NAVAL WAR

Hasbro

Rules of Play


INTRODUCTION:

      Naval War is a game combining strategy and luck loosely based on WWII naval combat. 3-9 players each control a task force and attempt to sink the other players' ships.

Victory:
      The victor is the first person to score 100 points (or whatever total is agreed upon by the players at the start of the game); see Game Variations


GAME PLAY

      NAVAL WAR is played using two card decks. One is the Ship Deck (54 cards), the other the Play Deck (108 cards).

      The Play Deck is composed of many different types of cards, which are explained individually later. The normal course of play is to fire salvos of the appropriate size at the enemy's ships. Other special cards are played as appropriate. When a ship has received hits equal to or greater than its hit number, it sinks and is awarded to the player that inflicted the last damage.

THE DEALER
      First dealer is determined by any method agreed upon by the players. Thereafter, the dealer is always the player with the highest point total.

PREPARATION
      Shuffle each deck thoroughly, then deal each player five cards from each deck (except in nine player game where only four are dealt). The remaining Ship Cards are placed face down on the table and become the harbor pile; the remaining play cards become the draw pile when placed faced down in the center of the table next to the harbor pile. As play cards are used or discarded, they are placed in a pile, face up, in the table center.
      Each player arranges his ship cards, face up, in front of him/her in a line of columns according to gun size. Aircraft carriers are placed in the rear of the task force as they may not be fired upon until all other ships have been sunk.

BEGINNING PLAY
      Play begins with the dealer using all special play cards (if any) that can be used (additional damage cards are simply discarded at this point). Replacement cards are drawn to fill the hand back to five (four, if nine playing). Continue until all special play cards have been used. During this stage of the game, no more than one minefield card may be placed in front of any one player's task force.

NORMAL GAME PLAY
      The dealer begins normal play by drawing one card from the draw pile and either playing it, playing another from his hand, or discarding one to the discard pile. Cards may never be drawn from the discard pile. The sequence continues to the player on the left, and so on, around the table. A player may never take any action that will sink or damage one of his own ships. If a special playing card is drawn, it must be played at once, counting as that player's one card draw and one card play. Special play cards are as follows:
Discard any special play card that cannot be played immediately.

Normal play cards may be held in a player's hand for as long as he or she chooses. These cards are as follows:

AIR STRIKES BY CARRIERS
      On your turn, if you own one or more carriers, you may opt to perform an (or more, if you have them) air strike. This action is in place of the normal draw/discard sequence. Each carrier may be used against the same, or different ship(s). Announce the target, and roll a die. If a "1" is rolled, the target is sunk. Any other number has no effect. (see Game Variations) All Carrier targets must be announced before the first strike roll is performed.

SINKING SHIPS
      A ship can be "sunk" by any of the following methods:       The player who sinks a ship through air strike, submarine or torpedo boat attack, destroyer attack or placing the LAST hit(s) needed to equal or exceed its Hit Number takes the card and places it in his "Deep Six" pile. The salvo cards are discarded. If all of a player's ships are sunk, he is eliminated from the round, and must discard his remaining play cards; he need not show them.

END PLAY
      The round ends when all but one player is eliminated or the last card is drawn from the draw pile. The player that draws the last card may complete his turn.

SCORING A ROUND
      When a round ends, all players total up the hit numbers of the ships in their "Deep Six" pile, and add that number to their score. In addition, if all but one player was eliminated, that remaining player is awarded ten bonus points. Each player eliminated on any round is penalized ten points that round by having it removed from his score. Negative scores are possible.

WINNING
      Successive rounds are played until one player makes or exceeds 100 points (Exception, see Game Variations). If more than one player exceeds 100 on the same round, then that player with the highest score wins. If the score is tied, play one more round.



GAME VARIATIONS & TIPS ON PLAY
  1. For longer games, raise the total needed to win.
  2. For shorter rounds, remove all Additional ship cards from the deck.
  3. For higher scoring rounds, increase the number of ships and play cards dealt to each player.
  4. For a pure "gunnery" game, remove all special play cards, DD, MS, and carriers.
  5. For a more realistic game, add appropriate sound effects (e.g., klaxon noises when DD card is played, large "booms" for salvos, etc.).
  6. Instead of ending play upon drawing a special play card, continue to draw until a regular card is drawn, playing specials according to whim.
  7. For increased carnage, treat all minefields as being two points.
  8. To simulate night actions, allow all players to deploy ships face down. If they fire, they are exposed until one enitre round takes place in which they are not fired upon. Targets are selected at random, and exposed when hit. (In this variation, carriers may be hit while others of their task force are still in play.) Target ships remain exposed in the same way that firing ships do. (An alternative to this method of night actions is to turn off the lights.)
  9. To simulate kamikaze attacks, owners of Japanese carriers may do the following: announce the target as usual, shout "BANZAIQQ", and roll the die. Kamikaze attacks succeed on a roll of "1" or "2". The catch is that the number rolled for a successful attack is added to "1"; that is the number of turns it must wait before that carrier may attempt another air strike. Any other number and the carrier is presumed not to have found the target. It must wait one turn before attempting another.
  10. Limit "table-talk" to fleet members.



FLEET ACTIONS
      For large numbers of players, you may wish to consider the following fleet arrangements. Task forces belonging to the same fleet (team) never fire on each other.

# PLAYERS FLEET ARRANGEMENTS
3
Free for all
4
Free for all, or two teams of two Task Forces
5
Free for all
6
Free for all, two teams of three TF's, three teams of two TF's
7
Free for all
8
Free for all, two teams of four TF's, four teams of two TF's
9
Free for all, three teams of three TF's (four cards dealt only)

      A fleet member may, on his turn, in lieu of firing, exchange one salvo card with a member of his fleet. Round ends when one fleet is left.



TIPS ON PLAY