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When Lions Sailed box art
2011 Ranked #12,836

When Lions Sailed

Global naval wargame has England, France, Spain, and the Netherlands build fleets, negotiate, plunder, and found colonies in the seventeenth century. Revenue, fog of war, treasure fleets, and sea tactics shape imperial expansion.

Wargames Nautical Pike and Shot Grid Movement History: Age of Discovery

Players

2-4

Play time

Not listed

Age

10+

Complexity

2.78/5

Rating

7.01

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?

S&T issue 268, May-Jun 2011 When Lions Sailed (WLS), designed by Joseph Miranda, is an intermediate-complexity wargame of global naval conflict in the 17th century.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

S&T issue 268, May-Jun 2011 When Lions Sailed (WLS), designed by Joseph Miranda, is an intermediate-complexity wargame of global naval conflict in the 17th century. That era saw the beginning of a naval technology revolution that set the pace for Western expansion over the next two centuries. The game can be played by two, three or four, each representing a different nation: Netherlands, England, Spain and France. Each game turn represents one year. Each operations phase represents several weeks of campaigning, depending on the overall tempo of operations at any given time. Each ship unit represents six to 12 vessels. Each regiment represents about 1,000 men. The game system is an evolution of the one used in our earlier games: 1066, Hannibal’s War, andFrederick’s War. Special rules cover such things as: initiative, revenue, negotiations, outfitting and reinforcements, fleet organization, fog of war, plunder, leaders, treasure fleets, founding colonies, pirates, ship ratings, gunnery, damage repair, forts, neutrality and belligerence, prize money, mercenaries, raking attack, line ahead tactics, marines, articles of war, company charters, honors of war, letters of marque, circumnavigation, the wind gauge, fire ships, admirals, and more. The turn sequence is as follows. 1) Initiative Determination Phase 2) Exchange Phase 3) Negotiations Phase 4) Outfitting Phase 5) Operations Phases a) Movement Segment b) Naval Combat Segment c) Land Combat segment d) Plunder Segment e) Treasure Fleet Segment 6) Revenue Phase 7) Sudden Death Victory Check Phase 8) End of Turn Phase

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
240 min
Age
10+
Complexity
2.8/5
Credits and catalog connections

Credits

Designers

1
Joseph Miranda

Artists

2
Larry Hoffman Joe Youst

Publishers

1
Decision Games (I)

Linked items

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