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Blue Cross, White Ensign box art
2014 Ranked #6,964

Blue Cross, White Ensign

An age-of-sail naval wargame in which commanders lead Russian fleets against Swedish and Turkish opponents in historical battles. Named ships, rated admirals, shoals, and explosive shells shape each engagement.

Wargames Napoleonic Nautical Hexagon Grid Open Drafting

Players

1-4

Play time

240-360 min

Age

?+

Complexity

3.55/5

Rating

7.61

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

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How it plays

How does it play?

Blue Cross, White Ensign: The Imperial Russian Navy during the Age of Sail is the third volume in the Flying Colors series of games on naval combat.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Blue Cross, White Ensign: The Imperial Russian Navy during the Age of Sail is the third volume in the Flying Colors series of games on naval combat. It focuses on the efforts of the Imperial Russian navy in its struggles against the navies of Sweden in the Baltic and Turkey in the Black and Mediterranean seas from 1770 to 1807. Like its predecessors, this volume is completely independent of -- but fully compatible with -- the other volumes in the series. Nothing else is needed to play! This volume comes with an updated and expanded rule book that adds additional detail specific to the navies included herein. Particularly the introduction of explosive shells, fired from the mighty Russian "edinerogs" (or "unicorns"). Included are a baker's dozen of battles pitting the Imperial Russian Navy against those of Sweden and Turkey. Each battle is fought by two players (or two teams of players) across one or several conjoined maps depicting shallows and shoals with individually named vessels that have been specifically rated for their abilities in combat. Players activate these ships through the command abilities of individually rated admirals present at each battle (including the mercenary adventurer and American naval icon: John Paul Jones). Players may also easily create their own scenarios with "design your own" rules and even pit these fleets against those from other volumes in the Flying Colors series. The command system provides an excellent solitaire experience as well. COMPONENTS Three 22"x34" full-color maps Two countersheets Rulebook Playbook Two Player Aid Cards Time Scale: 5 to 10 minutes Map Scale: 100 meters per hex Unit Scale: One ship per counter Players: 1-4 (from GMT website)

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Editions

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Player resources

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Game and edition data

All specifications (4)

Play and group

Players
1–4
Best with
1–4
Play time
240–360 min
Complexity
3.6/5
Credits and catalog connections

Credits

Designers

1
Mike Nagel

Artists

1
Rodger B. MacGowan

Publishers

1
GMT Games

Linked items

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