MAN O'WARP
INTRODUCTION
Card game based on the Games Workshop Game called Man O'War.
DISCLAIMER
Man-O-War is a trademarked, copyrighted property.
This is merely a fan site.
FLEET CONSTRUCTION
Each player chooses Ships from one list.
A Fleet will have 20 points worth of Ships.
Record your ships on a scrap paper.
A Fleet will get 5 draws from the Improvements deck.
Each Improvement card can modify one ship.
A ship can only be improved twice.
VICTORY
Sink all of your opponent’s Ships.
TURN SEQUENCE
Play proceeds in Rounds.
During a Round each Ship gets its own Phase.
Players take turns giving one of their ships a phase.
The player with the most ships goes first.
For Example: Player X has ships A, B, and C. Player Z has Ships D and E.
Player X goes first. He uses Ship B. Player Z goes next with ship E. Player X then
goes with ship A, and so on.
A ship whose turn it is, is called the Active ship.
A Phase has 4 Segments:
Draw Segment
Move Segment
Attack Segment
End Segment
DRAW SEGMENT
First discard any cards from your hand you don’t want.
Next, fill your hand to 7 cards.
If the deck runs out, shuffle the discard and draw from it.
MOVE SEGMENT
Pick an enemy Ship to be the target of your attack.
Your opponent may discard a Row or a Sail card to force you to pick another target.
You may play Row cards or Sail cards.
Your Ship has stats for Rowing and Sailing.
Multiply the number of Row or Sail Cards you play by the corresponding stat.
The total you get is called your Speed Score.
Your opponent does the same for his target ship.
The target ship cannot play any cards if it rammed or boarded in its last phase.
If your Speed score is higher than his, you may attack the target this phase.
Discard played cards.
ATTACK SEGMENT
Play one Attack Card.
There are 4 types of attack cards: Broadsides, Fire-Forward, Ram, and Boarding Action
Your ship has a stat for each type of attack.
The value of the stat that corresponds to the played card is called the Attack Score.
Roll a number of six sided dice equal to your attack score.
Every roll of 4-6 on a six sided die does one point of damage to the target ship.
Subtract one from the roll for Indirect fire.
Record damage for all ships.
Any time a ship has damage equal to or greater than its Hull stat it sinks.
If you made a Fire-Forward attack the target may simultaneously play a Fire-Forward.
A ship cannot automatically return fire against a ship with Indirect
fire unless it also has indirect fire.
If you made a broadside attack the target may simultaneously play a broadside.
If your ship made a broadside attack it may attack a second ship using
the same attack card.
The second broadside attack must first repeat Move Segment with the new target.
If the attack is a boarding action the target may play a broadside first.
If the attack is a boarding action the target may simultaneously play a boarding action.
A ship cannot ram if it was rammed since its last phase.
Discard played cards.
END SEGMENT
Fill your hand to 7 cards.
ACTION DECK
Card Name: Number in Deck
Fire-Forward 8
Broadsides 8
Ram 8
Boarding Action 8
Row 16
Sail 16
BRETONNIAN LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Buccaneer 2 2 0 5 2 0 0 1
Corsair 4 4 0 5 3 0 0 3
Galleon 6 6 0 5 5 0 0 5
EMPIRE LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Greatship 6 7 0 3 4 0 0 6
Wargalley 3 3 2 3 2 0 3 3
Wolfship 2 2 3 4 0 2 2 2
Hellhammer 3 3 2 3 0 1* 0 2
Ironfist 3 3 2 3 0 1* 0 2
Notes: If the attack hits with a Hellhammer or Ironfist, it automatically
does 1D6 points of damage.
The Ironfist and Wolfships have indirect fire.
DWARF LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Nautilus 3 2 3 3 1 2 4 1
Monitor 3 4 3 3 2 1 2 1
Ironclad 4 6 3 3 3 2 3 2
Dreadnaught 6 8 3 3 4 2 4 3
Notes: All ships use Steam Powered Paddlewheels or Screws
The Nautilus is also using Torpedoes when Firing Forward
Dwarf ships cannot be boarded unless they already have at least one point of damage.
A Dwarf ship in its End Segment may make a repair roll:
On a roll of 1on 1D6 the ship engineers repair 1 point of damage
HIGH ELF LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Eagleship 2 1 0 8 2 2 0 1
Hawkship 3 2 0 6 4 4 0 2
Dragonship 4 3 0 6 0 0 6 3
Notes: Targets cannot automatically return Broadsides and Fire-Forward attacks.
If the Dragonship sinks a Ship by ramming it may
attack again that phase (like broadsides rule)
ORC LIST
Ship Type Cost Hull Row Sail Broad Fire Ram Board
Big Chukka 2 3 2 2 0 2 2 2
Drilla Killa 3 4 2 2 0 0 5 4
Hulk 6 8 2 2 3 2 4 7
Notes: The Big chukka has indirect fire.
MAGIC
Every Fleet except Dwarves has 1 Wizard.
During each Round, your Wizard may cast one spell.
A spell allows you to draw 1D6 cards from the action deck.
If you are fighting against Dwarves subtract one from your roll.
IMPROVEMENTS DECK
Card Name: Improvement:
Inspired Seamanship Sail or Row +2
Reinforced Bulkheads Hull +2
Chain Grapples Board +2
Long Range Guns Broad or Fire +2
Fire Strike Broad or Fire +2
Dreaded Captain Board +2
Heavy Cannon Broad or Fire +2
Divine Icon of Wrath Fire +2
Ships Surgeon Board +2
Master Gunner Broad or Fire +2
Streamlined Hull Sail or Row +2
Boarding Nets Board +2
War Banner Board +2
Volley Fire Broad or Board +2
Rogue Captain Sail or Row +2
Shield Wall Board +2 or Hull +2
Fire Pumps Hull +2
War Leader Board +2
Inspired Gunnery Broad or Fire +2
Warrior Priests Board +2
Bow Chasers Broad or Fire +2
Heavy Timbering Hull +2
Swivel Guns Broad or Fire +2
Berserkers Board +2
Armor Plating Hull +2
Magic Standard Sail or Row +2
Villainous Crew Board +2
Crows Nest Guns Broad or Fire +2
Magic Figurehead Hull +2
Massive Hull Hull +2