AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Man O’ War is a naval miniatures wargame set in the Warhammer Fantasy world. Players command fleets of warships from various Warhammer factions (Empire, Bretonnians, High Elves, Dark Elves, Orcs, etc.) battling for supremacy on the high seas. The game uses a combination of card-based actions, dice combat, and tactical sailing mechanics.
Each turn consists of:
Ships move based on their sail plan and wind direction. Ships have different speeds depending on whether they sail with the wind, across it, or against it. Turning uses templates – larger ships turn more slowly.
Cannons fire broadside (port and starboard). Roll dice for each cannon battery; hits are determined by range and target type. Damage is marked on the ship card, reducing capabilities as sections are destroyed.
When ships are adjacent, one may attempt to board the other. Crew fight in melee – compare crew values and roll dice. The winner captures or damages the enemy ship.
Wizards aboard ships can cast spells from their faction’s lore. Spells may damage enemy ships, summon sea creatures, control weather, or buff allied vessels.
Victory conditions vary by scenario but typically involve destroying or capturing a certain number of enemy ships, controlling sea zones, or completing specific objectives.
| Phase | Action |
|---|---|
| 1. Initiative | Roll for turn order |
| 2. Magic | Cast spells |
| 3. Movement | Sail ships (wind-dependent) |
| 4. Shooting | Fire cannons (broadside) |
| 5. Boarding | Melee combat between adjacent ships |
| 6. End | Morale checks, sinking, wind updates |