Table Town
TABLE TOWN
Tabletop community
Home · Hot games · Wargames
Mt. Athos: Turks trying to tack back towards the Rissian fleet.
There is a certain aesthetic value to this...
Russian Edinerogs set the Ottoman ships ablaze
Mt. Athos. End of turn 5. The Turks succeed in pulling away, while the Russian columns split in order to isolate enemy stragglers in the center and rear.
Game + Book

Blue Cross, White Ensign (2014)

Players
1–4
Best: 2
Playing time
240–360 min
Age
0+
7.55
Average rating
160
Ratings
3.55/5
Weight
#8530
BGG rank
Outside top 5,000
Designer:Mike Nagel
Artist:Rodger B. MacGowan
Publisher:GMT Games
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 5, Interaction 5, Complexity 7.1, Theme 5
Strategy7.0
Luck5.0
Interaction5.0
Complexity7.1
Theme5.0

This game's strategy, luck, interaction, complexity and theme.

NauticalWargameNapoleonicAge of ReasonHexagon GridOpen DraftingSimulation

Overview

Blue Cross, White Ensign: The Imperial Russian Navy during the Age of Sail is the third volume in the Flying Colors series of games on naval combat. It focuses on the efforts of the Imperial Russian navy in its struggles against the navies of Sweden in the Baltic and Turkey in the Black and Mediterranean seas from 1770 to 1807.

Like its predecessors, this volume is completely independent of -- but fully compatible with -- the other volumes in the series. Nothing else is needed to play!

This volume comes with an updated and expanded rule book that adds additional detail specific to the navies included herein. Particularly the introduction of explosive shells, fired from the mighty Russian "edinerogs" (or "unicorns").

Included are a baker's dozen of battles pitting the Imperial Russian Navy against those of Sweden and Turkey. Each battle is fought by two players (or two teams of players) across one or several conjoined maps depicting shallows and shoals with individually named vessels that have been specifically rated for their abilities in combat.

Players activate these ships through the command abilities of individually rated admirals present at each battle (including the mercenary adventurer and American naval icon: John Paul Jones). Players may also easily create their own scenarios with "design your own" rules and even pit these fleets against those from other volumes in the Flying Colors series. The command system provides an excellent solitaire experience as well.

COMPONENTS

Three 22"x34" full-color maps Two countersheets Rulebook Playbook Two Player Aid Cards

Time Scale: 5 to 10 minutes Map Scale: 100 meters per hex Unit Scale: One ship per counter Players: 1-4

(from GMT website)

Expansions

Flying Colors: Ship of the Line
Flying Colors: Beat to Quarters, Vol III
Not available yet

Player reviews, retailers/pricing and rules videos have no real data source for this game yet.

View on BoardGameGeek ↗

Discussions

BGGView discussions on BoardGameGeek

Be the first to discuss

Reviews

No reviews yet
to write a review.