Game Info

Flying Colors
1 - 4 players
average 240 minutes
Published in
View on View on
Nautical Wargame Napoleonic Age of Reason American Revolutionary War
Dice Rolling Hex-and-Counter Simulation

Flying Colors recreates naval actions during the height of the Age of Sail, from small engagements to full battles involving dozens of ships in each fleet. Play is fast, furious, and does not require the pre-plotted movement found in many other naval games. Instead, a simple initiative and command system allows players to activate and maneuver their fleets in a realistic manner, indicating how older commanders adhered to rules of engagement where more forward thinking commanders, like Nelson, could retain control of their fleets after the first broadsides began to be exchanged. Rather than focusing on the abilities of individual ships, Flying Colors uses broad classes of vessel within each "rate" and concentrates the players minds on maintaining command of their fleets using a simple command system. This is not a strategic level game where one piece represents several ships. Flying Colors includes 300 individually named ships rated for size, gunnery, boarding ability, and damage capacity. Also included are nearly four dozen individually named commanders, rated for their ability to control their formations as well as the impact of their presence within the fleet. The game system provides what naval enthusiasts will expect in a tactical Age of Sail game: broadsides, rakes, anchoring, wind effects, weather, shore batteries, and much more. All this is packed into a short, accessible rulebook. Included within the game are 17 historical scenarios ranging from the Battle of Minorca (1756) during the Seven Years War to the Battle of the Capes during the American Revolution and on through the Battle of Trafalgar (1805) during the Napoleonic Wars. The battles range in size from small engagements playable on a single map through huge engagements like the Glorious First of June playable on three maps. Players are also free to create their own variants and "what-if" scenarios using point values for each ship. Most scenarios can be played within a few hours and two players can complete even the largest within a day. Several are also well suited to solitaire play. Scenarios: Minorca, 20 May 1756 Cape Henry, 16 March 1781 Virginia Capes, 5 September 1781 Frigate Bay, St.Kitts, 26 February 1782 The Glorious First of June, 29 May through 1 June, 1794 Audierne Bay, 13 January 1797 Cape St.Vincent, 14 February 1797 Camperdown, 11 October 1797 Bec du Raz, 21 April 1798 The Nile, 1-2 August 1798 Goza de candia, 18 August 1798 El Ferrol, 25 August 1800 Copenhagen, 2 April 1801 Algeciras Bay, 6 July 1801 Gut of Gibraltar, 12-13 July 1801 Cape Finisterre, 22 July 1805 Trafalgar, 21 October 1805 Cape Ortugal, 4 November 1805 1st edition Components: 840 full-color counters Three 34x22 full-color maps Rulebook Playbook Pad of Ship Status sheets One 11x17 Player Aid card TIME SCALE : 5-10 minutes per turn MAP SCALE: 100 meters per hex UNIT SCALE: Individual Ships NUMBER OF PLAYERS: One to Four (from GMT website and BGG users)

Statistics For All Gaming Groups

Total Games Played on NemeStats: 0
Total Gaming Groups With This Game 0
Average Players Per Game 0