Game flying-dutchman
Curse of the Flying Dutchman
Local scenario preview · Turn 0 · Wind N speed 3 · Range 1
↑N
Target
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 templatesTap 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.
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.
No legal move? End the turn to let wind, drift, and enemy actions resolve.
Turn reportOpening position
No turn resolved yetSubmit orders to begin
No visible events yet.
Turn historyNo resolved turns yet
No turn history yet.
Fleet inspectorYou: Ambuscade
Wind↑NSpeed 3
Your heading→E7, 40
TargetFederation FlagshipRange 1 · NE
SailsBattleDrift 0
Movement2 move · 3 turns leftPoint of sail: Beam reach · Battle sailsSpeed on this heading: 2 battle / 3 full
Close actionCan grappleThrow grapples at Federation Flagship to lock the ships together before boarding.
Sailing roseWind ↑ N
↑3(4)Wind
↗2(3)
→2(3)You
↘1(2)
↓0(0)
↙1(2)
←2(3)
↖2(3)
→You
AmbuscadeCaptain
→Command · E Hull 3/3 Crew 13/13Pos 7, 40
Federation FlagshipThe Flying Dutchman
↗Foe · NE Hull 1/1 Crew 154/154Pos 7, 41