Tuesday, 12 September 2017

Galleys and Galleons

 One of my aims this year was to finally get a game of "Galleys and Galleons" (published by Ganesha Games) played with my flotilla of Wizkids "Pirates..." ships.

Well the last week has seen that happen with a first outing up at MacSver's Battleshed and last night at Falkirk Wargames Club, before our rulebook thumbs had fully reduced their swelling. These pictures are from last night.
The Merchantman Galleon and protecting War Galleon
make the best of the wind whilst the Priate Galleon in the background
is in irons.
 After another test one-on-one game we doubled the ship count and innocent by-stander Billy took on the initiates role of the Sea Serpent.

With Ships side to side the broadsides are flying
But the fiery breath of the Sea Serpent has the last say!
We've had fun with the rules even at such a simple level, and for a bunch of complete land-lubbers we are starting to remember our Ports from our Starboards. The wind rules really make us think, especially if the direction changes (when doubles are rolled on activation dice). The damage system of swapping out a white die for a risk loaded coloured one is also a nice touch.

Adding to the ship numbers and adding an island (or 2) to force a bit more thinking will be the next step...


  1. I love this game, and I love your models too. We found the wind-changes to be a little too unpredictable and (even allowing for the nature of the game) unrealistic, so wrote our own weather change rules.

    Islands are a lot of fun, but don't overdo them :)

    1. It is definately a grower! The wind changes do fit with the random complications of Ganesha games I feel. How roughly did you change the rules?

      And yes, I'll be mindful not to overdo the Islands. The complications of navigating them is now apparent!

    2. Sorry for the late reply ...

      Basically a 1 in 6 chance on each player turn - the player rolls before they take any activations amd on a 6 the wind changes direction by one or two points either clockwise or anti-clockwise. If there are more than two players, only the first two players in each turn roll.