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The following rules are used to
play Lieutenant H Chamberlain's Game of Naval Blockade:
The Game Apparatus
- A
     dice marked as specified in Rule 13;
 - A
     dice cup;
 - A
     playing board (24 x 24 one-inch squares);
 - A
     Blockader (with a white hull, armed with one bow chaser gun and one gun on
     each broadside);
 - A
     Blockade Runner (with a black hull, armed with one stern chaser gun and
     one gun on each broadside);
 - Four
     Islands (each five squares in area);
 - Two
     Rocks (each one square inch in area).
 
The Rules of The Game
- Choose
     sides and place the vessels as follows:
 
·     
The Blockade Runner on one of the
squares in the centre of the South edge of the board, heading North;
·     
The Blockader on one of the six squares
in the North East or North West corners of the board, heading East or West
respectively.
- The
     players toss up, and the winner places the Islands and Rocks, aligned with
     the squares marked on the board, as follows:
 
Islands:
·     
not less than five clear squares from
the mainland (i.e. the South edge of the board) AND,
·     
not less than one clear square from the
North, East, or West edges of the board AND,
·     
not less than one clear square from
each other.
Rocks: 
·      As for Islands but may be closer to the mainland (i.e. not less than one
clear square away from the South edge of the board).
- The
     first move is made by the player who lost the toss.
 - Move
     one square at a time, alternately, except as specified by Rules 16 and 17.
 - Stopping
     is not allowed, except when disabled. (See Rule 16)
 - Course
     may be altered by four points, to Port or Starboard, each turn (i.e. 45
     degrees) at the beginning of the turn.
 - The
     Speed of the two ships is equal, except when disabled.
 - Going
     astern is never allowed, even to avoid being rammed.
 - The
     Blockade Runner wins if it gains open sea (i.e. by moving on to any square
     on the North edge of the board).
 - The
     Blockade Runner may not return to harbour voluntarily: if forced to do so,
     the Blockader wins the game.
 - The
     Armament of the ships is as follows:
 
·     
One heavy gun on each broadside, with a
90 degree arc of fire (i.e. 45 degrees from the fore and aft line);
·     
The Blockader has a bow chaser, with an
arc of 45 degrees either side of the fire and aft line;
·     
The Blockade Runner has a stern chaser,
with an arc of 45 degrees either side of the fire and aft line:
- Ships
     are in range when separated by ten or less clear squares, counted along
     the North-South or East-West lines only, never diagonally. Any distortion
     this may cause is deliberately intended to introduce an element of chance,
     to represent the effect of smoke, or guns not being loaded when they bear,
     due to lack of communication between the conning tower and the gundeck.
     For example: 
 
·        
10 squares due N-S or due E-W = 10 i.e.
within range;
·        
2 squares due N-S +8 due E-W = 10 i.e.
within range;
·        
7 squares due N-S +3 due E-W = 10 i.e.
within range.
- The
     Firing Dice is marked as follows: 
 
·        
One side marked D4 (for Disabled and
four firing points of damage caused);
·        
One side marked H2 (for Hit and two
firing points of damage caused);
·        
One side marked H1 (for Hit and one
firing points of damage caused);
·        
Three sides marked M (for Miss).
- Ships
     moving and in range may fire any guns that bear. Ships move before firing.
     
 - Ships
     may fire over Rocks but not Islands. Use a ruler to establish whether the
     line of fire is blocked by any intervening Island.
 - A
     Disabled ship stops and the other immediately moves six squares, altering
     course as required. No firing is allowed by either side during this
     movement. If the moving ship finishes on the same square as the Disabled
     ship, the latter has been rammed. (See Rule 17) Otherwise the Disabled
     ship is brought back into action, moving one square straight ahead, firing
     as normal if any guns bear.
 
Note: 
·        
Ships are temporarily Disabled only,
unless they are rammed;
·        
Disabled ships have sufficient way to
alter course once;
·        
A ship disabling its opponent twice in
a turn, counts eight points, but only gets one ramming attempt.
- Successful
     ramming wins the game, except that the Blockader cannot be rammed head on
     as she has an armoured bow. If the Blockade Runner rammed the Blockader
     head on, the Blockade Runner would lose, even though the Blockader had
     previously been disabled.
 - Hits
     have no effect on the ship struck, but count towards Victory, if this is
     not clear. (See Rule 19)
 - Victory
     rests with the ship that has rammed the other (except under conditions
     favourable to the Blockader, as defined in Rule 17) OR has driven her
     ashore OR with the Blockade Runner if she has escaped OR with the
     Blockader if she has compelled the Blockade Runner to return to harbour.
     If none of the above pertain, Victory may be claimed by the ship that has
     registered the largest number of firing points on its opponent.
 
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I have a copy of this game - based on notes sent to me some years ago by Richard Brooks. My copy was in use as recently as December last!
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