Briny En Garde! rules

Being in the Main a Game of the Life and Times of a Gentleman Adventurer and his Several Companions

Briny En Garde! Rules Reboot 2.2

Original Game Design: Darryl Hany and Frank Chadwick.
Game Development: John Harshman and Loren Wiseman.
Playtesting: "...and a cast of thousands."
UK edition edited by Paul Evans -
Briny Reboot edited by Carol, Andy and Terry, Pete and Martin; previous work by Matthias, Red and Ash.

En Garde! is dedicated to Alexandre Dumas, Danny Kaye and Sir Harry Flashman.
Briny En Garde! Is dedicated to Admiral Horatio Nelson.


The year is 1795, and there's trouble afoot...! Not in England, where King George III, of the House of Hanover-Pumpernickel is apt to deal sternly with troublemakers, be they Whigs, Irish, Quakers, or just, Foreigners. But it's a different kettle of fish in France, on the other side of the Channel, where the political situation has deteriorated into a public free-for-all, no hold barred! "La Revolution mange les enfants!" Nobody is safe any more. Emigrants arrive in London in ever growing numbers, announcing that declarations of war are expected monthly from Berlin, or from Vienna, or perhaps Madrid, or Moscow, or Lisbon. The powers that be, they mutter darkly, would exact terrible retribution! They also complain that taxes are higher than ever and the cost of living in London is going up like one of Monsieur Congreve's experimental firethings! And they shake their grizzled heads (powder being very expensive nowadays) at the unheard-of idea of raising armies by conscription, the brainchild of a certain young Corsican artillery officer about to enter French politics!! Nevertheless, they all agree that the great shipyards of Toulon, Brest, and Cherbourg have never been busier — beehives ain't in it, they say. France is obviously marshalling its forces. Which means there's trouble afoot, and plenty of it!

BIRTH – Creating Characters

The most important thing about a character is his initial Social Level. This depends on the parents to whom he is born, their wealth and their titles (if any). The Birth Tables provide all the family background necessary to play the game.
Strength, Constitution and Expertise are calculated, important for Duelling, rolling 2d6 and adding 6 for each. Then one die is rolled each for the Class, Sibling Rank and Father's Position on Birth Tables A, B and C respectively. If the roll is a five or six on the Class table (A), we also roll on the Father's Title Table (Birth Table D).

Birth Table A: Class

Die roll Class
1 – 4 Commoner
5 – 6 Gentleman

On a 6, the die is rolled again. Another 6 and the character is of noble birth. The result of the Father's Position Table (C) will give each character's initial fortune and allowance (if any) as modified by the Sibling Rank Table (B). Finally, determine his Naval Ability (NA).

Birth Table B: Sibling Rank

Die roll Sibling Rank
1 First Son
2 – 4 Second Son
5 – 6 Bastard

For a first son, Initial Funds and Allowance increase by 10% and social level increases by 1. For the next roll, on a roll of 1, you are an orphan: you do not get an Allowance but you do receive the Inheritance instead of Initial Funds. If noble, you receive your Father's Title and increase your Initial Social Level by another 3. For a bastard son, initial Funds and Allowance decrease by 30% and 1 is subtracted from Initial Social Level.

Birth Table C: Father's Position

Die roll Initial Funds Allowance Inheritance
1 – 2 Labourer 10 0 0
3 Small Tradesman 25 5 100
4 Tradesman 150 20 750
5 Wealthy Tradesman 250 50 1500
6 Very Wealthy Tradesman 500 100 4000
1 – 2 Impoverished 40 0 100
3 Poor Clergyman 100 20 750
4 Well-to-do 250 50 1500
5 Wealthy 500 100 4000
6 Very Wealthy 750 125 5000
1 – 2 Impoverished 80 0 200
3 Poor 150 30 1500
4 Well-to-do 500 100 4000
5 Wealthy 750 125 5000
6 Very Wealthy 1000 175 7500

Labourers include agricultural labourers; tradesmen are shopkeepers or artisans such as smiths, surgeons or carpenters, or yeoman farmers. Merchants are wholesalers or shippers, or owners of large businesses like breweries or shipyards. Merchant seamen would be labourers or tradesmen.
Gentlemen include landed gentlemen, clergymen, lawyers, physicians and naval or military officers.
If a Nobleman, roll again on the table below for father's title.

Birth Table D: Father's Title (if Noble)

Die roll Title
1 Knight
2 Baron
3 Viscount
4 Earl
5 Marquess
6 Duke

Initial Social Level

Son of: Social Level
Labourer 2
Tradesman or Merchant 3
Gentleman or Very Wealthy Merchant 4
Wealthy Gentleman 5
Knight or Very Wealthy Gentleman 6
Baron 7
Viscount 8
Earl 9
Marquess 10
Duke 11

After doing all this, all results are compared to the Initial Social Level Table, implementing any applicable modifiers. All of the above data will be recorded on the character sheet that is sent to the player, and will be updated by the GM each month.
Time to give your character a name! Names are subject to approval by The Management for appropriateness and to avoid conflicts when the name is abbreviated. All player character names are given a unique two- or three-letter abbreviation, used in information charts in the game. It is recommended, however, for players to use each other's names spelled-out in correspondence and role play to maintain the flow of dialogue.

While role-playing is optional, it is necessary to do if you want to interact with other player characters. All discussions must take place on the Yahoo Group mailing list, the only exception being secret plans. In that case, you do need to CC the GM on the discussion.


Players in Briny En Garde! must adhere to a time schedule of events, each player being responsible for maintaining his own calendar showing his actions each week. Each turn is a month of game time. A game month consists of announcements, a pre-monthly phase and four weeks when various actions can be performed.
After a period of negotiation through posting on the Yahoo Group mailing list, players e-mail orders to the GM for their characters, describing their actions for each week of the month. The GM then conducts a post-monthly phase to resolve the events, and the outcome is published in the Gazette. Three months make up a season and 4 seasons make up a year. The seasons are:

Spring: March, April, and May. Civil Appointments are made in March.
Summer: June, July, and August. The main naval campaign takes place during summer.
Autumn: September, October, and November. Naval Appointments are made in September.
Winter: December, January, and February.

Scheduled before the orders deadline, any influenceable action must be announced. This includes ship applications (but is not necessary for joining the RM), Appointments desired, or a Request for an officer or appointment-holder to Retire. Parties must also be announced in order to take advantage of multiple guests toadying to one host.

Pre-monthly actions
Joining ships, clubs, and scheduled duels take place pre-monthly. Some other pre-monthly actions are: Applying for appointments, using influence, borrowing money, purchasing ranks and making investments.

Weekly Actions
Visiting a club, bawdyhouse or mistress, attending a party, performing ship's duty or practicing a weapon and courting a mistress are examples of weekly actions. Doing nothing is a cheap weekly option.

SAMPLE MONTH: April 1792

Porthos: Falstaff: D'Artagnan:
PM: Apply to join the Achilles as an Able Seaman. PM: Borrow 200 Guineas from a shylock. PM: Use influence, personal favour level 3, towards the retirement of Lt. Hayes of the Halcyon.
Week 1: Go to Button's with Falstaff, toady. Week 1: Host Porthos at Button's, accept toadying. Week 1: Court mistress (Roxanne), bring a gift of emerald and pearl earrings.
Week 2: ship duties and sabre practice. Week 2: Visit Bawdyhouse and carouse. Week 2: Practice rapier.
Week 3: Go to the Pit and Carouse. Week 3: Attend party, hosted by Sir Elvis Presley at White's. Week 3: If successful with Roxanne, go to Lloyd's, if not, court Roxanne with a pearl bracelet.
Week 4: Visit Bawdyhouse and carouse. Week 4: Visit Buttons and gamble, 3 bets of 50G each. Week 4: If successful with Roxanne, perform ship duty, if not then Visit Bawdyhouse and carouse.


A player's aim is to accumulate Status Points (SP) in a month, in order to raise his Social Level (SL). Status Points are (with one exception – see Titles) the only way in which Social Level can be raised.
To raise a character's Social Level by one level, the character must earn Status Points equal to three times the number of the new Social Level sought, in a single month. For a character of SL 4 to attain Level 5, he must accumulate 15 Status Points in the four weeks of the month. He begins the next month as SL5.
To maintain his SL, a character must accumulate SP equal to his social level at the beginning of a month, i.e. a SL 7 character would need a minimum of 7 SP. A character that fails to accumulate status points equal to his SL drops one level. If the level 7 character in the above example had attained only 3 Status Points in July, he would enter August as a level 6.
The maximum SL a player character can reach is 23. The King is SL 25, and the Crown Prince and other family members are SL 24.
While at sea (being either in the Navy, Marines or volunteering in the Blockade), a character does not have to accumulate SP to maintain his social level. His SP will not be counted toward a SL rise, either. The only way to gain a status levels whilst at sea is to get a title.


A character must pay Guineas (the monetary unit of Briny En Garde!) equal to 2x his SL each month for support (food, clothes etc). A character who fails to do so (through negligence or lack of funds) loses one Social Level for each month that it occurs.
A character may gain one additional Status Point each month by conspicuous consumption. This consists of spending three times his Social Level for the month, rather than two, for support.
Characters at sea do not need to pay their support, but do need to pay their club dues and support their mistress.
A character in town can hire a coach or hackney carriage at 2 Guineas per week to go safely about the city, or to take his mistress to the club, etc. The character hiring the coach may invite guests to travel with him. A coach will hold four characters or two characters plus one mistress. Characters in a coach need not fear the press gangs.


Joining a club is a good way to gain Status Points, and an even better way to lose money. Seven clubs are listed in the Clubs Table, along with additional information for each. There are certain requirements that must be met in order to join a club, and these vary from club to club. The main requirement is a minimum Social Level, although there may be others. To the right of the club requirements are listed the dues which must be paid each month in order to remain a member and the number of Status Points a character receives each month for being a member of that club. The last two numbers deal with gambling and will be dealt with in the Gambling rules.

White's is where the big boys play. Applicant must be titled or rich in addition to the SL requirement.
The Almanack is the place for dealer/wheelers. Applicant must hold an appointment in addition to the SL requirement.
Button's is your best bet for good cooking, good wines and a good snooze after the port and walnuts.
The Red Coat is where the army hangs out. Sailors and civilians better give it a wide berth.
The Dolphin is a sanctuary when your wife or mistress keeps asking why you're not rich, titled or holding an important job.
Lloyd's is for the upwardly mobile. Applicants must have a mistress in addition to the SL requirement.
The Pit is the place to be when you're still on the first rung of the ladder.

Clubs Table

Rank and name Requirements Dues Status House limit Gambling divisor
1 White's SL of 19+ 100 11 None; min 100 500
2 The Almanack SL of 15+ 40 9 300 300
3 Button's SL of 12+ 25 7 250 300
4 The Red Coat Marines 20 5 200 200
5 The Dolphin SL of 9+ 15 4 150 200
6 Lloyd's SL of 6+ 10 3 100 150
7 The Pit SL of 3+ 5 2 50 150
8 No Club

A character may belong to only one club at a time, and may not visit a club unless he is a member of that club or a guest of a member (see Toadying).
A character may resign from a club at any time without penalty, except for the loss of the remainder of that month's dues if he resigns before the month is over. Upon resigning, a player may not rejoin that club for three months, but may immediately try to join a different one. Characters who meet the requirements of a club are automatically made members upon applying.
Characters need not visit a club during a month to gain Status Points from belonging, but must pay their dues in order to retain membership in good standing.
Visiting a club counts as an action, and no other actions may be performed during the same week except club related activities, gambling and carousing, or female companionship if his mistress is brought along as his date.
A character may join any club that he wishes. However, if he joins or stays in a club below his social standing then he will lose SP equal to the difference between the rank of the best club he could join and the one of which he is a member.

EXAMPLE: Roy Wood, SL 11, decides to join The Pit (rank 7). His standing would allow him to join The Dolphin (rank 5) so he loses 2 SP (7–5). With the 2 SP for belonging to the Pit, Roy ends up with zero.

When a player character purchases liquid refreshment at a club or bawdyhouse, he gains a Status Point. Liquid refreshment costs Guineas equal in number to the Social Level of the character. This purchase is referred to as carousing. A player may carouse once a week provided he visits a club or bawdyhouse that week. Carousing is not an action and, in fact, must be done in conjunction with a visit to a club or bawdyhouse. A host assumes all carousing expenses of his guests, including mistresses.

Characters may gain status by being seen in the company of their betters; these may likewise benefit by the cultivation of sycophants. If a character is taken as a guest to a club, he receives Status Points equal to the difference in rank between the highest club he is able to join (not necessarily the highest he has joined) and the one he is guest at. Club rankings are found on the Club Table, page 8.
Unless the hosting character is throwing a party, he may only accept toadying from one guest at his club in any week.
If a character visits a club with a character of a higher Social Level and toadies to his better, he receives Status Points equal to one half the difference in their Social Levels. The higher level character receives (or loses) Status Points based upon the difference in Social Level between himself and his guest; consult the Toady Table. Points are determined for each guest separately. Players are free to work out any system of recompense they desire for this service.

Toady Table

Difference in Social Level 0 – 3 4 – 6 7 – 8 9 – 10 11+
Status Points Awarded +1 0 −1 −2 −3

A character carousing as the guest of a character of higher Social Level must pay a carousing cost equal to that of his host.

EXAMPLE: Jacques, Social Level 4, accompanies Cyrano, Social Level 14, to Button's. He receives 4 Status Points for being at Button's, as the highest club Jacques could join is The Pit. (Button's is club number 3; The Pit is number 7; 7 − 3 = 4). He receives 5 more points for being Cyrano's guest (14 − 4 = 10 / 2 = 5), and 1 more for carousing (at a cost of 14 Guineas), for a grand total that week of 11 Status Points. Cyrano loses 2 Status Points for being seen in public with Jacques, but receives 1 for carousing (at a cost of 14 Guineas); presumably Jacques will offer him some recompense for this sacrifice.

Characters may gamble at clubs or bawdyhouses. To gamble, the character announces the amount he is betting and the cut number. The amount cannot exceed the house limit of the club (see the Clubs Table). A bawdyhouse has no house limit. The croupier rolls 1d6 for each bet. 1d6 is rolled for each gambler who must obtain a result higher than the croupier to win. A gambler can choose to cut if the croupier rolls above a given number, losing only half his bet. Each time a character wins a bet he receives 1 SP. Each time he loses a bet or cuts, he loses 1 SP. In addition, after all betting is done, a gambler betting at a club (but not at a bawdy house) adds up the total amount gambled that week and divides it by the gambling divisor of the club, per the clubs table. Fractions are dropped. The result is the amount of status points gained in addition to the one-per-win total. A character may place a maximum of nine bets per week.

EXAMPLE: at The Pit, Horatio places 4 bets of 75 Guineas each; cutting if the croupier rolls 6. The croupier rolls a 2, a 4, 6 and a 5 (in that order). Horatio rolls a 3, a 1, cuts on the third and then rolls a 5. Thus Horatio wins 1 bet, loses 3 bets, and is down 2 status points. On the other hand, The Pit has a gambling divisor of 150 and Horatio has bet a total of 300 Guineas, which earns him 2 status points. Bottom line, Horatio keeps his own on status points and merely loses 113 Guineas (+75, −75, −38, −75 = −113)

Characters may hold a party in their club, house or a bawdyhouse. They may invite their guests on an individual basis or can invite a group that meets certain standards. Guests all toady to the host, who pays for all the carousing costs based on his own SL. If held in a bawdyhouse, the host covers all expenses.
Invitations may be issued through e-mail or the Yahoo group, or submission to print in the Letters section of the Gazette. Parties must be announced, entered in the calendar section of the Forum, in order to count as a party and for the convenience of players planning their turns.

EXAMPLE: Horatio, now SL 6, holds a party in Lloyds. He issues an open invitation to all characters of SL 3 or more to join him and his mistress. Miles, SL 9, Jeremiah, SL 4, and Tom, SL 2 all attend with their mistresses. Horatio gets 2 SP for Miles (9 − 6 = 3 / 2 = 1.5 =2), and 1SP (from the toady table) for Jeremiah, +1 SP for carousing = 4SP in total. Horatio pays the carousing costs for himself, Miles, Jeremiah and their mistresses, which is 6 people at 6 guineas each = 36 guineas. Miles would gain 1SP for being seen with Horatio (from the toady table), and 1SP for carousing. Jeremiah would also gain 1SP for being seen with Horatio (6 − 4 = 2 / 2 =1), 1SP for being in Lloyds (rather than the Pit), and 1 SP for carousing.


Once a month, characters must have some sort of female companionship. In addition to suffering a certain amount of discomfort, characters will lose Status Points if they do not do so. Characters lose 2 Status Points the first month in which they lack feminine company and an additional 2 points each consecutive month thereafter. (−2, −4, −6, etc.) Characters at sea have neither concern nor opportunity for female companionship. Characters may fulfil the female companionship requirements by acquiring a mistress or by visiting a bawdyhouse.

Besides companionship, mistresses provide status and influence to the characters. The Mistress Table details the mistresses at play in the game, their Social Levels and they may have special attributes, Beauty, Influence and Wealth.
In order to win a mistress, a character must go courting, which costs Guineas three times the mistress's Social Level for each attempt. Success depends on the difference in Social Level between the character and the prospective mistress. Subtract the mistress's Social Level from the character's Social Level and refer to the Mistress Courting Table to find the die roll needed for success. Money spent represents gifts or demonstrations of the character's affection. The writers appreciate it when players add details to their orders.

Mistress Courting Table

Difference in Social Level Minimum die roll needed
−6 6
−5, −4 5
−3, −2, −1 4
0, +1, +2 3
+3 or more 2

The die roll may be modified. For each additional amount equal to 3x the fair damsel's Social Level, the character may add one to his die roll. Courting is never certain, though — on a roll of 1, regardless of modifiers, the mistress rejects the character. Characters courting a wealthy mistress may not modify the die roll in this manner.
Courting takes one week of time, therefore counting as an action. A character who unsuccessfully courts a prospective mistress may try again in a later week, and must pay the courting cost again.

If two characters discover each other at the doorstep of the same lady in the same week, there may be difficulties. Either character may withdraw in favour of the other. If a character withdraws in favour of a character of a lower Social Level than himself, he loses Status Points equal to the difference in Social Levels between them. Players may wish to state conditions of withdrawal, perhaps for a higher SL character or someone from his own ship. If neither character withdraws, a duel is required to settle the issue. These duels will be fought on the spot, and the winner will proceed with the courting attempt. Both players have spent the money before courting, regardless of win, loss or withdrawal.

A character may court the mistress of another character, but he has an automatic die roll modifier of −1. Courting another player's mistress is cause for a duel... if discovered. A character is caught if he attempts to court another man's mistress while the first is at her house, or if the new man courts, fails and commits an indiscretion (described below) in the process. If the mistress is not at home, for example at a Club with her current paramour, then no attempt will be made by the new gentleman but the money has been spent. Characters duelling over a lady are automatically indiscreet.

Characters are permitted to have only one mistress at a time. A player who has a mistress may court a new lady. If successful, he must give up the first mistress. If unsuccessful, 1d6 is rolled to determine indiscretion. On 1 – 5, he has been sufficiently discreet. On a 6, he has committed an indiscretion and everyone knows: his present mistress throws him out and the other gentleman has cause for a duel.

Once a character successfully courts a mistress he must pay Guineas equal to three times her Social Level each month for her support. If he cannot pay the support she will leave him. If a player has a wealthy mistress, he need not pay her support; indeed, if she is a higher SL, she will pay him Guineas equal to twice the difference in their Social Levels, little gifts and what not.

A character receives one Status Point per month for having a mistress, regardless of her attributes or Social Level. If his mistress is of a higher Social Level, a character receives additional SPs equal to the difference in Social Level between himself and his mistress. Beautiful mistresses give an additional Status Point to their lovers.

All mistresses have a certain amount of influence, depending upon their Social Level, and influential mistresses have additional influence. Influence Table C lists mistresses' favours (see Influence for the table and uses). Mistresses' favours are annual and renew on the first of January, regardless of the time of use by their paramours.

A character need only see his mistress once per month to satisfy his need for female companionship. He may spend the week at her house or she may accompany him on a visit to a club or party. Naturally, he is expected to purchase her liquid refreshment.

Characters may attempt temporary liaisons with mistresses or wives of other characters, with results subject to her loyalty rating (secret for each lady). To do this the character must give her a gift worth 1x her SL in Guineas (or twice that for a +1 modifier). If a roll of 1d6 equals or exceeds her loyalty, then she agrees. Characters may attempt liaisons with any character's mistress, as long as her SL is no greater than 6 above the character's SL.

After a liaison, a character may:

The default is to not reveal successful liaisons. If a liaison attempt fails, there is a 1 in 6 chance that the unsuccessful character's mistress hears of it and dumps him. If a liaison fails with a married woman, there is a 1 in 6 chance that she will tell her husband, who then has cause for a duel.

Each month a character stays with his Mistress there is a chance of 5% that she becomes pregnant. Married Mistresses have a 10% chance. She'll find out a month later and tell her lover. If she was with more than one lover the month before, she will choose the one with the highest SL. The character has one of the following possibilities:

If a wedding may not take place by the fourth month due to the gentleman's ship being at sea, he may arrange a "shotgun wedding." No guests will attend. The wedding takes place in a small port chapel as a pre-monthly action. However there are consequences for such a socially unacceptable event: no dowry is given.

When character wishes to marry his Mistress who is not pregnant, first they must be together for at least six months. He must propose (a weekly action) with a gift worth 3x her SL, with modifiers allowed the same as courting. If his proposal is declined, the relationship ends. A pregnant Mistress always accepts the proposal.

A wedding costs 2 times the sum of the husband and fiancee's social levels. Any less and he loses SP equal to his SL. A wedding is a weekly action, which is normally combined with a party (carousing costs are additional). A dowry is given of 100x the bride's SL, 200x if she is wealthy. If the character is titled, his wife becomes also titled and her SL rises to that of her title. Once married all her favours become his personal favours and are renewed each season, rather than once per year. A wife has a +1SL increase for every two social levels that her husband gains.

After nine months of pregnancy, one or more babies are born (2D6):

2 – 3 still birth
4 Weak baby. Will die on a 2 or 3 on 2D6 for the next 6 months.
5 – 10 Healthy baby
11 – 12 Healthy baby of multiples, next roll 1 – 5 for twins and 6 for triplets.

Childbirth isn't easy for the mother and there is a chance on 2 or 3 on 2D6 that the mother dies. There is nearly equal chance of being boy (51%) or girl (49%) for each baby.

For a son the father gets 4 SP plus the "rank" (minimum SL; e.g. 9 for Earl) of his title, this divided by the amount of sons the character has. If the wife gives birth while the character is at sea, he will receive those points in his first month back in London.

EXAMPLE: Baron Hornblower gets 4 + 7 = 11 / 2 = 5.5 = 6 SP for his second son.

For Family Support, Wives cost 3 x her social level per month to keep, same as mistresses. Children cost 1.5 x the character's social level to keep. If her husband is unable to support her or her children, a wife loses one social level and other gentlemen have a +1 greater chance of conducting a liaison.
Wives must also be housed, no smaller than a Town House in an area with a minimum SL not less than her SL divided by 3.

A husband need not be seen in public with his wife to satisfy his need for female companionship. Husbands may not court other women openly but may indulge in liaisons. Similarly, wives may not be courted but may be liaised.

Bawdyhouses are open to all who wish to avail themselves of their services. Gambling, female companionship, and liquid refreshments are available. Liquid refreshment is mandatory when visiting a bawdy house and costs Guineas equal to the character's SL. Female companionship is not mandatory, and costs another 1x SL. If a character does not purchase female companionship, the visit does not fulfil the requirement. Parties may be held, with the host paying for carousing and female companionship, and mistresses or wives will not be admitted to a bawdyhouse.
Gambling in a bawdyhouse is done the as outlined in the gambling rules section, but the character receives no extra points for the total amount bet.
Characters should state in their orders how much money they carry with them that week. At the end of the visit, a die is rolled. On a 1 – 4, nothing happens. On a 5 he is set upon by ruffians and loses his money. On a 6 he is caught by the press gang (not giving a damn about his rank!). Thieves and press gangs can be avoided by hiring a carriage for 2 Guineas.


Characters live in lodgings in particular areas of the city. Each area requires a minimum SL (depending on its respectability) of its residents and awards status points to its residents, as follows:

Area Table

Area Min SL SP/Month Min Housing Type Max Housing Type Cost Multiplier
Kensington Nobles 3 Fine House Palace 30%
City of London 22 3 Town House Palace 30%
Westminster 19 2 Town House Mansion 20%
Tower 16 2 Apartment Mansion 20%
Islington 13 1 Apartment Fine House 10%
Camden 9 1 Garret Fine House 10%
Hackney 5 0 Garret Town House 0
Southwark 1 0 Garret Town House 0

Characters may live in any area they choose (within SL restrictions, of course). The cost of housing depends on the type of dwelling, which also bestows status points depending on the degree of comfort and ostentation it offers.

Housing Table

Housing Cost/Month SP/Month Party Limit
Garrett 0 0 0
Apartment 10 1 3
Town House 20 2 5
Fine House 40 3 10
Mansion 70 6 15
Palace 120 9 No Limit

Party limit is the maximum number of guests (total of PC and NPC) the place can comfortably accommodate. The SP/Month from the Lodgings table is added to the SP/Month from the Housing table to calculate the number of SPs gained from the residence each month. The cost multiplier is the added cost of housing in that area; the Cost/Month from the Lodgings table is increased by this percentage. The Min and Max Housing Type rank shows the smallest and largest house types to be found in each area (e.g., you cannot rent a garret or a mansion in Islington).

Characters are assumed at the start of the game to have no fixed lodgings, having just arrived in London. However, those characters who start the game with a title will also receive a family home to keep (Knight & Baron = fine house, Viscount & Earl = mansion, Marquess & Duke = palace). In this case, the character may never sell the house.

Dwellings may be bought for 20 times the monthly cost. Owned residences can be let, in which case half the cost per month is gained as income. For an NPC to rent from a player, a number greater than the rank of the house must be rolled on a 1d6 each month, and 5 Gs must be paid each month for advertisements.

Houses may be sold to NPCs for the same price as the purchase. The character will actually only gain 90% of the sale price, after advertising and legal fees.

Houses may be sold to other players for any price or terms that the characters may agree upon. As with all finance deals, the GM must be informed and the deal will only go through if both players specify the same price/terms in their orders.

Moving house costs 50 Gs and takes an entire week. There is no charge to move from a garret or apartment and it takes no time.

Parties may be held in private homes as long as the number of guests does not exceed the maximum number for the size of dwelling. Having more guests than can be comfortably accommodated will cost the host −1 SP per guest beyond the dwelling's capacity. Please note that this is the actual number of guests, not the invited guests. Party crashers may push your total over the maximum, unless you've hired bouncers to keep out the riff-raff. Bouncers cost 3x the monthly rent.


Characters may borrow money from local moneylenders (Shylocks) or from other players.

When borrowing from a Shylock, the maximum amount that any character can borrow is 100 times his Social Level. If a character borrows up to his capacity and is promoted a level, he may, if he desires, borrow more up to his new limit.

When a character borrows money from a Shylock, he must pay back the money plus 10% interest at the end of six months time. If unable to pay, a writ is issued in his name. A character with a writ issued against him better not roam the streets of London lest he gets picked up and thrown into a debtor's prison. He may avoid this by volunteering to join a ship in the blockade squadron until he is in a position to pay back his debts.

Characters do not charge interest on loans to other characters; this is ungentlemanly. At any time after three months from the date of the loan, however, the lender may demand payment from the borrower. If the borrower is unable to pay, he is disgraced: he must join a Blockade ship and remain with it until he is able to pay. In order for this to happen, the character who made the loan must prove his case by citing the note in the Yahoo group where the loan was discussed. If a borrower dies or quits the game, the lender may get his money back by citing the discussion, and only if the borrower has the money in his account.


Duelling is a socially acceptable, if not strictly legal, way of settling disputes between gentlemen. The winner receives satisfaction for his honour and the status accorded a victor. The loser receives humiliation, grievous wounds, and ofttimes death. Within the service, however, duelling is not just frowned upon. It is a major offence, part of the Thirty-Six Articles. An officer may not challenge a superior officer, whatever the provocation, unless he fancies a court martial. He may not challenge a shipmate, or if he belongs to the Marines he may not challenge another Marine. Challenging officers from other ships is marginally less risky.

Duels are either formal or impromptu.

A formal duel typically arises for some personal cause. Matters such as location, weaponry, and surrender point (all the way from first blood to no quarter) are prearranged, either by the prospective combatants or by their designated seconds, through in-character discussion on the Yahoogroup. Formal duels take place pre-monthly, early morning on the first of the month when both men are available. (One can duel before his ship sails, but a press gang will have seen a man off to the blockade immediately.) Seconds usually accompany the duelists to the encounter in order to see that the matter proceeds according to agreement, and to convey damaged combatants to a surgeon — or dead ones to a coroner. Note that a second may not be able to enforce an agreed-upon surrender point; a character may be slain if his opponent chooses to run him through rather than accept his capitulation. This is an act of murder. The second now has a new role: witness to the crime.

The typical impromptu duel occurs when courting gentlemen meet on a mistress's doorstep or when members of rival ships find themselves in the same vicinity. Ship friends and enemies are listed in Ship Table C. The opponents set to it immediately with whatever weapons they happen to be wearing; their seconds are drawn from whatever gentlemen may be with them at the time. Once the duel has been fought, the issue of honor is considered to have been properly addressed, and the combatants are able to pursue whatever actions brought them into proximity. There are two places where meetings of rivals do not give rise to duels: at church (there are no rivalries in God's eyes) and on the grounds of the Royal Palace (the King objects to bloodshed in his front yard). For characters "at the Bawdyhouse," the default is that rivals are visiting different establishments, unless both specify that they are attending the same party.

If a ship rivalry duel breaks out when more than one member of either or both ships are present, the duel generally commences between the two highest-ranking officers. The victor will, if he is not too injured, then fight the next-highest officer of his rival regiment. If the victor of the first duel is too injured to continue, then he passes the baton to his next-highest subordinate. The fighting continues as long as there are men from both ships present and willing to duel. If more than two gentlemen attempt to court the same lady, however, dueling order will be determined by a die roll.

As mentioned above, Duelling between naval officers is illegal, and every time it happens there is a chance of court martial. Duels between naval officers and civilians or marines do not have this problem. After each duel, the GM rolls 2 D6. On a 2 – 8, nobody is any wiser, and all's well; the port admiral has ignored the incident). On 9 – 12, someone has informed the authorities, the incident has become the talk of the town and the principals face being court-martialed. Either party may use influence with the port admiral to modify this roll, before the duel takes place.

Cause for duels

When two characters are in the same place, a duel may take place. There must, however, be cause. Judgment of whether or not there is cause, such as a perceived insult, is up to all the players who do not belong to the same Ships as the two estranged parties. At any time a vote may be called for, a unanimous vote being required to decide that there is no cause. Examples of automatic cause for a duel are:

A character with less than half his original endurance may decline to meet an opponent, regardless of cause, without loss of status. However, if a character in this condition decides to accept a challenge he will gain 3 status points immediately, regardless of the outcome of the duel. This also applies to characters that have been crippled in combat.
If a character refuses a challenge with cause he loses status points equal to half his social level. This does not apply when the duel would result in disgrace if it took place (see below), or if he is suffering from 50% or more wounds, where he can decline with honour. If a character turns up for a duel with cause and his opponent does not show up, he gains +2SP

Characters involved in a duel are disgraced if they are both from the same Ship or if they are both Marines. In either of these cases, the duelists must immediately volunteer to go to sea and cannot return until being Mentioned In Dispatches.

Duel Mechanics
Characters have four abilities pertaining to duelling, each determined by die rolls of the initial character generation.
Strength represents the ability of the character to inflict damage on his opponent.
Expertise represents the character's skill and experience with a weapon.
Constitution represents the character's general health.
Endurance represents the character's ability to absorb punishment.
The first three of the above abilities are found by rolling 2x6 + 6 for each. Endurance is determined by adding Constitution by Strength and multiplying by 6.

Several terms are used in the rules, precise understanding of which is necessary to comprehension of the duelling procedure. These are:
Turn: A duel is composed of an indefinite number of turns. In each turn, both antagonists will simultaneously perform a single action.
Action: Each action represents a single discrete movement by a dueller. Each action takes exactly one turn. All possible actions are listed on Duelling Table A.
Routine: A routine is a grouping of individual actions into a coherent pattern. All possible routines are listed on Duelling Table A. For example, a Lunge routine would take three turns to perform. Players must perform routines in the exact sequence shown. At the conclusion of any routine, a player is in a position to begin any other routine.
Sequence: A sequence is a convenient, arbitrary division of time into manageable blocks. A sequence is twelve turns long.

Duelling Table A: Actions and Routines


X = Rest/Guard/Recover
L = Lunge
S = Slash
C = Cut
K = Kick
JB = Jump Back
CL = Close
R = Riposte
T = Throw
P = Parry
B = Block


Rest = -X-
Lunge = -X-L-X-
Slash = -(X)-X-S-
Furious Slash = -X-S-X-C-X-X-X-
Furious Lunge = -L-X-X-C-X-X-X-
Kick = -CL-K-X-X-X-
Jump Back = -JB-X-
Throw = -JB-X-T-
Parry = -P-(R)-
Block = -B-
Close = -CL-

All players will submit a duelling sequence (12 actions) with their orders for the month. Those who do not will be assigned a sequence randomly, should the need arise. Players may submit more than one sequence, provided they indicate under what circumstances each sequence is to be used. In resolving a duel, the two duellists' sequences are compared to resolve each turn. If the duel takes longer than the sequence(s) the players provide with their orders, the GM will return to the beginning of the sequence and start the process again.

Each action recorded in the sequence must be part of a routine listed on Duelling table A. All actions in a routine must be performed in the exact order given on the table, and no routine may be begun before the previous routine is completed. The one exception to this is the slash routine, which may take one of three forms. The first is X-X-S. If the previous routine ended in a rest, then the first rest (X) may be omitted and the routine shortened to X-S. Thus a lunge followed by a slash would be X-L-X-X-S. This does not apply if the previous routine was a mandatory rest (see Expertise). If a cutlass is used then the slash sequence is X-S-X-X-X, and is never shortened. If you make a mistake in your sequence it will be corrected, rather than penalizing your character.

EXAMPLE: Each turn in the sample sequence (below) has one and only one action recorded for it. Turns 1–3 comprise a lunge routine, turns 4–8 comprise a kick routine, turns 9–10 comprise a slash routine, turn 11 is a parry and turn 12 is the first action of a jump back routine. It is not necessary that a routine be completed within the limits of a twelve turn sequence. Thus, only the first action of the jump back routine is recorded in this sequence.

Once the routine has been started, however, it must be completed. Therefore in the example, a parenthetical reminder is also shown that the first action of the next sequence must be a rest, the completion of the jump back routine.

Sample Sequence

1 2 3 4 5 6 7 8 9 10 11 12 (I)

If, in a turn, either player makes an attack (a lunge, slash, cut, kick, throw or riposte) his opponent may sustain damage. To determine damage, cross-index the attacker's action with the defender's on Duelling Table B. Multiply the result by the attacker's Strength and subtract it from the defender's Endurance. Note that both players may be attacker and defender in the same turn; i.e. if both make an attack. Damage is sustained by both players simultaneously.


L 2 2 1 1 2 0 3 2 0 2 2 2 1 0
S 1 1 1 1 1 0 2 1 1 0 1 0 1 1
C 2 2 2 2 2 0 3 2 2 2 2 2 2 2
K 3 2 2 2 1 0 3 3 3 3 3 3 3 3
T 4 4 4 4 3 4 3 4 4 4 4 4 4 4
R 1 - - - - - - - - - - - - -

* When a weapon is thrown, a die is rolled. On a 1 or 2, the throw is successful and the opponent takes damage. Any other result and the thrower has missed while the opponent is unharmed. In either case the thrower is now unarmed. When daggers are thrown, they hit on a roll of 1, 2 or 3. Two-handed swords and cutlasses may be thrown, but are somewhat different. Roll two dice: on a roll of 2 the opponent has been hit and is immediately killed. Any other result and the thrower is unarmed with no effect on his opponent.

If a player's Endurance goes below half its original level, he must add one mandatory rest routine into every sequence. If a player's Endurance reaches zero or below, he is dead.

The player with the higher Expertise in a duel has the advantage (see Sequencing). In addition, if the difference in Expertise is 3 or 4, the player with lower Expertise must add one mandatory rest routine into every sequence; if the difference is 5 or 6, he must add two rests, and if the difference is 7 or more, he must add 3 rests.

Duelling Table C lists the optional weapons and their different characteristics in attack. Opponents in a duel do not have to use the same type of weapon. When determining damage from an attack using an optional weapon, follow the usual procedure, but multiply the result by the number on Duelling Table C which corresponds to the weapon and type of attack used.

EXAMPLE: Porthos lunges with a sabre while Cyrano rests. Porthos's Strength is 10; Duelling Table B gives a multiplier of two and Table C gives a multiplier of 1/2; therefore, Cyrano must subtract 10 from his Endurance (10 x 2 x 1/2 = 10).

Duelling Table C

Rapier (1) Dagger Foil (1) Sabre (2) Cutlass Two-Handed
L 1 1 1 1/2 0 0
S 1 1/2 0 2 4 3
C 1 1/2 0 2 0 2
K 1 1 1 1 1/2 1/2
T 1 2 1 1/2 * *
R 1 1 1 1/2 0 0

* See note to Duelling Table B.
Daggers: When a character is duelling with a dagger as a weapon, he must precede all attacks (except throw) with a close routine. If duelling against a two-handed sword, he must precede all attacks with two close routines.
Cutlass: The slash routine for a cutlass is -X-S-X-X-X-, not -(X)-X-S-.

Each time a player completely stops the attack of another player (a result of 0 hits on Duelling Table B after an attack action), there is a chance of the defender's blade breaking. Refer to Duelling Table C and find the number in brackets beside the name of the weapon used. Subtract the defender's weapon number from the attacker's. If the defender parried, subtract one more. If the defender rolls this number or less on one die, the weapon is broken. This rule does not apply if the defender has just executed a jump back action.
A broken weapon is treated as a dagger in all respects except for throwing. If thrown, it is treated as a sabre. A character with a broken dagger is disarmed.

In the event of a non-fatal duel, one or both players may be wounded. Players recover from wounds at the following rate:

Characters may gain or lose Status Points as the result of a duel.

Duelling Table D: Status Point Gains and Losses from Duels

If a player:

When writing your orders you must specify which weapon you intend to use otherwise it will be assumed to be your ship or regimental weapon by default. For those not belonging to either, the default is determined by birth. A character may not change his weapon during a duel. You should also state at which point you wish to surrender; this could be the first time you are wounded or once your endurance has gone below a specific point.

Characters may practice to improve their expertise in a particular weapon. For every four weeks of practice (not necessarily consecutive) a player raises his Expertise characteristic by one. At any time, a character may subtract five from a weapon Expertise to add one to his Strength characteristic. This may go no lower than his original Expertise. No other trades may be made, and the above is irreversible.

Characters may practice with any weapon, but must note on their calendars which weapon is used for each practice session. Improved proficiency is specific to the weapon stated. Characters who do not belong to a Ship must pay Guineas equal to their Expertise for each week of practice. Characters on a Ship may practice free with that Ship's weapon, but must pay for practice with any other weapon, as outlined above. Ship Table C lists the weapons of each Ship. Practice may be combined with ship's duty for one week per month.

The following default conditions for all duels will be assumed unless alternate conditions are specified in a player's orders:


Influence is a way to gain money, power and position. It is, without a doubt, the most valuable commodity in the game. Influence is measured in favours. There are nine classes of favours, rated, in ascending order of effectiveness, from 1 to 9. Favours are used to modify the die rolls that represent the decisions of NPCs. (Player characters make their own decisions and influence has no effect on them; favours to player characters take other forms.) Once used to influence a decision, a favour is expended.

Influence Table A: Influence of Social Level

Social Level Influence
8 or 9 1
10 or 11 2
12 or 13 3
14 or 15 4
16 or 17 5
18 or 19 6
20 or 21 7
22 or 23 8
24+ 9

Influence Table B lists the class of favour needed to obtain a die roll modification of one on the decisions of a non-player character of specified rank or position. A favour of a higher class than that listed will have a greater effect: one additional die roll modification for each level the favour is above the minimum necessary. For example, a class 9 favour will obtain a die roll modification of 4 on the decisions of a General. Personal influence renews at the beginning of every season.

Influence Table B: Influence required

Position Favour to Influence
King 9
Crown Prince, Prime Minister 8
Minister, First Sea Lord 7
Admiral, General of Marines, Speaker 6
Vice Admiral, Lt. General of Marines, Lord of the Admirality 5
Rear Admiral, Brigadier-General of Marines, Chairman Patriotic Fund 4
Captain, Lt. Colonel of Marines 3
Master & Commander, Major of Marines 2
Lieutenant, Captain of Marines 1

In addition, two favours may be combined to produce one favour of the next highest level (two class 4 favours make a class 5 and so on). More than one favour may be brought to bear to influence a given decision. The die roll modification may be either additive or subtractive, depending on the player's wishes, and more than one player may influence the same decision, for or against.
Influence may be used to seek or block appointments, aid the prosecution or the defence in embezzlement trials and for many other purposes outlined in specific rules. Events not specifically listed as being influenceable (for example, promotion) are not.
Influence may be received by virtue of a player's Social Level (as shown on Influence Table A), from his mistress (as shown on Influence Table C) and from certain appointments (as shown on the Appointments Tables).

NPCs will resign on a 7 on 1d6, so influence is needed! If a character wants a NPC to resign, it must be announced by the announcements deadline. Anyone may use influence for or against. If the NPC also has an application which belongs to his rank, he resigns from his application first (also 7 on 1d6). If the NPC is at sea he will not resign until back in London (no NPC will leave his men in the lurch). Resignations from the Navy/Marines occur pre-monthly before the purchase of new ranks.

Influence Table C: Influence of Mistress

Social Level Normal Influence Additional, if Influential
18 9 9
17 8 9
16 7 8
15 6 7
14 6 6
13 5 5
12 4 5
11 4 4
10 3 4
9 2 3
8 1 3
7 - 2
6 - 1
5 - 1
4 - 1
3 - 1

Mistresses give their lovers one favour a year, of the class listed under the heading "Normal influence" on Influence Table C. Influential mistresses additionally provide a favour of the class listed under the heading "Additionally, if Influential" on the table, once a year, renewing on the First of January. Favours for PCs' Social Level and appointment are received once each season.
Players may save favours received from non-player characters indefinitely, and those received from mistresses for the duration of the affair. All others may not be saved beyond the season in which they are received.


Naval Ability (NA) is a character's ability to lead men in battle. Naval ability is also determined for non-player characters, such as Commanders of Ships, since the NA of the NPC will have an effect on subordinate characters' outcomes. Naval ability can be improved by success in battle, up to level 10.
Studying at the Royal Naval Academy is another option, a weekly action that costs 50 Guineas and will raise NA by 0.25 per week of study. The maximum improvement at the Academy is to the level of 5, and beyond that may only be raised through battle success.


Gentlemen will find that a career in the Navy offers the best opportunities for advancement through plunder and promotion, and fame through being mentioned in dispatches — provided they survive! It consists of around 20 ships divided into four squadrons, the Red, White, Blue and Blockade. Each ship is "rated " according to its size and the number of guns it carries.
The first command of an officer who's just been "given his step" will always be a Sloop of 28 guns, carrying two Lieutenants and two Midshipmen. Next step up is a Frigate (5th rate) of 44 guns, with the same number of officers (2 lieutenants, 2 midshipmen) but more crew, plus two Able Seamen. A 4th rate SOL (Ship of the Line) of 50 – 64 guns carries three Lieutenants, three Midshipmen, and three Able Seamen. A 3rd rate SOL of 74 guns carries four Lieutenants and four Midshipmen, and three Able Seamen. 1st and 2nd rate SOL carry five lieutenants and, naturally, up to five Midshipman, as well as five Able Seamen (a full deck — carpenter, gunner, purser, sail maker, surgeon).
Ship Table A lists the names of the Ships and the minimum roll 1d6 needed to be accepted into that Ship per Social Level. This die roll may be modified by influence with NPC Ship Commander. If the Ship is commanded by a player character, no roll is required: the Commander decides who is accepted. The candidate must meet all the minimum criteria for acceptance into the Ship.

Ship Table A: Application to Ship

Character's Social level: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Royal Oak - - - - - - 5 5 4 4 3 3 2 2 1 1
Ferocious or Indomitable - - - - - 5 5 4 4 3 3 2 2 1 1 0
Nemesis - - - - 5 5 4 4 3 3 2 2 1 1 0 0
Fiddler's Green or Vanguard - - - 5 5 4 4 3 3 2 2 1 1 0 0 −1
Thermopylae - - 5 5 4 4 3 3 2 2 1 1 0 0 −1 −1
Dreadnought or Glenmorangie - 5 5 4 4 3 3 2 2 1 1 0 0 −1 −1 −2
Halcyon 5 5 4 4 3 3 2 2 1 1 0 0 −1 −1 −2 −2
Achilles or Devonshire 5 4 4 3 3 2 2 1 1 0 0 −1 −1 −2 −2 −3
Mercury 4 4 3 3 2 2 1 1 0 0 −1 −1 −2 −2 −3 −3
Hornet or Enterprise 4 3 3 2 2 1 1 0 0 −1 −1 −2 −2 −3 −3 −4

Blockade: Caligula or Tickler, acceptance is automatic.

Applying to a ship is a pre-monthly action. It is influenceable and therefore must be announced. A player who unsuccessfully attempts to join a Ship may apply to other Ships at the same time, but may only apply to Ships of a lower standing than the one to which he has been denied admission. The rankings of the Ships is the order in which they are listed on Ship Table A, the Royal Oak being the highest, and the Blockade Squadron the lowest. For every two rejections, the character must subtract one from his die roll on subsequent applications.

Ship Table B: The Ship Ranks

Ship:  1 2 3 4 5 6 7 8 9 10
Sailor 7 6 5 4 3 2 1 1 1 1 Min. Social Level
- - - - - - - - - - Purchase price
12 10 10 8 8 6 4 4 2 2 Monthly Pay
6 5 4 3 3 2 1 0 0 0 Monthly Status
Able Seaman 8 7 6 5 4 3 2 2 1 1 Min. Social Level
140 130 120 110 100 90 80 70 60 50 Purchase price
16 14 14 10 10 8 6 6 4 4 Monthly Pay
7 6 5 4 4 3 2 1 0 0 Monthly Status
Midshipman 9 8 7 6 5 4 3 3 2 2 Min. Social Level
150 140 130 120 110 100 90 80 70 60 Purchase price
18 16 16 14 14 12 10 10 8 8 Monthly Pay
8 7 6 5 5 4 3 2 1 0 Monthly Status
Lieutenant 10 9 8 7 6 5 4 4 3 3 Min. Social Level
170 160 150 140 130 120 110 100 90 80 Purchase Price
22 20 20 18 18 16 14 14 12 12 Monthly Pay
9 8 7 6 6 5 4 3 2 1 Monthly Status
Master & 5 Min. Social Level
Commander n/a Purchase Price
Sloop 20 Monthly Pay
3 Monthly Status
Junior Captain 6 6 5 Min. Social Level
5th rate 180 170 160 Purchase Price
22 22 20 Monthly Pay
6 5 4 Monthly Status
Senior Captain 9 8 7 Min. Social Level
3rd & 4th rate 210 200 190 Purchase Price
26 26 24 Monthly Pay
8 8 7 Monthly Status
Post Captain 12 11 10 Min. Social Level
1st & 2nd rate 240 230 220 Purchase Price
30 28 28 Monthly Pay
11 10 9 Monthly Status
Ship:  1 2 3 4 5 6 7 8 9 10

The character has the option to buy an officer's commission. A rank up to and including that of Lieutenant may be bought immediately upon joining a Ship, providing the character meets all other requirements and the rank is available. Ship Table B lists the minimum Social Level required, Status Points received monthly, pay per month, and price required to purchase a particular rank. That is what it costs once the character already has the rank immediately below it. In order to initially buy a Lieutenancy, for instance, a character would have to buy the rank of Midshipman and Able Seaman in addition to Lieutenant, and the lower ranks would also need to be available in order to do so.

For the ranks of Master & Commander, Captain and above, commissions may not be bought initially. Master and Commander (of a sloop) may only be achieved by promotion. Purchase of a captaincy is only available to current Master & Commanders, Captains and Post Captains, under these circumstances:

Each ship uses one of the columns as follows:

  1. Royal Oak
  2. Ferocious, Indomitable
  3. Nemesis
  4. Fiddler's Green, Vanguard
  5. Thermopylae
  6. Dreadnought, Glenmorangie
  7. Halcyon
  8. Achilles, Devonshire
  9. Mercury
  10. Hornet, Enterprise

Midshipmen and lieutenants (or Lieutenants or Captains of the Royal Marines) must buy uniforms, bad weather gear, weapons, equipment and navigational instruments — this costs them 200 guineas each. They must also employ 1 servant at a cost of 4 guineas a month (for his pay, bed and board) and pay 6 guineas per month to the Patriotic Fund for the Relief of Distressed Seamen.

Commanders of vessels (or Majors, Lieutenant Colonels and Colonels in the Royal Marines) must buy extra dress uniforms with shiny gold epaulettes, chart cases, cabin furniture etc, at a cost of an additional 400 guineas. They must also employ three servants at 4 guineas each per month and pay 10 guineas per month to the Patriotic Fund.

Admirals must buy even nicer dress uniforms, globes, cabinets, and furnishings for their offices onshore, at a cost of an additional 600 guineas. They must employ five servants at 4 guineas each per month and pay 15 guineas per month to the Patriotic Fund.

Officers who cannot afford their new uniforms have three months at brevet rank to find the funds, or revert back to their previous rank. Uniforms and equipment are cumulative, and cannot be sold or given away to another character. Officers do not pay for their servants or contributions to the Patriotic Fund while at sea.

Characters with the rank of Sailor must spend two weeks of each month on Ship duty while in harbour. While on duty, they may undertake no other action except weapons training one of those weeks. Able Seamen must spend one week of every month on duty supervising the Sailors, while officers above the rank of Able Seaman need not spend any time on duty at all. Sailors and Able Seamen may be excused from duty by the permission of their Ship Commanders. A non-player Ship Commander will excuse a player from one week of duty on a roll of 5 or greater on one die. This may be modified by influence. Marines serve barracks duty similarly in the ranks of Privates and Subalterns. The Royal Marines default weapon is the Sabre.

Ship Table C: Squadrons, Friends & Enemies and Weapons

Status for Sqdn. Ship Weapon Friends Enemies
Royal Oak (RO) Rapier IN -
Indomitable (IN) Rapier RO FE
Thermopylae (TH) Sabre HA DR
Halcyon (HA) Cutlass TH ME
Ferocious (FE) Rapier - IN
Fiddler's Green (FG) Rapier DR NE
Dreadnought (DR) Sabre FG TH
Achilles (AC) Sabre GL VA
Nemesis (NE) Rapier VA FG
Vanguard (VA) Sabre NE AC
Glenmorangie (GL) Cutlass AC HO
Devonshire (DE) Cutlass ME EN
Mercury (ME) Cutlass DE HA
Hornet (HO) Cutlass EN GL
Enterprise (EN) Cutlass HO DE
Caligula (CA)
Tickler (TI)

* Status points for positions as listed in the Status Points column are awarded to the Admirality.
* There is a 50/50 chance that a Marine will opt to defend the honour of his assigned ship against a member of a rival ship.

The most important events in the life of an aspiring naval officer are:

To a certain degree a captain's career depends on whether a suitable command is available or not.

It is the custom that characters in command of a ships entertain their officers once per month. At sea, this is done automatically — except when the Captain gives express orders to the contrary. On land, Captains invite their guests to their club or house, with the cost is the same as a party. Captains entertaining on land get 1 additional SP per officer attending. They may entertain other guests at the same time.

There are nine active Admirals — 3 Admirals, 3 Vice Admirals and 3 Rear Admirals — and any number of retired Admirals. The active Admirals belong to a squadron (i.e. are Admiral of the Red, White or Blue), while the retired Admirals are said to belong to the Yellow Squadron or are yellowed.
Apart from the first step from Post Captain to Rear Admiral, Officers are not promoted through successful service at sea: instead, they are promoted through seniority, moving up the ranks as those above them die or retire.

Active admirals also gain additional status depending on their squadron, as shown in Naval table C above. They do not roll for plunder or promotion when at sea, instead, squadron commanders at sea receive an amount equal to one quarter of the plunder gained by their subordinate captains and lieutenants, and admirals on shore will still receive an amount equal to one eighth of the prize money taken by ships of their squadron. Active admirals are promoted according to strict seniority. If they do not have the minimum SL for their new rank, they have three months (not counting time at sea) to raise their social level to the minimum, or they will be retired at the new rank. Retired admirals can apply for any appointments, but will never command a squadron at sea again.

Admirality Table

Rear Admiral Vice Admiral Admiral
Minimum Social Level 14 16 18
Monthly Pay 40 45 50
Monthly Status 10 14 18


One of the more intimidating aspects of life in the Navy is that sometimes becomes necessary to venture beyond the harbour's mouth in order to enjoy the pure, fresh, salty air... oh, and to sink an enemy ship or two.

To keep track of what everybody is doing the year is divided into seasons, i.e. spring, summer, autumn and winter season. Spring season (March – May) includes the King's birthday. Summer season (June – August) includes the naval highlight of the year, an all-out effort to show those Frogs a thing or two! Autumn season (September – November) is generally considered too stormy to do anything but brag and bicker over who did what, or would have done if the wind hadn't veered suddenly, and who gets what kind of cushy job as a reward (−1 DM to battle result!). Winter season is the best time to visit London because of icy riggings (−2 to NA). Most of the blockade is in port in winter, except for the Caligula and the Tickler, always happy for volunteers. Nothing better than to spend an afternoon sitting in a comfy armchair in your club, extolling your views on how the next summer campaign should be fought, to a dog of indeterminate pedigree snoring in front of the fireplace.

While on campaign, characters continue to receive pay and allowances, but do not have to pay their personal support or keep track of Status Points. Mistresses and club memberships still need to be maintained.

Naval Table E: Force Commitment / Force Deployment Table

              D1        D2

Ship 1 2 3 4 5 6 1 2 3 4 5 6
Royal Oak W X X X B C I F F F
Ferocious R X X X X B B C I F F
Nemesis B X X X X B B B I F F
Indomitable W X X B B I F F F
Fiddler's Green R X X X X B B B I F F
Vanguard B X X X X X B B C I I F
Thermopylae W X X X B B F F I F
Dreadnought R X X X X X B C B I F F
Glenmorangie B X X X X X B B B I I F
Halcyon W X X X X B I I F F F
Achilles R X X X X B B C F F F
Devonshire B X X X X X B B C I F F
Mercury BL X X X X X X B I C B I B
Enterprise BL X X X X X X B B B B C I
Hornet BL X X X X X X B B B I B C

B = Blockade Duty, I = Independent Action, F = Fleet Action, C = Cutting Out Expedition

Campaign Determination

Each year, on the first of June, the Navy appears in force on the French Coast to teach Jean-Paul Frog a lesson. The Prime Minister determines the number of ships sent in May, and their deployment is determined by the First Sea Lord. If the Prime Minister and/or the Minister of War are an NPC, roll 1 D6 for each. The resulting decisions / die rolls will create a double-digit number, e.g. 35. Consult the Force Commitment / Force Deployment table to find out which ships are to go on campaign and what kind of orders their captains will receive. A PC Prime Minister may also decide to send the whole fleet!

Navy Table F: Force Organisation Table

Roll Fleet Squadron Vessels
11 Channel Fleet Red FE, DR, AC (B)
Blue NE, VA, GL (B)
Blockade ME, EN, HO, CA, TI (B)
12 Channel Fleet Red FE, AC (B), DR (C)
Blue NE, VA, GL (B)
Mediterranean Blockade EN, HO, CA, TI (B)
West Indies (none) ME (I)
13 Channel Fleet Red DR (B), FE, AC (C)
Blue NE, GL (B), VA (C)
Blockade EN, HO, CA, TI (B), ME (C)
14 Channel Fleet Blue NE, VA, GL (I)
Blockade ME, CA, TI (B), EN (C)
Mediterranean Red FE, DR, AC (F)
West Indies (none) HO (I)
15 Channel Fleet Red FE, DR, AC (F)
Blue NE (F), VA, GL (I)
Blockade HO, SH, CA, TI (B), EN (C)
Mediterranean (none) ME (I)
16 Channel Fleet Red FE, DR, AC (F)
Blue NE, VA, GL (F)
Blockade ME, CA, TI (B),
Mediterranean (none) EN (I)
Roll Fleet Squadron Vessels
21 Channel Fleet White RO, IN, TH, HA (B)
Red FE, FG, DR (B)
Blue NE, GL, DE (B)
Blockade ME, EN, HO, CA, TI (B)
22 Channel Fleet Red FE, FG (B), DR (C)
Blue NE, GL, DE (B)
Mediterranean White RO (C), IN, TH (B)
Blockade EN, HO, CA, TI (B)
West Indies (none) HA, ME (I)
23 Channel Fleet Red FE (C), FG, DR (B)
Blue NE, GL (B), DE (C)
Blockade EN, HO, CA, TI (B), ME (C)
Mediterranean White RO, IN, HA (I)
West Indies (none) TH (F)
24 Channel Fleet Blockade ME, EN, CA, TI (B)
Mediterranean Red FE, FG, DR, HO (I)
Blue NE, GL (I), DE (F)
West Indies White RO, TH, HA (F), IN (I)
25 Channel Fleet Blockade HO, CA, TI (B), EN (C)
Mediterranean Red FE, FG, DR (F)
Blue NE, DE (F), GL (I),
White RO, IN, HA (F),
West Indies (none) TH (I), ME (I)
26 Channel Fleet White RO, IN, TH, HA (F)
Red FE, FG, DR (F)
Blue NE, GL, DE (F)
Blockade ME, CA, TI (B), HO (C)
Mediterranean (none) EN (I)
Roll Fleet Squadron Vessels
31 Channel Fleet Red FG, DR, AC (B)
Blue NE, VA, DE (B)
Blockade ME, EN, HO, CA, TI (B)
West Indies (none) HA (B)
32 Channel Fleet Red FG, AC (B) DR (C),
Blue NE, VA, DE (B)
Mediterranean Blockade EN, HO, CA, TI (B)
West Indies (none) HA, ME (I)
33 Channel Fleet Red FG, DR, (B), AC (C)
Blue NE (B), VA, DE (C)
Blockade EN, HO, CA, TI (B), ME (C)
Mediterranean (none) HA (I)
34 Channel Fleet Red FG, DR (I), AC, HA (F)
Blue NE, VA, DE (I)
Mediterranean Blockade ME, EN, CA, TI (B)
West Indies (none) HO (I)
35 Channel Fleet Red FG, DR, AC (F)
Mediterranean (none) ME (I)
West Indies Blue NE, DE, HA (F), VA (I)
Blockade HO, CA, TI (B), EN (C)
36 Channel Fleet Red FG, DR, AC, HA (F)
Blue NE, VA, DE (F)
Blockade ME, CA, TI (B), HO (C)
West Indies (none) EN (I)
Roll Fleet Squadron Vessels
41 Channel Fleet White RO, TH, HA (B)
Red FE, FG, AC (B)
Blue VA, GL, DE (B)
Blockade ME, EN, HO, CA, TI (B)
42 Channel Fleet Red FE, FG, AC (B)
Blue VA, GL, DE (B)
Mediterranean White RO (C), TH (B), HA (I)
Blockade EN, HO, CA, TI (B)
West Indies (none) ME (I)
43 Channel Fleet White RO, HA (I), TH (F)
Mediterranean Red FE, AC (C), FG (B)
Blue VA, DE (C), GL (B)
Blockade EN, HO, CA, TI (B), ME (C)
44 Channel Fleet White RO, TH, HA (F)
Mediterranean Red FE, FG, HO (I), AC (F)
Blue VA, GL, DE (I)
West Indies Blockade ME, EN, CA, TI (B)
45 Channel Fleet White RO, HA (F), TH (I)
Red FE, FG, (I), AC (F)
Mediterranean ME (I)
West Indies Blue VA, GL, DE (I)
Blockade HO, CA, TI (B), EN (C)
46 Channel Fleet White RO, TH, HA (F)
Red FE, FG, AC (F)
Blue VA, GL, DE (F)
Blockade ME, CA, TI (B), HO (C)
West Indies (none) EN (I)
Roll Fleet Squadron Vessels
51 Channel Fleet Red FE, FG, DR, AC (B)
Blue VA, GL, DE (B)
Blockade HA, ME, EN, HO, CA, TI (B)
52 Channel Fleet Red FE, FG, AC (B), DR (C)
Blue VA, GL, DE (B)
Mediterranean Blockade EN, HO, CA, TI (B)
West Indies (none) HA, ME (I)
53 Channel Fleet Red FE, AC (C) FG, DR (B)
Blue VA, DE (C), GL (B)
Blockade EN, HO, CA, TI (B), ME (C)
West Indies (none) HA (I)
54 Channel Fleet Red FE, FG, DR (I), AC (F)
Blue VA, GL, DE (I), HA (F)
Mediterranean Blockade ME, EN, CA, TI (B)
West Indies (none) HO (I)
55 Channel Fleet Blue VA, GL, (I) DE (F),
Blockade HO, CA, TI (B), EN (C)
Mediterranean (none) ME (I)
West Indies Red FE, FG, DR, AC, HA (F)
56 Channel Fleet Red FE, FG, DR, AC (F)
Blue VA, GL, DE, HA (F)
Blockade ME, CA, TI (B), HO (C)
West Indies (none) EN (I)
Roll Fleet Squadron Vessels
61 Channel Fleet White RO, IN, TH, DR (B)
Blue NE, VA, GL, DE (B)
Blockade ME, EN, HO, CA, TI (B)
62 Channel Fleet Blue NE, VA, GL, DE (B)
Mediterranean White RO, DR (C), IN, TH, (B)
Blockade EN, HO, CA, TI (B)
West Indies (none) ME (I)
63 Channel Fleet White RO, IN, (I), TH (F)
Blue NE, DR, GL (B), VA, DE (C)
EN, HO (B), ME (C)
Blockade CA, TI (B)
64 Channel Fleet White RO, IN, TH (F)
Blockade ME, EN, CA, TI (B)
Mediterranean (none) HO (I)
West Indies Blue NE, DR, GL, VA, DE (I)
65 Channel Fleet White RO, IN, DR (F), TH (I)
Mediterranean Blue NE, DE (F),GL, VA (I)
Blockade HO, CA, TI (B), EN (C)
West Indies (none) ME (I)
66 Channel Fleet White RO, IN, TH, DR (F)
Blue NE, VA, GL, DE (F)
Blockade ME, CA, TI (B), HO (C)
Mediterranean (none) EN (I)
Roll Fleet Squadron Vessels
71 Channel Fleet White RO, IN, HA (B)
Red FE, DR, AC (B)
Blue NE, VA, DE (B)
Blockade ME, EN, HO, CA, TI (B)
72 Channel Fleet White IN, TH (B), HA (I)
Red FE, FG, AC (B),
Blue NE, VA, GL,
Blockade EN, HO, CA, TI (B)
Mediterranean White RO, DR (C), DE (B)
West Indies (none) ME (I)
73 Channel Fleet White RO, IN, HA (I),
Mediterranean Red FE (C), FG, DR (B)
Blockade EN, HO, CA, TI (B), ME (C)
Blue NE, GL (B), VA, DE (C)
West Indies Blue VA, AC (C), TH (F)
74 Channel Fleet White RO, TH, HA (F)
Mediterranean Blockade ME, EN, CA, TI (B)
West Indies White IN, AC (F), GL (I)
Red FE, FG, DR (I)
Blue NE, VA, DE, HO (I)
75 Channel Fleet Blue NE, DE (F), VA (I)
Blockade HO, CA, TI (B), EN (C)
Mediterranean White RO, IN, HA (F)
Red FE, DR, AC (F)
West Indies Red FG (F), TH, GL, ME (I)
76 Channel Fleet White RO, IN, TH, (F)
Red FE, FG, AC (F)
Blue NE, GL, DE (F)
Blockade ME, CA, TI (B), HO (C)
Mediterranean (none) EN (I)
West Indies Blue VA, TH, HA (F)

If there is no player Captain of the Fleet, a character may petition to have a ship which is not going on campaign substituted for a ship which is. The substitute ship must be the same rating as the ship about to be substituted, i.e. a 2nd rate SOL can only replace another 2nd rate SOL. The captain of the Fleet will grant a character's petition on a 7 on 1 D6. Influence may be used to modify the die roll.
If there is a PC Captain of the Fleet, he may substitute one ship as he sees fit (disregarding the ships' ratings).
Substitute ships serve in the squadron and perform the mission indicated on the Force Deployment Table shown for the ship they have replaced rather than their own.
In a similar way, the First Sea Lord can substitute one admiral for another, within the same squadron if an NPC, or regardless of squadron if he is a player character.


Players may go on campaign during any or all non-regular campaign seasons (Fall, Winter or Spring) by volunteering.

Characters in command of a ship may put to sea anytime. Note that this means every officer, midshipman, able seaman and sailor will go to sea! During the summer a volunteer ship will be attached to one of the blockade squadrons. During all other seasons the ship will be on independent action. Rolls for Death, MiD, Promotion and Plunder will be made in the usual way, using the blockade or independent deployment modifier and the ship's regular modifiers. Captains who volunteer their ship must stay on campaign for the remainder of the season.

NPC Captains will volunteer on a roll of 7 on 1 D6 (influence must be used) if characters are on board. NPC Captains of ships without characters on board will volunteer on a 6 on 1 D6.

Rear Admirals may volunteer their whole squadron or a part of it at any time, unless the ships are already deployed. They need not go in person except during the summer season, unless one of the two Lords of the Admiralty require them to accompany the squadron. Squadrons that are volunteered are always on Blockade Duty.
Vice Admirals may order the Rear Admiral of their squadron to accompany any ships volunteered outside the summer season, and can also volunteer all or part of the squadron in the same way as a Rear Admiral.
Full Admirals may order the Vice Admiral or Rear Admiral of their squadron to accompany any ships volunteered outside the summer season, and can also volunteer all or part of the squadron in the same way as a Rear Admiral.

Characters with the rank of sailor, able seaman, midshipman, and lieutenant who already serve on one of His Majesty's ships may still volunteer as individuals, provided their ship remains safely tucked up in the Harbour. They will serve in the Blockade squadron, on the Caligula or the Tickler. When a character volunteers in the same month as his ship puts to sea, he will go with his ship. Characters currently unemployed may volunteer anytime, there's always room on Caligula and Tickler. Note that an unemployed character becomes part of the blockade squadron and appears henceforth on its books, whereas a character serving in one of His Majesty's ships only gets attached to the blockade squadron and retains his place on his own ship's books.

All volunteers will remain on their voyage for at least one month, and may not return from campaign until the end of a campaign season, regardless of time served. In other words, the first week in May is the latest a player could volunteer for the Spring campaign.

Ships may volunteer for a longer voyage of two seasons, either Fall/Winter or Winter/Spring. If the ship is committed up front, they get +1 to death and −1 for MiD.

The Royal Marines
The Royal Marines are an elite institution, the equivalent of the RNHB and unique in their role of seaborne regular infantry. Each ship carries a detachment of RM: Sloops carry 30 Marines under a Lieutenant, 5th rates and 4th rates carry 60 Marines under a Captain, 3rd rates and 2nd rates carry 100 Marines under a Major, and 1st rates carry 150 Marines under a Lt. Colonel. At present there is only one regiment of Royal Marines, with its CO adapted to the Navy's requirements, each rank in charge of a ship's Marines:

Rank Ship
Colonel 1 Royal Oak
Lieutenant-Colonel 1 Ferocious
Major 4 Nemesis, Indomitable, Fiddler's Green, Vanguard
Captain 6 Thermopylae, Dreadnought, Glenmoragnie, Halcyon, Achilles, Devonshire
Lieutenant 22 Mercury, Hornet, Enterprise, Caligula, Tickler

Characters who wish to enrol in the RM as privates must have an endurance of 135 or better and expertise (sabre) of 12 or better. Characters with a N.A. of 1 are not accepted. As they are "above average" candidates, no die roll is needed to join. The only way to become an officer of the Marines is being promoted!

Marines will be randomly assigned to a ship and subject to that ship's deployment. Privates and Subalterns may request a change from the Brigadier-General of Marines, rolling 7 on 1d6 for success. Promotion above subaltern means a suitable berth might be found on another ship. If a Marine receives a promotion and no suitable berth is available, he receives a MiD instead.

Royal Marines never duel a fellow marine (esprit de corps), but they can fight a shipmate without disgrace as their loyalty is to the Regiment, not the ship they are currently attached to. There is a 50/50 chance, however, that they will defend the honour of their assigned ship against a member of a rival ship.

Naval Table G: Royal Marines

Private Subaltern Lieutenant Captain Major Lt. Colonel Colonel
Minimum SL - - 2 3 4 5 6
Monthly Pay 6 8 10 12 14 18 22
Monthly SP 1 2 3 4 5 7 9

There are three active Generals of the Royal Marines, and any number of retired Generals. From Lt Col, they are promoted by seniority as officers die or retire.
The Major General is the staff officer to the commander of the Blue Squadron, The Lieutenant General is staff officer to the commander of the Red Squadron, and the General is staff officer to the commander of the White Squadron. They will serve on active duty when the squadron does, and their NA will modify the squadron commanders.

RM Generals

Major General Lieutenant General General
Minimum SL 9 12 14
Monthly Pay 26 30 40
Monthly SP 12 14 16


Officers commanding a ship or a squadron exercise a sufficient amount of initiative that their actions affect the outcome of the campaign. To determine the results of a proper fleet action during campaign season, the Naval Ability (NA) of every officer of staff rank must be known, as well as the NA of all squadron leaders (Rear Admirals), ship commanders (captains) and lesser officers.
The force organisation table shows the chain of command for each particular campaign. Where more than one squadron is deployed in an area, the most senior admiral is in overall command. Battle results are rolled of each commander from the highest to the lowest: First Sea Lord (rolls for strategic BR, but does not go on campaign in person), Senior Admiral (if present), Squadron commanders (if present), Captains, Lieutenants / RM commanders.
A competent junior officer can raise a commander's N.A. by 1 if his N.A. is 2 or more better than the commander. In the case of a ship's commander, this is his ship's adjutant or the commanding officer of the RM detachment.
Squadron Commanders have aides (Flag Lieutenants) as their staff officers (see appointments), and are advised by General Officers of the Royal Marines.

Battle results are determined by rolling 1 D6 and cross-indexing the result with the commander's NA (adjusted by any modifiers) on the Battle Results Table. If a commander obtains a result of 1 or 2, his subordinates roll as if their NA were one higher than it actually is.
If a result of 5 or 6 is obtained, they roll as if their NA were one lower than it actually is. A character's effective NA can't be reduced below 1 or increased above 10.

Battle Result Table

       Modified Naval Ability

Die Roll 1 2 3 4 5 6 7 8 9 10
1 6 6 6 5 5 5 4 4 4 3
2 6 5 5 5 4 4 4 3 3 3
3 5 5 4 4 4 3 3 3 2 2
4 4 4 3 3 3 3 2 2 2 1
5 4 3 3 3 2 2 2 1 1 1
6 3 3 2 2 2 1 1 1 1 1

If all admirals and ships with no assigned squadron get BR 6 during the campaign season, Britain is successfully invaded by Napoleon's Grand Army!


Blockade Independent Action
6 Ship sunk by storm or enemy action. 6 Own ship captured.
5 Ship dismasted. 5 Own ship sunk.
4 Inconclusive. 4 Pyrrhic victory.
3 Inconclusive. 3 Inconclusive.
2 Blockade successful, enemy ship can't get through. 2 Enemy ship sunk.
1 Blockade successful, enemy ship captured. 1 Enemy ship captured.
Cutting out Fleet action
6 Attack fails, own ship sunk by red-hot shot. 6 Crushing defeat, ship shot to pieces.
5 Attack fails abysmally, own ship disabled. 5 Defeat, ship sunk.
4 Inconclusive. 4 Inconclusive.
3 Inconclusive. 3 Inconclusive.
2 Enemy ship sunk at quay. 2 Victory, enemy ship sunk.
1 Enemy ship captured. 1 Brilliant victory, enemy ship captured.

The GM will roll for each character to determine their personal outcome. He does this by checking the table, which corresponds to the ship's battle result and deployment in the Personal Outcome Table below, then rolling 2d6 plus or minus the modifiers. If the modified roll is equal or greater than the number shown, then the player receives the indicated outcome.
Admirals use the ship outcome and modifiers of their flagship, which will be the largest ship in the squadron. Lieutenants use their ship outcome as well, but if their personal battle result was better than their captain's, they receive a −1 modification to MiDs and promotion.

Personal Outcome Table

Battle Result Death Mention in Dispatches Promotion Guineas Amount
Block. 1 10 11 9 9 (3 x 100)
2 8 9 7 8 (4 x 100)
3 11 12 10 11 (2 x 100)
4 11 12 10 12 (1 x 100)
5 9 10 8 -
6 7 8 6 -
Cutt. 1 9 9 8 4 (4 x 100)
2 8 7 7 5 (6 x 100)
3 7 6 6 6 (4 x 100)
4 9 11 8 -
5 8 9 7 -
6 6 8 5 -
Indep. 1 9 9 8 7 (2 x 100)
2 8 10 7 9 (2 x 50)
3 10 12 9 12 (1 x 50)
4 10 12 9 12 (1 x 50)
5 6 7 5 -
6 7 11 6 -
Fleet 1 10 9 9 8 (2 x 50)
2 10 10 9 9 (2 x 100)
3 9 12 8 10 (2 x 50)
4 8 12 7 11 (1 x 50)
5 7 10 6 12 (1 x 50)
6 6 7 5 -
Battle Result Death Mention in Dispatches Promotion Guineas Amount

Personal Outcome Table Modifiers

  Ship: Death MiD Prom. Plunder
Royal Oak +3 0 +1 −2
Ferocious +2 0 0 −1
Nemesis +2 −1 0 −1
Indomitable +2 0 0 0
Fiddler's Green +1 −1 −1 0
Vanguard +1 0 0 0
Thermopylae 0 0 +1 0
Dreadnought, Glenmorangie 0 0 0 0
Halcyon, Achilles, Devonshire, Caligula −1 0 +1 −2
Hornet, Mercury, Enterprise, Tickler −2 −2 −1 +2
  Rank: Death MiD Prom. Plunder
Sailor, Private RM 0 0 0 0
Able Seaman, Midshipman, Subalt. RM, Lieut. RM +1 0 0 −1
Lieutenant, Captain RM +1 0 0 −1
Master & Commander, Major RM +2 0 0 −2
Captain, Lt. Colonel RM +2 −1 0 −2
Post Captain, Colonel RM +2 −1 0 −2
Rear Admiral, Brigade General RM +3 −1 n/a n/a (−3)
Vice Admiral, Lieutenant General RM +3 0 n/a n/a (−3)
Admiral, General RM +3 0 n/a n/a (−3)

Characters serving elsewhere (e.g. with higher commands) use the results and modifiers of that command, e.g. a Vice Admiral, his Adjutant and his Aide would all use the Vice Admirals modifiers).

Characters finding themselves in a tight spot and not wishing to die may choose the better part of valour and hide in the bowels of the ship. A character taking the poltroonery option chooses the minimum die roll for death he will accept (conditional orders).
Naturally, this sort of behaviour has serious repercussions, roll 1 D6: On a roll of 1 or 2 his cowardice has gone unnoticed and he may roll normally for promotion and plunder (his part of the prize money) but not for MiD — for obvious reasons! On a roll of 3 to 5 he is found out. In this case, he loses twice as many SPs as the modification he took on his death roll every month hereafter until he has redeemed himself. On a roll of 6 his cowardice has been particularly blatant and he is immediately put into irons and sent back to London to be court-martialed. This penalty is in addition to the loss of SP.

Reckless Bravery
Conversely, a character wishing to play hero may choose the maximum number to roll for death. If he survives, the modifier applies to his rolls for promotion, mention and plunder. There will be cases when a character, due to various modifiers, will find he has to roll an impossible number to die. For example, a character that must roll a 15 for death is permitted to choose an unfavourable modification of 2, reducing the maximum death roll to 13, which makes it still impossible for him to be killed, but which allows him to reap the benefit of heroism. Such are the advantages of position.

The Nelson Touch
Salty British Seadogs are made of tougher stuff than poncey French musketeers. When they would normally be killed on campaign or in a duel, roll 1d20 less than half constitution to suffer a wound instead, then roll 1d6:

  1. lose an eye, one quarter from constitution and duelling expertise
  2. lose a foot or leg, and one half from constitution and duelling expertise
  3. lose a hand or arm, and one quarter from constitution and duelling expertise
  4. terrible facial injury (lose ear, nose or teeth), one quarter from constitution and −3 to all future courting attempts.
  5. Hospitalised for one month, seriously ill and unable to do anything except write.
  6. The rakish or honourable scar, +1 to all courting attempts.

When losing a second eye, leg, or arm, the character would have to retire because of being unfit for duty. Characters who have been severely wounded in the past can decline duels without loss of status, as if they were over 50% wounded.
Severely injured characters (1, 2 or 3) are convalescent for one month, remaining in London until they are fit for active service. If they are required by their position or appointment to go to sea, then they lose their position and go on half pay if the rank of Lieutenant or above, or are just put ashore with no pay if the rank of midshipman or less. If they are not required to go to sea, they keep their position and appointments.

Players have the choice of either playing a disabled character, or choosing to retire him from the game and having another character assigned.

Mention in Despatches
When a character is mentioned in despatches (MiD), he becomes a public hero, and his status is raised temporarily. One die is rolled to get the number of Status Points per MiD he receives, starting when the ship docks back in London, for the next three months. After the three months have passed, he receives one point per month per mention for as long as he lives.

Characters are promoted one level at a time on the same ship until reaching the rank of lieutenant. If a Lieutenant, Master & Commander or Captain receives a promotion, and there is a suitable berth, he'll have to change his ship for obvious reasons! This may also cause a change of squadrons. Yes, this will also change one's friendly and rival ships.
Captains are divided into two groups: 5th class vessels (Halcyon, Achilles and Devonshire) and 4th class vessels (Glenmorangie, Thermopylae and Dreadnought). A Captain's first step will be a 5th class then a 4th class before he'll be promoted to Post Captain.
A character may decline a promotion to get a MiD. He may do so twice at the same rank. After a third disclaimer the Admiralty assumes that he is confident with his current rank and no further promotions are allowed (always a second MiD).

After joining a Ship, a character may be promoted only if there is an opening of the new rank in the Ship. If a character is promoted while on campaign but there is no vacancy in the Ship for the new rank, he is instead mentioned in despatches.
If an opening appears in a Ship during a campaign but the character is not promoted, he may purchase the rank at any time, as long as all requirements are met and the opening is still vacant. A character cannot, under any circumstances, skip a rank.
If a player holds a rank, but his Social Level drops below the minimum necessary to hold that rank, the character has three game months to raise his Social Level to the required minimum. If he does not, he is expelled from the Ship. He may rejoin, but does so as if he were joining for the first time.

Brevet Rank
If a character does not fulfil the SL requirements of his new rank he is breveted! He has three months in London to meet the SL requirement.
Also if a character does not pay for the uniforms and equipment for his new rank he is breveted until he does so, and has three calendar months to come up with the money.
If the character fails to do so, he will be demoted to the next lower available rank. Brevet ranks are not eligible for further promotion until their obligations are fulfilled (SL and uniforms).

Naval ability is increased by +1 if a lieutenant or above, or the commander of the Marine detachment aboard a ship gets a personal battle result better than his immediate superior. NA cannot be improved beyond 10 by experience. Captains who get a BR of 6 (own ship sunk) or Admirals who get a BR of 5 or 6 will face a Court Martial when they return, which can result in severe punishment. NPC Admirals with a BR of 5 or 6 will always resign.

Non-Player Characters
When rolling for the death of non-player characters, we do not give them the benefit of rank or Ship. They do have the benefit of their regimental modifiers when rolling for promotion. Player characters have precedence over equally-ranked non-player characters for promotion. In those Ships where there is an unfavourable modification for death, it is given to non-player characters. At the end of the campaign, after rolling for Able Seaman's promotion, all Midshipman vacancies in excess of two are considered filled by purchase. Non-player Able Seamen are assumed to have sufficient funds for this purpose.


In the navy and in the government, there are certain positions of responsibility and honour, of which capable men may make use to further their careers. Characters who meet the qualifications for such positions may seek appointment to them by the provisions outlined below.
Characters are considered to be more gifted and charismatic than the ordinary NPC, so they can apply to fill posts which are vacant or held by an NPC once the NPC resigns. Posts are held by characters for up to one year (renewable in March or September depending on the appointment) or until they are dismissed or resign. Characters can only apply for appointments where they have the rank and social level minimum that is needed, and they can only apply for the same post once per season.
When the person who appoints the post is an NPC, an appointment roll is needed. When the person who appoints the post is a player character, he chooses who is appointed (provided they meet the minimum requirements).
Military appointments must be renewed in September after the summer campaign. Government and civil appointments are renewed in March. At any other time, the position is filled by a NPC who must be influenced to leave the appointment.
A character can only hold one appointment at a time, with the exception of MPs and the Attorney-General.

In order to allow other players to influence the process, characters must announce that they are applying for a position. Discussion on the Forum or list does not count as an announcement; it must be posted on the Forum in the correct section and month. An announcements deadline will be set for each turn, before the orders deadline.

Each post has a minimum number on 1d6 to gain the appointment (see tables below). This roll can be modified:

If a character applies for more than one post, he must state his order of preference in his orders, or the GM will roll them in order of status from highest to lowest.
If more than one character applies for the same office, the character with the highest modified die roll wins. If both modified rolls are equal, the GM will roll again (without any modifier) and may the best man win!

The Naval and Government Appointments Tables list the appointments available, along with other information necessary to apply. The column headed Rank gives the rank or title necessary to hold the position. To gain an appointment on the Government Table a character must have the listed rank or higher; on the Naval Table, he must hold exactly that rank. This means the character will be dismissed from a military appointment when he buys a new rank. If he is promoted at sea, dismissal will occur at the end of the season. Min SL gives the minimum Social Level for that position. Special Req lists any other requirements of the post. These consist either of a specified Ship to which the aspirant must belong, or of a modifier to the die roll needed for appointment, based on military ability as per the table shown above. Appointment lists the appointment being sought. Number lists the number of players able to hold that position simultaneously (in a few cases this is unlimited). Appointee lists the official who appoints the position, and if a NPC must be influenced if the player wants to improve his chances. SPs lists the Status Points received monthly by the office-holder. Inf gives the level of the favour the player receives each season (note that some positions receive two favours). Roll gives the number or greater that must be rolled on one die to gain the appointment, which may be modified. Pay gives the pay in Guineas that the character receives monthly (in addition to any pay he receives for his rank).

Naval Appointments Table

Appointment Rank Min SL Special Req Number Appointee Roll SPs Infl Pay
Captain's Steward Sailor none none 1/Capt Captain 6 2
Gunroom Steward Sailor or Private RM none none 1/gunroom 1st Lieutenant 6 2
Neptune's Equerry Sailor or Private RM none none no limit Neptune's Captain 6 1
Carpenter Able Seaman 2 none 1/ship Naval Yard Supervisor 6 3 1
Purser Able Seaman 2 none 1/ship Victualling Board Supervisor 6 3 1
Sailmaster Able Seaman 2 none 1/ship Naval Yard Supervisor 6 3 1
Gunner Able Seaman / Subaltern RM 2 none 1/ship Ordnance Board Supervisor 6 3 1
Capt's Secretary Midshipman 3 NA 5+ 1/Capt Captain 6 4
Capt of the Top Midshipman 2 NA 5+ 1/Top* Captain 6 4
Neptune's Captain Midshipman 2 none 1/ship Captain 7 2 4
Regimental Adjutant Captain RM 7 NA 5+ 1 Colonel 6 2 2
Ship's Adjutant Lieutenant 5 NA 5+ 1/ship Captain 6 5
Pressgang Officer Lieutenant / Major RM 5 NA 5+ 1/Port** Chairman PGS 6 3
Revenue Officer Lieutenant 5 none 1/Port** Port Admiral 7 4 1
Aide to Admiral Lieutenant / Major RM 6 none 1/Admiral Admiral 7 3 5
Aide to General Major RM 6 none 1/General General 7 3 5
Master Attendant Master & Commander 8 none 1/Port** Port Admiral 7 6 4
Aide to Crown Prince Captain / Lt Col RM 8 MiDs 1 Crown Prince 9 9 8 30
Captain of the Fleet Captain 8 none 1 First Sea Lord 7 6
Aide to the First Sea Lord Post Capt / Col RM 12 none 1 First Sea Lord 7 7
Port Admiral Rear Admiral 14 none 1/Port** Naval Yards Supervisor 7 7 15
Supervisor - Sick and Hurt Board Rear Adml / Brig Gen 12 none 1 Chairman of Patriotic Fund 7 8
Inspector General RM Brig Gen RM 10 none 1 General 7 8 6 10
Victualling Board Supervisor Vice Admiral 16 none 1 Chancellor of the Exchequer 6 10 8 40
Ordnance Board Supervisor Vice Admiral 16 none 1 First Sea Lord 6 10 8 40
Naval Yards Supervisor Vice Admiral 16 none 1 Prime Minister 6 10 8 40
Chairman PGS Vice Admiral / Lt Gen 16 none 1 Prime Minister 6 10 8 40
Appointment Rank Min SL Special Req Number Appointee Roll SPs Infl Pay

* = Capt of Fore, Main & Mizzentop. ** = London (+ 2 SP), Plymouth (+1 SP) & Portsmouth.

Gunroom Steward – responsible for the well-being of the gunroom's occupants, viz. all officers with the rank of lieutenant. Looks after their clothes, victuals and livestock. Receives a small present around Xmas time, but this is only a custom, not the law.

Captain's Steward – same as above but for the well-being of the Captain.

Neptune's Equerry – Whenever a ship crosses the "The Line," those who cross it for the first time will be presented to Neptune himself ("Ole Badger Bag") by his equerries. A brief humorous speech listing the victim's good points, a bucket of salt water flung over him, half a pint of rum to celebrate the event.

Carpenter – the ship's authority on the state of her hull, decks, and masts. May once a year sell spare parts worth up to 600 Guineas and put the proceeds into his own pockets. Roll 1 D6: If (discovery roll x 100) is less than the amount embezzled he is court-martialled. This discovery roll can be modified by influence with the ship's Captain, and PC captains can choose to ignore the offence.

Gunner – the ship's authority on the state of her guns, powder and shot. Also in charge of paint and gold leaf. May once a year sell spare parts worth up to 600 Guineas and put the proceeds into his own pockets. Roll 1 D6: If (discovery roll x 100) is less than the amount embezzled he is court-martialled. This discovery roll can be modified by influence as above.

Purser – the ship's walking bill of lading. He knows where everything is, and how much of it is left. May once a year embezzle up to 600 Guineas. Roll 1 D6: If (discovery roll x 100) is less than the amount embezzled he is court-martialled. This discovery roll can be modified by influence as above.

Sailmaster – the ship's authority on her sails and rigging. May once a year sell spare parts worth up to 600 Guineas and put the proceeds into his own pockets. Roll 1 D6: If (discovery roll x 100) is less than the amount embezzled he is court-martialled. This discovery roll can be modified by influence as above.

Captain's Secretary – Master of the logbook, muster book, watch list and all the other things that keep the admiralty clerks happy and contented. Attends Prize Courts for the ship. No perks, sorry!

Captain of the Top – leads the men who run out to cast loose (or haul in) the sails. In a fight also, in charge of the sailors stationed on the mast's platform.

Neptune's Captain – leader of Neptune's equerries. Neptune invariably expresses his disgust with the ship's captain and "replaces" them with his own choice — at least for the duration of the ceremony.

Regimental Adjutant, RM – Assists the Colonel of the Regiment in his duties. Presides over courts martial of privates and subalterns of the Royal Marines.

Ship's Adjutant – Assists the Commander of the Ship in his duties. Presides over courts martial of sailors and able seamen on the Ship.

Press Gang Officer – leads the press gang. Officers determined to go far in the service have been known to invade a tavern and seize everybody — even the landlord!

Revenue Officer – is seconded to HM Customs and Excise as an acting Lieutenant-in-Command of a Revenue cutter which pursues smugglers and contraband. Is at sea all year aboard the cutter, except when his proper ship is on campaign or volunteered for service. Will only be in port during the winter. This is a fairly safe activity, and is rolled as a normal campaign with the Port Admiral acting as his superior. Normally has plenty of good French brandy!

Aide to Admiral – Good handwriting important. Good manners essential. Good head for wine an absolute sine-qua-non! +1 for MiD. The Aide receives additional SP as shown in the Naval table D. Every serving admiral (Rear, Vice and Full) may have an Aide. The aide of an admiral serving at sea will add +1 to the admiral's NA if he has an NA two or more higher than the admiral's.

Aide to Crown Prince – May carouse with HRH once a month (if his ship is in port) at White's and may one guest (either his mistress or a friend). The Aide may toady to HRH; his PC friend only gets the club differential points. Prinny springs for the coach and picks up the tab. HRH likes a man who has been repeatedly mentioned in dispatches. 1 – 4 MiDs give a +1 bonus, 5 – 7 MiDs give a +2 , and anything over 8 MiDs gives a +3.

Master Attendant – a cushy post! Responsible for moving ships in and out of the docks, and for the guard ships that patrol the port. Leads the men sent to arrest naval officers suspected of duelling.

Captain of the Fleet – A pain in the ass! May once a year replace a ship by another ship if approached by the Captain of the ship that replaces the other ship. Presides over court-martials of lieutenants and below.

Aide to First Sea Lord – Like Aide to Admiral, only more so!

Port Admiral – Another plum. Added pay and prestige but little to do — except when some drunkards manage to hoist the "Blue Peter" wrong side up! Port Admiral of London is responsible for arresting naval officers for duelling or conduct unbecoming a gentleman. Commands the deployment of Revenue cutters and rolls for the suppression of smuggling and piracy.

Sick and Hurt Board Supervisor – Appoints a physician as advisor to the Board. May embezzle up to 2,400 Guinea once a year (not during the campaign season). Roll 2D6 to find out whether the theft has been noticed: If (discovery roll x 200) is lower than the amount embezzled he gets court-martialled. This can be modified by influence with the Third Lord of the Admiralty.

Inspector General RM – May veto applications to volunteer by officers of the RM. May embezzle up to 2,400 Guinea once a year (not during the campaign season). Roll 2D6 to find out whether the theft has been noticed: If (discovery roll x 200) is lower than the amount embezzled he gets court-martialled. This can be modified by influence with the Third Lord of the Admiralty.

Victualling Board Supervisor – Appoints pursers. May once a year embezzle up to 3,600 Guinea. Roll 2D6 to find out whether the theft has been noticed: If (discovery roll x 300) is lower than the amount embezzled he gets court-martialled. This can be modified by influence with the Second Lord of the Admiralty. The same roll is then used to determine if −1 is taken from the die roll for the battle result of all squadrons until next September. Can appoint a player character an Approved Supplier (see investment rules).

Ordnance Board Supervisor – Appoints gunners. May once a year embezzle up to 3,600 Guinea. Roll 2D6 to find out whether the theft has been noticed: If (discovery roll x 300) is lower than the amount embezzled he gets court-martialled. This can be modified by influence with the Second Lord of the Admiralty as above.

Naval Yards Supervisor – Appoints carpenters and boatswains. May once a year embezzle up to 3,600 Guinea. Roll 2D6 to find out whether the theft has been noticed: If (discovery roll x 300) is lower than the amount embezzled he gets court-martialled. This can be modified by influence with the Second Lord of the Admiralty as above.

Chairman PGS (Press Gang Service) – appoints Press Gang Officer. May twice a year appeal to PM / King to commute sentence into being pressed. Victim becomes crew on a SOL hoisted the Blue Peter.

Government Appointments Table

Appointment Minimum Rank or Title Min SL Number Appointee Roll SPs Infl Pay
Attorney-General Captain / M&C or Knight 6 1 Prime Minister 8 6 7 50
Chancellor of the Exchequer Rear Admiral or Baron 10 1 Prime Minister 7 14 7 & 8 50
Minister Without Portfolio Vice Admiral or Earl 10 No limit Prime Minister 7 16 9 50
Lord Keeper of the Great Seal Admiral or Viscount 8 1 Prime Minister 7 12 7 50
First Sea Lord Admiral And Viscount 12 1 King 8 18 8 & 9 100
Prime Minister Admiral And Duke 12 1 King 9 20 9 & 9 150

Attorney-General – The Attorney-General seeks out traitors to the Crown. He appoints up to two ferrets for use as spies and receives 10 Guineas per month for their salaries. He may pay them whatever he desires, however, with any excess coming from his own pocket. He can make up to five arrests per year, during which the victim is incarcerated for one week in the Tower of London. He may also trump up charges against five players per year. An arrest is NOT necessary to bring someone to trial, nor is a trial a necessary outcome of someone's being jailed. Within the first two seasons of his appointment, the AG must trump up charges against one PC. If the player character is not convicted, the AG will lose the post.

Victim's SL Roll to Convict Sentence
3 4 To blockade for one year
4 – 7 7 Fine (1 die x 200 Guineas)
8 – 12 9 All property confiscated
13+ 11 Death

The Prime Minister judges all charges made by the Attorney-General and, if NPC, may be influenced. The Attorney-General may resign at any time.
The trial is based on the chart above if there is no player as Minister of State, rolled on 2 d6. The player is convicted if the die roll equals or exceeds the number appearing in the To convict column. The sentence is as indicated for the player per the chart.
Successful prosecution of a Minister permits the Attorney-General to assume the Minister's portfolio. Half of all property confiscated is the Attorney-General's. A non-player Minister accused of treason will use all influence of his Social Level and office to fight the charge. A non-player character accused will have a Social Level equal to the minimum for his position plus the number rolled on one die. Cases involving the Prime Minister are judged by the King.
The King, if appealed to, will commute any sentence on a roll of 6 with one die. He will commute a death sentence on a roll of 7 on one die (influence is necessary here).
Witnesses will aid in conviction. A witness of the same Social Level or higher will give a −1 table modifier to the conviction column. A witness from the same regiment or an employee will give a −1. A maximum of two of each is allowed in any one trial, and all witnesses must be player characters. Of course, if the accused character really is plotting treason, there is a −1 modifier. Admissions of guilt are not allowed.

Amount Caught
1,000 12
2,000 10
5,000 9
10,000 7
20,000 4

Chancellor of the Exchequer (a minister) – May embezzle public funds. The Chancellor chooses the amount he wishes to embezzle. He rolls two dice. If the number rolled is equal to or greater than the corresponding number in the Caught column, he is caught, removed from office and executed on a roll of 7 or greater on two dice. Both die rolls may be modified by influence with the Lord Keeper.

Minister without Portfolio – A windbag!

Lord Keeper of the Great Seal of State – Determines the outcome of all embezzlement cases (see Army Quarter-master General and Chancellor of the Exchequer above).

First Sea Lord – Leads the Summer Campaign, determines Force Deployment. Appoints the Captain of the Fleet, Port Admirals, Ordnance Board Supervisor, Inspector General R.M and his own Aide.

Prime Minister – Appoints Naval Yards Supervisor, Chairman Press Gang Service, Attorney General, Minister without Portfolio, Chancellor of the Exchequer, Lord Keeper of the Great Seal. Chooses the number of ships sent on the summer campaign.


Players may become titled after performing a valuable service to the state. These are:

The King confers titles upon players who meet any of the above requirements on a roll of 6 on one die. This roll may be influenced with conditional orders. Players add one to their die roll for every three levels they are above the minimum Social Level for the particular title. Every time, after the first attempt that a player qualifies for a title, he subtracts one from the die roll needed; this is cumulative. Players without titles become knights; players who are already titled roll for the next higher title. Players who become titled receive Status Points that month, or the month he is back in London if the title was received during a campaign. Titles above knighthood carry a monthly pension with them as listed on the chart shown below.
If a character's Social Level is below that listed on the New Social Level column of the following chart, he is automatically elevated to that level. If his Social Level is below the level listed under Min Social Level, he will not be titled, his Social Level will remain the same and he will receive a pat on the back instead. Pats on the back have no effect on the game.
No characters are titled at the beginning of the game, except orphans of noble parentage.
A character may receive a new title once a season. Any subsequent qualification for an attempt gains the character +1 on future attempts. If a character gains the chance for a title more than once in a month (i.e. BR of 1, two mentions and being appointed as a minister), then he gains a +1 modifier for each attempt after the first but he does not get further chances of advance in peerage.

Title Table

Title Min Social Level New Social Level Status Points Pension
Knight 6 10 10 -
Baron 7 11 10 10
Viscount 8 12 15 15
Earl 9 13 15 25
Marquess 10 14 20 100
Duke 11 15 20 100


There are several ways to become disgraced:

A character who is disgraced must join a Blockade ship until:


Players may invest money in various ventures in order to gain more money. The return on investment is determined by the campaigns. Arms investors gain money when more troops are sent on campaign. Finance investors, having a stock in a stable currency, lose money when large numbers of ships are sent. Commerce investors profit from stability and national security and thus gain more when the Navy is successful (naval success is determined by averaging the battle results of all Army Commanders).
Investments must be made in blocks of 1000 Guineas. This amount is referred to as investment capital. All investments are initially solvent, but may become insolvent. (All Ships will be sent only if there is a player character as Minister of State who makes the choice.)

To enjoy the benefits of the summer campaign, the investment must be made by the first of June. Any investments made after that time will be considered in the campaign of the following year.

Number Arms Finance
6 −50% +40%
9 −20% +20%
11 +30% +10%
13 +50% −60%
15 +80% −60%
All 17 +100% −60%

Average outcome of Army commanders Commerce Investment return
1 +40%
2 +20%
3 +10%
4 Break Even
5 −10%
6 −20%

When a + result appears, that is the amount that the investor receives as a percentage of his capital investment as a dividend. When a − result appears, that is the amount the investor must pay next month to make his investment solvent. If it is not paid in time, the investment is completely lost. If it is paid, the investment is solvent at its original level. In other words, the additional payment does not increase the investment capital. Solvent investments may be liquidated at any time for the capital in them minus a 10% liquidation fee.
The Victualling Board Supervisor may make purchases for the Navy. In so doing, he designates one investor in arms as arms supplier, and that investor receives a return on his investment as if one more ship had been sent on campaign than were actually sent. If the Victualling Board Supervisor is an arms investor, he may designate himself as the arms supplier for that Navy and reap the benefits. Rank hath its privileges.
The Chancellor of the Exchequer may manipulate state funds to benefit a certain financier. This has the same effect as do the actions of a Victualling Board Supervisor, except that it has the effect of causing the designated investor to receive a return on his investment as if two fewer ships had been sent on campaign.
Non-player characters will manipulate funds on a die roll of 7 on one die. A non-player Victualling Board Supervisor will award purchases to a player on a die roll of 7 on one die. These die rolls may be modified by the use of influence.
A non-player Prime Minister may be influenced in his decision as to how many ships will be sent on campaign. He will add or subtract (depending on the wishes of the player trying to influence him) one ship from the number rolled on the Force Commitment Table on a die roll of 7. He will add or subtract two ships on a roll of 9. When he modifies the number of ships, determine which ships go by consulting the column of the Force Commitment Table that shows the correct number of ships. The level of force commitment may not be modified to less than 3 or more than 8 ships.
If the modified total of ships is three, roll a die. On a roll of 1 through 3, use column 1 on the Force Commitment Table; on a roll of 4 through 6, use column 3 of that table.


While you can play Briny En Garde! without any role-playing on the Yahoo Group, for some actions it will be necessary. Something that is a personal interaction, such as a character-to-character loan or hosting someone at a club, needs to be reflected in a public relationship between the characters. Commanders recruiting for crew on their ships need to do so via discussion on the list. Details such as the exact amount of a loan or scheduling may be hashed out via private mail, but otherwise please keep it on the list.

Role-playing does not need to involve historic-style language. While it is encouraged and can be fun to try, be sure your meaning is clear.

Any roleplay that you post is considered to be from your character. If you want your character to have a chat with some minor NPC, any statement will reflect back on your character if there is any perceived insult. Posting as another character or major NPC is fraud!

If you feel you must poke fun at another character or start a rumour, send it to me (aquazoo) and I will post it as Anonymous Press. Beware, however, with enough effort another character might be able to discover who wrote it!


The Briny En Garde! website and forum has information on joining the game, as well as a discussion forum. You will need to register on the forum.
Sign up for the Briny Yahoogroup to get announcements and where players may role-play their characters.
Send an e-mail to the Aquazoo e-mail address (or a note to Aquazoo in the Forum) to request a character. Choose a number between 1 and 10 to get your character.