Man O' War

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

Overview

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.

Components

Setup

  1. Players agree on a point limit and build their fleets from available faction ships.
  2. Place the ocean play area (typically 4x4 feet minimum).
  3. Determine wind direction using the wind gauge.
  4. Deploy fleets on opposite sides of the play area.
  5. Determine first player.

Turn Structure

Each turn consists of:

  1. Initiative Phase: Roll for initiative to determine who acts first.
  2. Magic Phase: Cast battle magic spells.
  3. Movement Phase: Move ships based on wind direction and sail configuration.
  4. Shooting Phase: Fire cannons and other ranged weapons.
  5. Boarding Phase: Resolve boarding actions between adjacent ships.
  6. End Phase: Check morale, remove sinking ships, update wind.

Actions

Movement

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.

Shooting

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.

Boarding

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.

Magic

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.

Scoring / Victory Conditions

Victory conditions vary by scenario but typically involve destroying or capturing a certain number of enemy ships, controlling sea zones, or completing specific objectives.

Special Rules & Edge Cases

Player Reference

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