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<strong>No</strong> <strong>Turkeys</strong> 2 – <strong>2009</strong> Aprile Game 15<br />
13.0 Lions at Sea scenario<br />
1133. ..11 Wi iinndd aanndd<br />
wweeaat thheer r aat t sst taar rt t<br />
<strong>No</strong>rth East moderate (6 of the Compass). Fair weather.<br />
1133. ..22 CCr ruui iissi iinngg mmooddeess aat t sst taar rt t<br />
All sailing facing East (map right edge -Christian), West (Muslim)<br />
1133. ..33 Maannppoowweer r aat t sst taar rt t<br />
See Players’ Logs, under the single tracks.<br />
14.0 Initial Set-Up<br />
1144. ..11 Leeaaddeer L rss<br />
Players may arrange them as wanted but one Leader (whatever)<br />
must always be present in the group’s leading ships (es. a<br />
Capitana).<br />
There is no limit to the number of Leaders who can be present in<br />
a counter space.alliance<br />
1144. ..22 UUnni iit tss<br />
All units in Line Astern. At start use the half hexes if needed.<br />
14.21 Christian Fleet<br />
Galleys group of Venice in or adjacent to hex 1702<br />
(white letter A on map).<br />
Galleys group of Candia in or adjacent to hex 2102<br />
(white letter B on map).<br />
Galleys group Oltramarini in or adjacent to hex 2702<br />
(white letter D on map).<br />
Galleys group Holy Alliance in or adjacent to hex 2302<br />
(white letter C on map).<br />
14.22 Muslim Fleet<br />
Galleys group Istambul in or adjacent to hex 1322<br />
(green letter A on map).<br />
Galleys group Anatolia in or adjacent to hex 1622<br />
(green letter B on map).<br />
Galleys group Egypt in or adjacent to hex 2702<br />
(green letter D on map).<br />
Reserve Galleys group in or adjacent to hex 2222<br />
(green letter C on map).<br />
15.0 Sequence of Play &<br />
Game Tables<br />
15.01 Sequence of Play summarized<br />
1 – set-up the units in map (both player)<br />
2 – arrange Leaders on the Logs<br />
3 – mark the initial Manpowers on the Logs’ tracks.<br />
4 – put some wind markers where useful (or one marker near the<br />
compass).<br />
5 – put the Chits to be drawn in a cup or some similar device.<br />
6 – begin first turn by drawing out the first Chit.<br />
15.02 Action Phase and segments<br />
1 – Sailing / Rowing segment<br />
2 – Combat segment<br />
3 – Rescue segment<br />
4 – next Chit<br />
The turn ends when the last Chit actions are finished. Advance the<br />
game turn marker on the track.<br />
15.03 Automatic Victory<br />
If one player has ALL his groups in a CD status, he immediately<br />
declares a complete defeat and the game is over. Do not wait the<br />
turn’s end to declare it.<br />
15.04 Fire Table<br />
Sailing Rowing no Adj. lined<br />
die ad. En ad. Fr. ad.En. ad.Fr. units units<br />
1 NE-EF NE NE-EF NE NE<br />
2 NE NE NE EX NE<br />
3 EX EX NE EX EX DRM<br />
4 EX EX EX EX EX +2<br />
5 EX-M EX-FF EX EX EX<br />
6 EX-M EX-M EX-M EX-FF EX<br />
Legenda: ad.En (adjacent to enemy) – ad.Fr. (adjacent to Friend) if<br />
both check in ad.En. NE = no effect, it burns. EX = Fire<br />
extinguished. M fire out but Mast down. FF – EF adj.<br />
friend/enemy on fire (let’s owner choose which unit).