Dreadnought

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

Overview

Dreadnought is a two-player simulation of surface naval warfare in the period 1906 to 1945, published by Simulations Publications Inc. (SPI) in 1975. Players command fleets of battleships, cruisers, and destroyers in historical and hypothetical scenarios covering major naval engagements from Dogger Bank (1915) to Surigao Strait (1944). The game emphasizes ship-to-ship gunnery combat at the tactical level, with each counter representing an individual warship. Ships have Attack Strength, Defense Strength, Range Allowance, Movement Allowance, and other ratings. Players maneuver formations on a hex grid, allocate fire among enemy ships, resolve damage, and attempt to achieve scenario-specific victory conditions.

Components

Setup

  1. Select a Historical Scenario from the scenario list (10 scenarios included, from Dogger Bank 1915 to Guam 1945).
  2. Each player takes the Task Forces assigned to them by the scenario.
  3. Set up the initial map area per scenario instructions. Each player places ships on their designated side of the map according to the scenario’s order of battle, including facing and initial speed.
  4. Visibility is given per scenario. A Battle Line limit is set based on visibility range.
  5. Both players place their formations within the designated setup zones.
  6. The player designated to move first begins Game-Turn One.

Turn Structure

Each Game-Turn represents 15 minutes of real time. Each hex represents 1000 yards. Ship speed is in knots. Each Game-Turn follows this sequence:

1. Visibility Determination Phase

Determine the current visibility limit (in hexes). This may change due to weather or time of day.

2. Fire Plot Phase

Both players secretly plot fire for each of their ships against individual enemy ships. Players allocate Attack Strength against specific enemy ships on the Damage Point Table.

3. Fire Execution Phase

Both players simultaneously execute the attacks they have plotted. Torpedo attacks are also resolved here.

4. Movement Phase

Both players simultaneously plot movement of their ships. Then both simultaneously execute the plotted movement of their ships. Ships alternate moving according to formation rules.

5. Movement Execution Phase

Players simultaneously execute the planned movement and check for collisions between ships.

6. Damage Control Phase

Both players mutually and simultaneously attempt to reduce damage sustained on their ships during prior phases.

Actions

Firing

Torpedo Combat

Movement

Damage and Damage Control

Formations

Scoring / Victory Conditions

Victory is determined by scenario-specific conditions. Common victory types include:

Victory Points are earned by:

Special Rules & Edge Cases

Player Reference

Game-Turn Sequence: Visibility -> Fire Plot -> Fire Execution -> Movement Plot -> Movement Execution -> Damage Control

Combat: Allocate Attack Strength vs. target -> Cross-reference on Combat Results Table -> Apply Damage Points

Ship Sinking: Cumulative damage >= Defense Strength = sunk

Victory Points: Based on percentage of ship’s value sunk/damaged

Movement: Ships move in facing direction only Change facing once before and once during movement Formation movement follows flagship
Range: Full Attack Strength at 1-5 hexes Decreasing to 12 hex maximum
Scenarios: 10 historical battles from 1915-1944 Game-Turn = 15 minutes 1 hex = 1000 yards