Close Action: The Age of Fighting Sail Vol. 1

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Close Action is a detailed naval wargame covering age of sail combat, published by Clash of Arms Games. The game simulates ship-to-ship and fleet engagements from the era of tall ships and broadside cannons. Players command individual warships, writing orders for movement, sail management, gunnery, and crew allocation. The game includes 25 historical scenarios ranging from small engagements to full fleet actions, and is best played with one player per ship and a gamemaster.

Components

Setup

  1. Select a scenario from the 25 available.
  2. Place the hex map and set wind direction and strength.
  3. Each player takes command of one or more ships and fills out the ship record sheet.
  4. Deploy ships on the map according to the scenario setup.
  5. A gamemaster (GM) is recommended to adjudicate rules and manage the game flow.

Turn Structure

Each turn represents a short period of time. The sequence is:

  1. Order Writing: Each captain secretly writes orders for their ship (course changes, sail adjustments, crew tasks, gunnery targets).
  2. Movement: Ships move simultaneously according to their orders, speed, and wind conditions.
  3. Collision Check: If ships’ paths cross or end in the same hex, resolve potential collisions.
  4. Gunnery Phase: Ships fire broadsides at targets within range and arc.
  5. Damage Resolution: Apply hits to hull, rigging, and crew. Mark damage on record sheets.
  6. Morale and Special Actions: Check for fires, flooding, boarding actions, and crew morale.

Actions

Seamanship (Sail Management)

Gunnery

Crew Management

Boarding

Special Actions

Scoring / Victory Conditions

Victory is determined by the scenario:

Special Rules & Edge Cases

Player Reference

Shot Type Target
Round Shot Hull damage
Chain Shot Rigging damage
Grape Shot Crew casualties
Sail Setting Speed Maneuverability
Full Sail Maximum Reduced
Fighting Sail Good Good
Reduced Sail Slow Good
Bare Poles Minimal Variable
Key Tables Gunnery, Damage, Collision, Tacking, Morale