes. Laying mines does not count as a move, so a player may lay as many available mines as they wish in addition to performing their normal movement or attack action on the same turn, provided the minesweeper is not in neutral waters.

Two units of the same type clash in combat. What happens?

Both units are destroyed and removed from the board simultaneously. This applies to all unit types that can engage in standard combat.

Which units can attack over a fortification line?

Only shore batteries and missile ships can attack over the line of fortifications. All other units are blocked from attacking across fortification lines.

Under the harder variant optional rule, a unit with range 3 moves 2 fields then attacks. What is its effective attack range?

Under the harder variant, the unit's effective attack range is reduced by the number of fields moved before attacking. A range-3 unit that moved 2 fields has an effective attack range of 1 field for that attack.

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