Sail Reimagined

Game flying-dutchman

Curse of the Flying Dutchman

Local scenario preview · Turn 0 · Wind N speed 3 · Range 1

N
row 3, col 35row 3, col 36row 3, col 37row 3, col 38row 3, col 39row 3, col 40row 3, col 41row 3, col 42row 3, col 43row 3, col 44row 3, col 45row 3, col 46row 4, col 35row 4, col 36row 4, col 37row 4, col 38row 4, col 39row 4, col 40row 4, col 41row 4, col 42row 4, col 43row 4, col 44row 4, col 45row 4, col 46row 5, col 35row 5, col 36row 5, col 37row 5, col 38row 5, col 39row 5, col 40row 5, col 41row 5, col 42row 5, col 43row 5, col 44row 5, col 45row 5, col 46row 6, col 35row 6, col 36row 6, col 37row 6, col 38row 6, col 39row 6, col 40row 6, col 41row 6, col 42row 6, col 43row 6, col 44row 6, col 45row 6, col 46row 7, col 35row 7, col 36row 7, col 37row 7, col 38row 7, col 39row 7, col 40row 7, col 41row 7, col 42row 7, col 43row 7, col 44row 7, col 45row 7, col 46row 8, col 35row 8, col 36row 8, col 37row 8, col 38row 8, col 39row 8, col 40row 8, col 41row 8, col 42row 8, col 43row 8, col 44row 8, col 45row 8, col 46row 9, col 35row 9, col 36row 9, col 37row 9, col 38row 9, col 39row 9, col 40row 9, col 41row 9, col 42row 9, col 43row 9, col 44row 9, col 45row 9, col 46row 10, col 35row 10, col 36row 10, col 37row 10, col 38row 10, col 39row 10, col 40row 10, col 41row 10, col 42row 10, col 43row 10, col 44row 10, col 45row 10, col 46row 11, col 35row 11, col 36row 11, col 37row 11, col 38row 11, col 39row 11, col 40row 11, col 41row 11, col 42row 11, col 43row 11, col 44row 11, col 45row 11, col 46Ambuscade (32-gun Frigate) at 7, 40YOUFederation Flagship (450-gun Starship) at 7, 41FOE

Hex view is adapted from engine row/col positions. Gold marker is your ship; red markers are opponents. Ship arrows show heading.

Command station

5 legal action templates
Ammo
Round shot: general-purpose hull and gun damage at the longest range.Chain shot: shorter-ranged ammo meant to chew up sails and rigging.Grape shot: anti-crew scattershot for very close range.Double shot: brutal point-blank broadside with very short range.

Round: range 10, reliable all-purpose shot.

Helm2/2 move · 3/3 turns
Advance one hex on your current heading. Shortcut: A or Up arrow.Turn one point to starboard. This changes heading only; it does not move you forward. Shortcut: E or Right arrow.Turn one point to port. This changes heading only; it does not move you forward. Shortcut: Q or Left arrow.Full sails: faster movement, but more vulnerable rigging.

Beam reach: ahead and turns are available. Budget updates as you stage helm orders.

Gunnery
Port guns are already loaded with Round shot. Fire first or keep that ammo ready.Starboard guns are already loaded with Round shot. Fire first or keep that ammo ready.Port broadside does not bear on the selected target. Turn to bring guns to bear.Starboard broadside does not bear on the selected target. Turn to bring guns to bear.

Federation Flagship at range 0.5. Port: round loaded, no arc. Stbd: round loaded, no arc.

Close action
Grapple Federation Flagship to hold both ships together for close action.Cast off and break contact with Federation Flagship.Cannot board "french_1" from the current positionPrepare crew to repel boarders this turn. Useful when an enemy has grappled or closed to board.

Can grapple (range 0.5). Throw grapples at Federation Flagship to lock the ships together before boarding.

Damage control
hull is already fully repairedguns is already fully repairedrigging is already fully repaired

Hull sound · Guns sound · Rigging sound

Tap helm orders repeatedly to build a course. Turns only change heading; Ahead 1 advances one hex. Turning closer to the wind can reduce remaining move. Keyboard: A/Up ahead, Q/Left port, E/Right starboard, Enter submit, Esc clear.

Course plotNo helm orders stagedTap Ahead 1, Turn port, or Turn stbd to preview the course before submitting.
Position(7, 40) E -> (7, 40) EBoard preview marks the planned final hex as PLAN.
Remaining helm2 move · 3 turnsBeam reach · speed now 2
Staged orders

No actions staged.

Replay

No legal move? End the turn to let wind, drift, and enemy actions resolve.

Turn reportOpening position

Stage structured actions, then resolve locally.

No turn resolved yetSubmit orders to begin

No visible events yet.

Turn historyNo resolved turns yet

No turn history yet.