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Blue Cross, White Ensign box art

Blue Cross, White Ensign

Players

1-4

Time

240-360

Age

?+

Weight

3.55

Rating

7.61

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Blue Cross, White Ensign has a high level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to and react to others' strategies and turns. However, there is less emphasis on cooperation in the game.

Replay value

Blue Cross, White Ensign has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to improve their strategy over time. The player interaction score is average, and the game is moderately easy to learn.

Luck profile

The final luck score for Blue Cross, White Ensign is 5.67. The game has a balanced mix of luck and strategy, with random elements having a notable but not exclusive impact on the game outcome. Players have some ability to mitigate randomness through strategic decisions and planning, but luck still plays a significant role in the overall luck dependence of the game.

Overview

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)

Editions

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Credits

Designers

1
Mike Nagel

Artists

1
Rodger B. MacGowan

Publishers

1
GMT Games

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