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No Turkeys 2 2009 - Valgame

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<strong>No</strong> <strong>Turkeys</strong> 2 – <strong>2009</strong> Aprile Game 7<br />

Lions at Sea<br />

game rules<br />

Disclaimer note: <strong>No</strong><strong>Turkeys</strong>! magazine includes games having, as<br />

first purpose, the presentation and the simulation of history. The<br />

original games are copyright of the above magazine and they are<br />

free diffused in the web. <strong>No</strong>t being a commercial product, the<br />

games, often, do have only few playtest sessions and it is possible<br />

that some rules need to be revised and corrected. For this we<br />

encourage the players to criticize the systems and to suggest<br />

necessary changes. Send your opinions in our Forum (you can<br />

write in English or French): http://noturkeys.devil.it or, in<br />

alternative, send E-mails to this address: info@valgame.eu<br />

Thanks.<br />

11. ..11 GGaammee CCoommppoonneennt tss<br />

1.0 The System<br />

Lions at Sea contains the following components (you will need one<br />

six-sided dice (d6) - not included).<br />

- One A3 DIN shape map<br />

- One Rulebook<br />

- One sheet of playing pieces<br />

- Two sheets of Playing Aids<br />

11. ..22 TThhee Maapp<br />

The map scale is about 1:60,000. Each 17 mm hex is about 1000<br />

meters from side to side.<br />

Each hex has a four-digit code printed on it, used for setting up<br />

the units prior to play (see Initial Set Up in the Scenario<br />

Information for the actual locations). The map represents the<br />

northern theatre of the Lepanto battle. Some coastal hexes are<br />

present and do not have any impact on the game play.<br />

11. ..33 TThhee PPl llaayyi iinngg PPi iieec ceess<br />

The playing pieces are of two types: ships and leaders (double<br />

side counters). The game has also some markers (single side<br />

counters)<br />

1.31 Ships<br />

These are color-coded to represent the units of the two Coalitions<br />

involved in the battle. The numbers and symbols printed on the<br />

units indicate their Gun Strength (red circle) and Handling Value.<br />

Movement Allowance, Manpower and Damage are indicated in<br />

the Player’s Aids sheets. The ships have one Sailing and one<br />

Rowing side and bring their historical formations.<br />

Ship Symbols<br />

1.32 Leaders (Admirals and Captains)<br />

Leaders are color-coded for nationality, display their name and<br />

some have a colour band which indicates their command. Leaders<br />

come in two types: Admirals and Captains. The differences are<br />

explained under “Commanders”.<br />

1.34 Markers<br />

Markers are placed on the map to indicate the status of units;<br />

they are depicted in the rules where their use is explained. Some<br />

markers act as Activation Chits.<br />

11. ..44 GGl lloossssaar ryy<br />

Admiral: An Officer in overall command of a fleet or of a part of<br />

it (group).<br />

Arc of Fire: the arc in which a ship can shoot with its guns.<br />

Axis of Wind: The diagram on map showing what the wind<br />

direction for move purposes.<br />

Boarding: An attempt to capture a grappled enemy ship using<br />

soldiers instead of gunnery.<br />

Bow: the anterior part of a ship.<br />

Broadside: the flank (side) of the ship.<br />

Capitana (capetana or kapudana in turkish): a leading Galley.<br />

Captain: An officer who commands a Division of ships.<br />

CD (complete demoralization): the third and extreme degree of<br />

damage for a maneuvering division.<br />

Cut Loose: Damaged Ships or reduced manpower units can be<br />

“kicked out” of a division, so that the rest of the Ships can<br />

function more efficiently. Ships Cut-Loose suffer penalties in the<br />

way they operate.<br />

Damage: A number, from 1 to 5, representing the state of a ship<br />

due to enemy action. Recorded on the Ships Log.<br />

Division/Group: A group of ships that are “brigaded” together,<br />

and operate under a single commander.<br />

Downwind: moving with the wind.<br />

Galleass: (Galeazza) large venetian galley which had a 360° arc<br />

of fire (in this game).<br />

Galley: the base-warship of the time.<br />

Grappling: Using grappling hooks, an attempt to fix ships<br />

together to allow boarding to take place.<br />

Gunnery: The firepower factor of ships cannons.<br />

Handling Value: A number on every Ship counter showing how<br />

agile a Ship is. The higher the number, the more agile.<br />

Into the wind: (against the wind) moving against the wind<br />

direction.<br />

Lanterna (bastard Galley): venetian leading Galley.<br />

Leeward: On the far side of the wind. The opposite of Windward.<br />

This applies only to single ships when a fleet counter is between<br />

the ship and the wind direction.<br />

LF (Loss of Firepower): the second degree of damage for a<br />

maneuvering division.<br />

LMA (limited manoeuver ability): the first degree of damage for a<br />

maneuvering division.<br />

Manpower: The number of soldiers and sailors shown on the Ship<br />

cards in the Player’s Log..<br />

Port: The left side (direction) of a ship to someone facing the bow.<br />

Rake: A ship firing through either the bow or stern arcs of a<br />

target, at close range.<br />

Ramming: hitting another ship with the bow for accident or<br />

voluntarily.<br />

Shallows: An area near the coast that has hidden reefs and<br />

sandbars.<br />

Structure: The defensive strength of the timbers on a ship. Bigger<br />

Ships usually are stronger, but some are so old and ill used that<br />

they may have low a Structure rating.<br />

Starboard: the right side (direction) of a ship. See Port.

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