I made these notes and quick reference sheets to help me in game.
⚔️ BLOOD & PLUNDER — CONDENSED LAND RULES (NEW EDITION + BTL FORTUNE)
(Beginner cheat sheet for land battles)
1. TURN SEQUENCE (Land Game)
(The core loop — memorize this and the game flows.)
Start Phase
Draw Activation Cards = one per unit in the force.
Resolve Events immediately as they are drawn.
Action Phase
Initiative Step
Both players reveal an Activation Card.
Highest suit wins.
If suits match → highest number wins.
If still tied → roll off.
Activation Step
Winner activates a unit and takes its actions.
Loser activates a unit and takes its actions.
Repeat Initiative → Activation until all units have activated once.
End Phase
Check scenario victory conditions.
Check Strike Points & Strike Tests.
Discard leftover cards.
2. ACTIONS (Land Units)
(What units can actually do.)
Standard Actions
Move
Charge
Shoot
Reload
Rally (if not Shaken)
Go Prone / Stand
Dedicated Actions
(Must be the only action taken this activation.)
Fight (melee)
Dismount
Spike Artillery
Start Fire
Repair
Rally (if Shaken)
3. ACTIONS PER CARD SUIT (Training Level)
(How many actions your unit gets when activated.)
Training | ♠ / Highest | ♥ | ♦ | ♣ / Lowest |
|---|---|---|---|---|
Inexperienced | 1 | 1 | 2 | 2 |
Trained | 1 | 2 | 2 | 3 |
Veteran | 2 | 2 | 3 | 3 |
Use this table constantly — it determines your tempo.
4. SHOOTING (Small Arms)
(Most common attack in land games.)
Range Penalties (4" bands)
Range | Penalty |
|---|---|
0–4" | +0 |
4–8" | +1 |
8–12" | +2 |
12–16" | +3 |
16–20" | +4 |
20–24" | +5 |
24–28" | +6 |
28–32" | +7 |
Shoot Sequence
Pick target.
Check range → apply penalty.
Roll Shoot Test.
If hit → target makes Save (usually 9+ unless in cover).
Apply Fatigue if required.
5. FATIGUE (Core Morale Mechanic)
(This is where beginners struggle — here’s the simple version.)
Fatigue Levels
1 Fatigue: No effect.
2 Fatigue: Unit loses 1 action when activated.
3 Fatigue: Unit becomes Shaken immediately.
7 Fatigue OR double models: Unit Routs (removed).
Shaken Units
Cannot act normally.
Must take Dedicated Rally to recover.
Often forced to go prone or fall back depending on situation.
6. MELEE (Fight Action)
Must Charge to enter melee.
Melee is resolved with Fight (Dedicated Action).
Units remain Engaged until one side breaks or is destroyed.
7. COVER & BUILDINGS
Cover
Hard cover = –1 to Save Target Number (better protection).
All models must be in cover to benefit.
Building Fortitude & Integrity
Type | Fortitude | Integrity |
|---|---|---|
Shanty | 2 | 2 |
Wooden Building | 2 | 3 |
Large Wooden | 3 | 3 |
Stone Building | 3 | 3 |
Large Stone | 3 | 4 |
Very Large | 4 | 4 |
Buildings are tough — use them.
8. CRITICAL DAMAGE (Land Structures)
(Only matters when artillery hits buildings.)
Building Critical Table (Simplified)
10: Total Collapse
8–9: Fire
2–7: Debris
1: No Effect
9. STRIKE POINTS & STRIKE TESTS
(Army‑level morale.)
Gain Strike Points for:
Every 25% casualties (rounded down)
Catastrophic critical damage
Scenario objectives completed by enemy
Commander’s flagship deck occupied (naval only)
Flagship hull/rigging halved (naval only)
Strike Test
If you have 2+ more Strike Points than opponent:
Roll vs Commander’s Resolve.
If commander is dead → auto fail.
Failing usually means you lose the game.
10. FORTUNE (New Edition)
(Optional in old rules — now fully integrated.)
Fortune is your heroic resource pool.
How Much Fortune You Get
Determined by scenario or commander.
Usually 3–6 points.
What You Can Spend Fortune On
Use | Effect |
|---|---|
Re‑roll a Test | Re‑roll any test except damage or initiative |
Boost Actions | Gain an extra action (max 3 total) |
Boost Initiative | Add successes to initiative |
Trigger Special Abilities | Some commanders/units have Fortune‑powered abilities |
Fortune Limits
Max 3 uses per activation.
Fortune cannot re‑roll both initial hit and damage dice — choose one.
Fortune makes commanders feel like heroes — use it wisely.
11. SIMPLE LAND TURN WALKTHROUGH
Use this as your mental script:
Start Phase
Draw cards
Resolve events
Action Phase
Reveal initiative cards
Winner activates a unit
Loser activates a unit
Repeat until all units activated
End Phase
Check victory
Check strike points
Discard cards
12. Beginner Land Tips
Always track fatigue — it wins games.
Reload often — muskets fire slowly.
Use cover — saves go from 9+ to 8+.
Don’t blob — grenados punish clumps.
Rally shaken units immediately.
Charge only when necessary — melee is brutal.
Spend Fortune early to swing key moments.
🌊 BLOOD & PLUNDER — CONDENSED NAVAL RULES (NEW EDITION + FORTUNE)
(Beginner cheat sheet for sea battles)
1. TURN SEQUENCE (Naval Game)
(Same as land, but ships move in the End Phase.)
Start Phase
Draw Activation Cards (one per unit).
Resolve Events immediately.
Action Phase
Initiative Step
Reveal Activation Cards.
Highest suit wins.
If suits match → highest number wins.
If still tied → roll off.
Activation Step
Winner activates a unit → takes its actions.
Loser activates a unit → takes its actions.
Repeat until all units have activated once.
End Phase
Move ships (residual movement).
Check Critical Damage spread.
Check Victory Conditions.
Check Strike Points & Strike Tests.
Discard leftover cards.
2. SHIP MOVEMENT (PG. 82–84)
(The heart of naval play.)
Every ship moves 3 times per turn
First activation of controlling player
Last activation of controlling player
One activation in between
Speed Formula
Sail Setting ± Wind ± Rigging Damage = Speed
Sail settings: 0, 1, 2, 3
Wind direction matters (Windward, Large, Wind’s Eye).
3. BASIC MANEUVERS (No Action Required)
Move Forward
Move full current speed straight ahead.
Turn
Turn up to the ship’s Turn Value (in inches).
Turn must be at start or end of movement.
If no models on stern deck → Turn Value –1.
4. ADVANCED MANEUVERS (Dedicated Action)
(Require a unit crewing Sheets & Braces.)
Target Numbers
7+ normally
5+ Sailors
4+ Expert Sailors
Box Haul
Must start within 45° of wind.
Move backwards at sail setting or 3" (whichever is lower).
If failed → ship drifts + lucky hit to rigging.
Tack
Must start within 45° of wind.
Move forward 3" or sail setting.
Must turn fully through the wind.
If failed → drift + lucky hit to rigging.
Wear
Turning away from wind.
+1 to Turn Value.
If end facing windward → lucky hit to rigging.
If failed → turn normally (no +1).
5. DRIFTING
If drifting:
Bow toward wind → move backwards
Bow away from wind → move forwards
Drift speed = Wind Speed + 1"
Drift happens at the same times as normal ship movement.
6. ARTILLERY (PG. 77)
(Cannons and swivels.)
Artillery Types
Gun | Min Crew | Move Penalty | Initial Dice | Damage Dice | Reload |
|---|---|---|---|---|---|
Swivel | 2 | –1" | 3 | – | 2 |
Light Cannon | 2 | –1" | 1 | 2 | 4 |
Medium Cannon | 3 | –2" | 1 | 3 | 4 |
Heavy Cannon | 4 | Immobile | 1 | 4 | 4 |
7. ARTILLERY RANGE PENALTIES
4" Bands (Swivels, Small Arms, Grapeshot)
0–4" +0
4–8" +1
8–12" +2
12–16" +3
16–20" +4
20–24" +5
24–28" +6
28–32" +7
8" Bands (Roundshot & Chainshot)
0–8" +0
8–16" +1
16–24" +2
24–32" +3
32–40" +4
40–48" +5
48–56" +6
8. SHOOTING WITH CANNONS
Initial Hit
Roll Base Target Number + Range Penalty.
If hit → apply damage.
Damage
Units in open: automatic hit, no save.
Structures (hull, rigging, buildings): roll vs Fortitude + Range Penalty.
Shot Types
Roundshot
Unlimited range
Half damage to rigging
No saves for units in open
Chainshot
Anti‑rigging
Half damage to hull
+2 rigging fortitude if not at highest sail setting
Grapeshot
Anti‑personnel
Uses small‑arms range penalties
Roll initial + damage dice together
9. TARGETING SHIPS (PG. 90)
Targeting Hull
Add hull fortitude to shoot penalty
Units on deck take 1 hit per hull hit
Hull usually gives hard cover
Targeting Rigging
Min range 10"
Add rigging fortitude
Units in rigging take hits
Every 2 rigging damage → 1 hit to deck below
Targeting Units
Small arms & swivels as normal
Hull often gives hard cover
10. BOARDING ACTIONS (PG. 90)
Ships must be touching and fouled or grappled.
Units may Charge across 1".
Fight as melee in structures.
If all enemy units removed → ship is captured.
11. GRAPPLES (PG. 88)
Must be within 3".
Roll 5+.
Smaller ship moves toward larger.
Grappled ships drift as one.
Cut grapples with an action.
12. COLLISIONS (PG. 88)
Ship vs Ship
1–5 Hulls collide
6–9 Rigging collides
10 Rigging collides + ships fouled
Ship vs Terrain
Bow/stern → run aground
Side → run aground on 6+
13. RUNNING AGROUND (PG. 87)
1–14 No effect
15+ Run aground hard → D5 hull damage + immobilized
14. FATIGUE (PG. 46)
(Same as land.)
1 Fatigue → no effect
2 Fatigue → lose 1 action
3 Fatigue → Shaken
7 Fatigue or double models → Rout
15. STRIKE POINTS (PG. 133–134)
Gain Strike Points for:
25% casualties
Catastrophic critical damage
Ship immobilized
Ship destroyed or captured
Enemy completes scenario objective
Enemy on flagship deck
Flagship hull/rigging halved
Strike Test
If you have 2+ more Strike Points than opponent:
Roll vs Commander Resolve
Commander dead → auto fail
16. FORTUNE (New Edition)
(Heroic resource pool.)
What Fortune Can Do
Re‑roll a test (not damage or initiative)
Gain an extra action (max 3 total)
Boost initiative
Trigger special abilities
Limits
Max 3 uses per activation
Can re‑roll initial hit OR damage, not both
17. SHIP DETAIL SECTION (Beginner‑Friendly)
(Pure Blood & Plunder profiles — no hybrids.)
Small Craft
Longboat
Fast under sweeps
No cannons
Great for boarding & landing troops
Canoe / Pirogue
Very fast sweeps
No cannons
Coastal raiding, ambushes
Light Ships
Sloop
Excellent turn value
2–4 cannons + swivels
Great for boarding and maneuver warfare
Bermuda Sloop
Best windward performance
4–6 cannons
Elite precision ship
Shallop
Hybrid boat‑ship
Good sweeps
Swivels only
Medium Ships
Brigantine
Balanced all‑rounder
6–10 cannons
Great for mixed artillery + boarding
Fluyt
Tanky hull
8–12 cannons
Broadside slugfest ship
Corvette
Fast warship
8–12 cannons
Aggressive broadsides
Heavy Ships
Frigate
Heavy warship
12–20 cannons
Long‑range artillery duels
Galleon
Huge flagship
20+ cannons
Slow but devastating
Man‑of‑War
Ultimate warship
20–30 cannons
Scenario/campaign play only
18. Beginner Naval Tips
Crew Sheets & Braces early — you need advanced maneuvers.
Chainshot cripples enemy movement — use it.
Roundshot into hull = panic on deck.
Grapeshot at close range = brutal.
Don’t sail into the wind’s eye unless forced.
Board only when enemy is weakened.
Spend Fortune early to swing key artillery rolls.
⚓ BLOOD & PLUNDER — SHIP COMPARISON MATRIX (NEW EDITION)
(Beginner‑friendly, practical, and sized for printing)
Ship Class Matrix (Performance, Guns, Crew, Role)
Ship | Speed | Turn Value | Artillery Capacity | Crew Requirements | Best Use |
|---|---|---|---|---|---|
Canoe | Very fast (sweeps) | Excellent | None | 4–8 | Ambush, shallow water, boarding |
Pirogue | Fast (sweeps) | Excellent | None | 6–10 | Hit‑and‑run, coastal raiding |
Longboat | Moderate (sweeps) | Good | Swivels only | 8–12 | Landing troops, boarding |
Shallop | Moderate | Good | Swivels | 10–14 | Hybrid boat‑ship, boarding |
Sloop | Fast | Excellent | 2–4 cannons + swivels | 12–20 | Maneuver warfare, boarding |
Bermuda Sloop | Very fast | Best in game | 4–6 cannons | 14–22 | Elite precision gunnery |
Brigantine | Good | Good | 6–10 cannons | 20–30 | Balanced artillery + boarding |
Corvette | Fast | Good | 8–12 cannons | 20–30 | Aggressive broadsides |
Fluyt | Slow | Poor | 8–12 cannons | 24–36 | Tanky hull, broadside slugfests |
Frigate | Moderate | Poor | 12–20 cannons | 30–40 | Long‑range artillery duels |
Galleon | Slow | Poor | 20+ cannons | 40–60 | Flagship, fortress at sea |
Man‑of‑War | Very slow | Poor | 20–30 cannons | 50–70 | Massive battles, scenario play |
📏 Key Stats Explained (What Actually Matters in Play)
Stat | Meaning | Why It Matters |
|---|---|---|
Speed | Sail setting + wind + rigging | Determines ability to reposition and control engagement |
Turn Value | Max inches you can turn | Controls ability to line up broadsides or avoid them |
Artillery Capacity | Number/type of cannons | Defines your broadside strength and long‑range threat |
Crew Requirements | Minimum effective crew | Determines how many units you need aboard |
Role | Tactical identity | Helps you pick the right ship for your fleet |
🎯 Tactical Comparison (Quick‑Pick Guide)
Fastest Ships
Bermuda Sloop
Sloop
Canoe (sweeps)
Best Turning
Sloop
Bermuda Sloop
Canoe
Strongest Broadsides
Frigate
Galleon
Man‑of‑War
Best Boarding Ships
Sloop
Brigantine
Shallop
Best Shallow‑Water Ships
Canoe
Pirogue
Longboat
Best All‑Rounder
Brigantine
🔥 Recommended Ships for Beginners
Brigantine — easiest full ship to learn
Sloop — best maneuver ship
Fluyt — simplest artillery platform


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