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The rules that Gygax and
Arneson developed call for pencil and paper, six-sided dice, rulers and protractors, and model ships, ideally of 1:1200 scale. Single ship engagements can be played on a tabletop, but fleet battles require more space. Arneson had previously played Fletcher Pratt wargames on
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that things began moving again. There Dave
Arneson displayed some of his 1:1200 sailing ship models, and in a subsequent discussion of my attempt he mentioned that his group in Minneapolis-St. Paul were currently developing just such a set of rules. Thereafter began a long correspondence wherein
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The protractor is also called into use to determine which cannons can fire on an enemy ship. Cannons can aim at the masts or at the hull, and the chance of hitting is 5 in 6 at short range (4") and 1 in 6 at long range (16"). The amount of damage from a hit is determined by the weight of the
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also included a detachable sheet to detail the qualities of ships and track their state through the game. This served as a precedent for later character sheets in role-playing games pioneered by
Arneson and Gygax.
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The rules are elaborate and cover morale, sinking, fires, broken masts, and boarding. The conclusion of the book provides the statistics necessary to re-enact historical encounters such as took place between the
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has been out of print for decades, it is still played and studied, due to the high profiles of the game's creators. Mike Carr himself has run the game for groups at gaming conventions in 2013 and 2014, including
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we exchanged rules and ideas while Mike Carr eventually joined us in order to devise much of the optional rules and arrange the mass of material Dave and I had put together.
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which focused on their mutual interest in naval battles. By 1971, Arneson and Gygax had produced a draft version of the game. The game was published in 1971, as part of
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ever appeared. Arneson distributed some photocopies to local gamers in the Twin Cities and to remote play-by-post participants in his
Napoleonic campaign.
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263:'s "Wargaming with Miniatures" line. They circulated the rules at Gen Con that year, and began serializing them in the pages of the
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on August 19, 1812. The second edition adds 4 pages of simplified rules for battles between fleets, as well as a map for the
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During 1968 I began to gather material in an attempt to devise some sort of rules to encompass the single-ship actions of the
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Wind speed and direction are determined by a roll of the dice; sail ships can only make slow progress against the wind by
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to its product roadmap, and the title is listed as forthcoming in some TSR advertisements of the day, for example in
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is used to measure the angle between the wind direction and the ship direction, and this determines ship speed.
402:, aimed to provide statistics on ships of the Great Age of Sail, compiling work which Arneson published in the
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273:'s naval wargame system, which Arneson had played heavily in the Twin Cities. Later, in the pages of the
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developed a set of naval campaign rules for the Great Age of Sail called
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In the foreword, Gygax writes about the genesis of the rules:
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which is attached to surviving drafts, it would appear that
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in 1975. The game was developed as a collaboration between
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365:. From a September 1972 introduction written by
269:. The early rules show a significant debt to
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574:. San Diego CA: Unreason Press. p. 71.
535:. San Diego CA: Unreason Press. p. 25.
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289:also exceed the dimensions of a tabletop.
467:, 58 pages, blue, white & black cover
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559:blog article "Sheets Before Characters"
188:The name comes from the dying words of
29:Don't Give Up the Ship (disambiguation)
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404:International Federation of Wargaming
391:#3. However, no published edition of
251:After they met for the first time at
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620:Games and sports introduced in 1972
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355:which he intended as a sequel to
146:is a set of rules for conducting
410:in 1972. It too never appeared.
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228:Lake Geneva wargames convention
59:Cover for the first edition of
46:Rules for the Great Age of Sail
373:originally planned to publish
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1:
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154:. The game was published by
18:Don't Give Up The Ship!
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488:Shannon Appelcline (2011).
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422:Mike Carr (in yellow) runs
398:Another planned TSR title,
158:in 1972 and republished by
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281:a classroom floor at the
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203:and raised by Commodore
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490:Designers & Dragons
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283:University of Minnesota
257:Don't Give Up the Ship!
201:Purser Samuel Hambleton
600:Don't Give Up the Ship
570:Peterson, Jon (2012).
531:Peterson, Jon (2012).
518:Don't Give up the Ship
436:Don't Give Up the Ship
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424:Don't Give Up the Ship
408:International Wargamer
400:Naval Orders of Battle
357:Don't Give Up the Ship
335:Don't Give Up the Ship
287:Don't Give Up the Ship
275:International Wargamer
266:International Wargamer
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245:Don't Give Up the Ship
241:International Wargamer
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177:Dungeons & Dragons
143:Don't Give Up the Ship
61:Don't Give Up the Ship
38:Don't Give Up the Ship
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572:Playing at the World
557:Playing at the World
533:Playing at the World
514:Playing at the World
63:(1972). Artwork by
27:For other uses, see
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362:Corner of the Table
324:Battle of Trafalgar
209:Battle of Lake Erie
205:Oliver Hazard Perry
192:to the crew of his
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635:Miniature wargames
630:Guidon Games games
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499:978-1-907702-58-7
393:Ships of the Line
383:Ships of the Line
375:Ships of the Line
353:Ships of the Line
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640:Naval games
379:TSR Hobbies
377:. In 1975,
333:edition of
224:War of 1812
213:War of 1812
614:Categories
472:References
367:Gary Gygax
298:protractor
239:June 1971
196:Chesapeake
168:Gary Gygax
102:Publishers
82:Gary Gygax
465:TSR, Inc.
434:Although
406:zine the
319:Guerriere
172:Mike Carr
160:TSR, Inc.
135:six hours
119:1972–1975
110:TSR, Inc.
96:Don Lowry
86:Mike Carr
73:Designers
65:Don Lowry
451:Editions
152:wargames
445:GaryCon
441:Gen Con
428:Gen Con
294:tacking
253:Gen Con
207:in the
184:History
124:Players
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414:Legacy
381:added
170:, and
150:naval
296:. A
247:rules
576:ISBN
537:ISBN
494:ISBN
443:and
430:2013
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315:and
310:USS
194:USS
127:3–18
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480:^
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20:)
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