This document introduces a variant expansion to the naval warfare game Naval War that adds more ships and units from World War II as well as some new rules. The variant aims to follow two sets of objectives - the first being that any new rules must be short and simple to preserve the original game's simplicity, and also maintain its fast-paced nature. The second objective is to include more interesting but non-essential additions like more units, increased realism, and a campaign mode. One of the new rules, called "Half-a-Chance", means that some attacks by battleships and aircraft carriers only succeed 50% of the time to add uncertainty.
This document introduces a variant expansion to the naval warfare game Naval War that adds more ships and units from World War II as well as some new rules. The variant aims to follow two sets of objectives - the first being that any new rules must be short and simple to preserve the original game's simplicity, and also maintain its fast-paced nature. The second objective is to include more interesting but non-essential additions like more units, increased realism, and a campaign mode. One of the new rules, called "Half-a-Chance", means that some attacks by battleships and aircraft carriers only succeed 50% of the time to add uncertainty.
This document introduces a variant expansion to the naval warfare game Naval War that adds more ships and units from World War II as well as some new rules. The variant aims to follow two sets of objectives - the first being that any new rules must be short and simple to preserve the original game's simplicity, and also maintain its fast-paced nature. The second objective is to include more interesting but non-essential additions like more units, increased realism, and a campaign mode. One of the new rules, called "Half-a-Chance", means that some attacks by battleships and aircraft carriers only succeed 50% of the time to add uncertainty.
MORE SHIPS AND MORE FUN and units that are interesting, but don’t violate the first set of objectives. In this variant, they include: It seems that whenever a new game system comes out that includes ships from WW II, variants 1. More units. appear that eventually include every WW II BB, CV, CA, etc. That was true with the 2. More realism. Bismark/Midway system, the War at Sea/Victory in the Pacific system and so on. In keeping with this 3. A campaign game. tradition, this module expands Naval War in one fell swoop. This module adds every BB and CV that SPECIAL RULE #1 participated in WW II, along with a couple of Land- Based Air units. HALF-A-CHANCE Some cards have 3 asterisks (***) by their salvo value or air strike. These attacks are only successful 50% of the time.
When a battleship (BB) attacks, roll a six-
sided die. On a roll of 4-6, the attack is successful and the damage card may be placed normally. On a ANATOMY OF A GOOD VARIANT roll of 1-3, the attack is not successful, and the damage card is discarded. When making a good variant, there are 2 sets of objectives. One set of objectives are those When an aircraft carrier (CV) or land-based that MUST be followed. In this variant, these air unit (LBA) has 3 asterisks and makes an attack, include: there is a 50% chance that a successful air attack was a false report. Roll the die normally for an air 1. Any new rules must be short and simple, since attack. If a hit is rolled (1 normally, 1 or 2 for a the original rules are short and simple. You will find kamikaze), roll a second six-sided die. A roll of 4-6 this to be the case. The lack of volumes of new rules means the report is accurate and the target is sunk. is meant to allow the incorporation of this variant A roll of 1-3 means the report was false and the with a minimum of fuss and hardship. target was not sunk.
2. Any new rules must preserve the fast-paced,
“beer & pretzels” nature of the original game. You will find that the new rules, while exploring new possibilities, allow you still to have fun, fast-paced action, typical of a card game.