My Account
0
cart
Your cart is currently empty.
Search
 
Shop by Age Shop by Players Kids Family Strategy Card Party Puzzles Toys Extras
Funagain Frank's Adventures Funagain Points System Funagain Membership System Ashland, Oregon Eugene, Oregon Free shipping at $80! Facebook
 
 
 
 
NEW!
REWARD
program
 
 
NEW!
MEMBER
program
 
 
ASHLAND
oregon
 
 
EUGENE
oregon
 
 
FREE
SHIPPING
AT $80!
 
 
Close
 
Fear God & Dread Nought Rules
 
 
Get Funagain Points by submitting media! Full details, including content license, are available here.
You must be logged in to your account to submit media. Please click here to log in or create a free account.

Fear God & Dread Nought Rules


Funagain Games does not stock this edition of this title [], usually because it's out of print.


Notify me if/when this item becomes available:
(you will be asked to log in first)

Please Login to use shopping lists.

Product Description

Fear God & Dread Nought completes the Admiralty Trilogy (Harpoon 4, Command at Sea, Fear God & Dread Nought). Utilizing the same framework, those familiar with either of the other games will have no difficulty stepping into the First World War.

Rules come punched for a three ringed binder (not provided) for ease of use and photocopying. They follow the same format as our other rules used in the Trilogy, making them easy to follow for experienced gamers, and novices alike. Tactical turns represent 3 minutes, with intermediate turns (for long distance maneuvering and long stern chases) representing 30 minutes. Gun hit probability is based upon a combination of factors such as visibility, range, target size, number of rounds firing at the target, and speeds of the firing and target platforms. Damage is a function of the type of shell, number of barrels firing and armor of target, and is easy to calculate also. Blank ship forms allow the player to list all the ranges and damages of his ship's particular guns in advance, making it quick and easy to calculate both damage and hit probability. Critical damage is a function of the amount of damage taken last round vs. the amount of damage able to be taken. Critical hits are typically scored against systems (engineering, bridge, steering or individual weapon amounts).

Product Information

Contents:

  • Rulebook
  • FG&DN Jumpstart: Introduction to the Admiralty Trilogy System

Product Reviews

Be the first to review this product! Submit a Review >

Other Resources for Fear God & Dread Nought Rules:

Board Game Geek is an incredible compilation of information about board and card games with many descriptions, photographs, reviews, session reports, and other commentary.