Far Distant Ships: Fast Play Rules for Fleet Actions in the Age of Sail, 1700-1820
Age of Reason · American Revolutionary War

Far Distant Ships: Fast Play Rules for Fleet Actions in the Age of Sail, 1700-1820

Far Distant Ships: a quick playing set of rules covering fleet actions in the age of sail where linear tactics were to the fore.

2–4 players120 minages 12
About the game

What is Far Distant Ships: Fast Play Rules for Fleet Actions in the Age of Sail, 1700-1820

Far Distant Ships: a quick playing set of rules covering fleet actions in the age of sail where linear tactics were to the fore.

The aim of these rules, which draw upon techniques and concepts from LFG’s Cannon, Cross and Crescent combined with a development span covering some 20 years has been to develop a quick play set that focusses on the command and control aspects of the battle, allowing large battles such as Chesapeake Bay, the Saintes and Trafalgar to be played out in an evening’s gaming.

Signalling is key, and complex plans may fall apart if a vital signal is missed, or an order executed late.

The rules cover the main ship types involved across the period, focussing on ships of the line and rated frigates, in particular in their role as signal repeaters.

Specs

Game details

Players
2–4
Age
+12
Duration
120 min
Difficulty
Type
Board game
Year
2021
Mechanics
Measurement Movement · Simulation
Categories
Age of Reason · American Revolutionary War · Miniatures
Designer
David Manley
Publisher
Long Face Games
Community data

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FAQ

Everything about Far Distant Ships: Fast Play Rules for Fleet Actions in the Age of Sail, 1700-1820

How many players is Far Distant Ships: Fast Play Rules for Fleet Actions in the Age of Sail, 1700-1820 for?

Far Distant Ships: Fast Play Rules for Fleet Actions in the Age of Sail, 1700-1820 plays with 2–4 players.

How long does a game take?

A game takes about 120 minutes.

What age is it suitable for?

It is recommended from age 12.

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