The game is played on a turn by turn basis, with one player going first then the second player taking their turn. Players can choose to move simultaneously, especially if the game is umpired. Each turn lasts 30 seconds for naval conflict, 15 seconds for boarding and land combat. Clever players may be able to integrate the two turn types into one combat game, but it may be easier to split each part out into a separate action, with boarding ations conducted as a priority due to the smaller time scale.
Combat refers to the whole fight in question at this point in time, for example a boarding action.
Turn refers to the current sequence of events.
Naval Turn Sequence for simplicity the naval turn = 30 seconds
Determine wind direction. Refer wind section
Determine who controls the wind. This is done by comparing the direction the two vessels start the game in, the wind direction, and the Naval tactics skills of the opposing captains.
Determine Reputation & Recognition Effects which will help determine distance apart to start the encounter.
Determine Initiative - Captain with highest leadership rolls the dice. Initiative is base 50% + captains leadership bonus - opponents leadership bonus. This score is what he needs to roll under on a % dice or else the opposing captain has initiative for the battle. The initiative stays in effect for the length of the combat unless one captain is killed, in which case it is re checked.
Boarding Turn Sequence
Determine who has the luck. This controls who goes first or has priority in tricky situations and stays in effect throughout the game unless one of the captains is killed and another takes over his position.
Duelling is resolved
Hand to hand combat is resolved
Orders given
Musket fire is resolved
Morale checked
Movement
Men vs Men Combat Sequence
Duelling is resolved first
Campaign Turn Sequence
Determine wind direction. Refer wind section
Determine length of voyage from port to port based on distance and starting wind
Determine encounters on the voyage daily until the destination is reached. This also involves a navigation check.
For encounters:
Determine nature of oppponent.