Setup
Players secretly arrange Ship cards into a Line and Reserve before play, then simultaneously reveal.
Every player is provided with a piece of paper or other barrier to temporarily conceal their Ship card placement from opponents. Each player secretly places some or all of their 5th and 6th Rate Ship cards before them in a straight line in any order to form their Reserve — only 5th and 6th Rate ships may begin the game stationed in the Reserve. They then secretly station all remaining Ship cards in a straight line above the Reserve in any order to form their Line. Once all players have placed their Lines and Reserves, all players simultaneously reveal their Ship card stations. After the reveal, a player may move any Ship cards from their Reserve into their Line to create additional stations, or keep all Reserve ships out of their Line. A player may also relocate their largest ship in the Line to a different station once before play begins. When all players are finished revising their Lines, the dealer begins play by taking their first Action.
Setup
Only 5th and 6th Rate ships may begin the game stationed in the Reserve.
At the start of the game during the formation phase, only 5th Rate and 6th Rate Ship cards may be placed in a player's Reserve. All other Ship cards (higher Rate ships) must begin the game stationed in the Line. This restriction applies only to initial setup; ships may move between Line and Reserve during play according to the transfer rules.
Resource management
Only ships in the Line count toward a player's Hand Capacity; Reserve, Port, struck, and Prize ships do not.
A player's Hand Capacity — the number of Action cards they may hold — is determined solely by the ships currently stationed in their Line. Struck ships, Prizes, ships in the Reserve, and ships in Port do not add to a player's Hand Capacity. Players should be aware that moving ships out of the Line and into the Reserve will reduce their Hand Capacity.
Turn structure
Each turn, a player must play or discard one Action card OR transfer one or more mobile ships between their Line and Reserve.
On their turn, a player must take exactly one of the following options: (A) Play or discard one Action card of their choice, OR (B) Transfer one or more mobile ships (not Prizes) from their Line to their Reserve, or from their Reserve to their Line. These are mutually exclusive; a player cannot both play an Action card and transfer ships in the same turn. The turn then passes to the next player.
Restriction
Ships in a player's Reserve may not be fired upon as long as that player maintains an unbroken Line.
Ships stationed in a player's Reserve are immune to being targeted by enemy fire, provided that the player maintains an unbroken Line at sea. If the player's Line is broken (see Rule 7.121), this protection is removed and ships in the Reserve may be targeted. Prizes held in the Reserve also lose this protection when the Line is broken.
Restriction
Only damaged mobile ships may move from the Line to the Reserve; a Dismasted ship requires a mobile 5th or 6th Rate ship in the Reserve to tow it.
When a player uses their turn action to transfer ships from their Line to their Reserve, only damaged mobile ships are eligible to make this move. An undamaged ship may not be transferred from the Line to the Reserve. A Dismasted ship may only be moved from the Line to the Reserve if there is at least one mobile 5th or 6th Rate ship already in the Reserve to tow it. Prizes may not be transferred using the turn transfer action.
Turn structure
Any mobile ship in the Reserve (except Prizes) may enter the Line and take any station; Dismasted ships in the Reserve may not enter the Line.
Any mobile ship currently in a player's Reserve, except a Prize, may be moved into the player's Line during a transfer action and may take any available station within the Line. A Dismasted ship that is in the Reserve may not enter the Line under any circumstances.
Combat
Ships must fire on their corresponding station in the opponent's Line; lead fires on lead, rear on rear, with specific rules when Lines have unequal numbers of ships.
Before a player fires a Broadside and/or Rake during their turn, they must declare which ship in their Line is firing and which ship in an opponent's Line they are targeting. The following targeting restrictions apply based on Line composition:
- If each Line has the same number of ships: each ship may only fire on the ship at the corresponding station in the opponent's Line (1st fires on 1st, 2nd fires on 2nd, etc.).
- Regardless of Line size: the lead ship in a player's Line may only target the lead ship in the opponent's Line; the rear ship may only fire upon the rear ship in the opponent's Line.
- If one Line has more ships than the other: a ship in the middle of the longer Line may target any ship in the middle of the opponent's Line that it could lay opposite while keeping its station. For example, if Line A has 4 ships and Line B has 5 ships, Ship #2 in Line A may target Ship #2 or #3 in Line B, but not Ship #4 because Ship #3 in Line A must have a ship to lay opposite.
- If either player's Line contains only one or two ships: any ship may fire upon any ship in an opponent's Line regardless of station.