The Wind
The wind is the single most important factor in the game. If you don't understand how it works,
you won't understand the game at all because it determines your movement allowance for the turn. Learn it!
This is how movement works. Each ship's movement allowance is determined by its attitude to the wind and
rigging damage (see the chart below). Each turn or hex moved into counts as one movement point. In the picture
to the right, the wind is blowing from the top. The movement allowance for an undamaged SOL (ship-of-the-line)
in each attitude is:
- Attitude A: 3 hexes
- Attitude B: 2 hexes
- Attitude C: 1 hex
- Attitude D: 0 hexes (can always turn)
This is also the maximum number of hexes a ship can move while in any particular attitude during the turn.
For instance, if a ship starts in Attitude A, it can turn to Attitude C (one movement point), then move straight
ahead (second movement point). It cannot move again in Attitude C even though it has only moved two of its three
movement points because the movement allowance for Attitude C is one. If the ship has a turn ability of 2, it can
turn again.
Similarly, is a ship starts the turn in Attitude C, it can either turn or move straight ahead one hex (or stay
still). Even if it turns to Attitude A, it started the turn in C, so it only has a movement allowance of one.
Carefully check your ships and the enemy's, because this will determine what you and he can do.
Knowing what's possible is half the battle. Use the wind to your advantage by staying with
it, and avoid going against it, so stay in attitude A whenever possible because it gives you the most
flexibililty and speed. The game will tell you if you attempt an illegal move, so don't be afraid to push it.
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