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Just your general Flying Colors insanity.
DAU, Barcelona 2013 - Flying Colors game through Club Rubicon, El Ferrol, boom!
A quick rules review.
Club Rubicon (L'Hospitalet, Barcelona, Spain).Trafalgar, end of the 7th turn. Nelson died and a failed moral check did the escape of the French ships. Yes, Trafalgar's history again!
DAU, Barcelona 2013 - Flying Colors game through Club Rubicon, El Ferrol, Sharing lead
Cape Ortugal, by the pool.
Ben and the British
Flying Colors Deluxe Ed.
I made a content binder for Flying Colors and this is the cover art I made for it :)
Nile at Sea 3

Flying Colors (2003)

Players
1–4
Best: 2
Playing time
240–240 min
Age
12+
7.58
Average rating
977
Ratings
3.03/5
Weight
#2938
BGG rank
Top 5,000
Designer:Mike Nagel
Artist:Rodger B. MacGowan, Mark Simonitch, Mike Nagel
Publisher:GMT Games +1 more
Average rating, ratings count, weight and rank are sourced from BoardGameGeek (BGG).
Game DNA
  • This game: Strategy 7, Luck 7, Interaction 5, Complexity 6.1, Theme 5
Strategy7.0
Luck7.0
Interaction5.0
Complexity6.1
Theme5.0

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

NauticalWargameNapoleonicAmerican Revolutionary WarAge of ReasonHexagon GridSimulationDice RollingGrid MovementMovement PointsLine of Sight

Overview

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 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 historical scenarios [...]. 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.

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)

Expansions

Flying Colors: Ship of the Line
Flying Colors: Beat to Quarters!
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