English Armada is a game of maritime exploration and combat for two to four players. The game is set during the 16th century, when England was vying with Spain for control of the seas. Players take on the role of English naval captains, commanding ships in battle and sending out explorers to map the New World. The goal of the game is to be the first to control five of the seven seas, or to be the first to earn 10 victory points.
English Armada is played over seven rounds, with each round consisting of four phases:
In the Command phase, players issue orders to their ships. Each ship can be given one of four orders:
In the Explore phase, players send out explorers to map the New World. Each player has two explorers, and each explorer can be sent to a different sea zone. To map a sea zone, the explorer must roll a die and equal or exceed the zone's exploration value. If the explorer fails, the player can either try again next turn or give up and move the explorer to a different zone.
In the Battle phase, players resolve combat in any sea zones where they have ships. Each ship has a firepower rating, and players compare their ship's firepower to their opponent's. The player with the higher firepower wins the battle and captures the sea zone.
In the End of Turn phase, players check to see if they have won the game. If any player has control of five of the seven seas or has earned 10 victory points, that player wins the game.
English Armada comes with the following components:
To set up the game, players choose a color and take the corresponding player mat and tokens. Players place their ships on the game board in their home port, and then each player draws two cards from the deck.
The rules of English Armada are relatively simple. On a player's turn, they will issue orders to their ships, send out explorers, resolve combat, and then check to see if they have won the game. The game ends when one player has control of five of the seven seas or has earned 10 victory points.
In the Command phase, players issue orders to their ships. Each ship can be given one of four orders:
In the Explore phase, players send out explorers to map the New World. Each player has two explorers, and each explorer can be sent to a different sea zone. To map a sea zone, the explorer must roll a die and equal or exceed the zone's exploration value. If the explorer fails, the player can either try again next turn or give up and move the explorer to a different zone.
In the Battle phase, players resolve combat in any sea zones where they have ships. Each ship has a firepower rating, and players compare their ship's firepower to their opponent's. The player with the higher firepower wins the battle and captures the sea zone.
In the End of Turn phase, players check to see if they have won the game. If any player has control of five of the seven seas or has earned 10 victory points, that player wins the game.
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