Hoist the Signal for close action
American Revolutionary War · Book

Hoist the Signal for close action

Below is the description for "signal for close action" taken from the 2nd edition (1993). This are closely related to the later "Signal Close Action, Fast Play", but trade complexity/depth for speed.

2 players120 minages 12heavy difficulty
About the game

What is Hoist the Signal for close action

Below is the description for "signal for close action" taken from the 2nd edition (1993). This are closely related to the later "Signal Close Action, Fast Play", but trade complexity/depth for speed.

Signal Close Action has been designed for sailing navy wargamers who require a set of rules which accurately reflect the era in which they are set. In the Napoleonic period, the difficulties an admiral faced were considerable. His possible courses of action were governed by the ‘technology’ of the time, the wind, weather, ship’s condition, and of course the ability of the admiral himself and that of his captains and ships’ companies.

Fundamental to the rules is the Ability Chart which requires only 1 throw of dice and governs the core game (except Weather) as well as other options. Note:

When for example ‘movement section’ is referred to in the rules, this relates to the movement section of the Ability Chart.

Specs

Game details

Players
2
Age
+12
Duration
120 min
Difficulty
Heavy
Type
Board game
Year
1993
Mechanics
Dice Rolling · Paper-and-Pencil
Categories
American Revolutionary War · Book · Miniatures
Designer
Rod Langton
Publisher
Langton Miniatures
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FAQ

Everything about Hoist the Signal for close action

How many players is Hoist the Signal for close action for?

Hoist the Signal for close action plays with 2 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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