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Blue Cross, White Ensign (2014) Board Game

Blue Cross, White Ensign is a wargame published in 2014 by GMT Games. Designed by Rodger B. MacGowan, this game falls into the Age of Reason, Napoleonic, and Nautical categories. With a focus on naval warfare simulation, players are transported back to a time when battles at sea were crucial in shaping history.

Game Components of Blue Cross, White Ensign

  • Maps: Three 22″ x 34″ maps depicting shallows and shoals.
  • Counters: Three sheets of die-cut counters representing individually named vessels and their abilities.
  • Rule Book: One Series rule book (version 3.1) with updated and expanded rules.

    How To Setup Blue Cross, White Ensign

    Setting up *Blue Cross, White Ensign* involves preparing the maps, distributing the counters, and assigning the command abilities of individually rated admirals. Each battle is set up according to the specific scenario, which can include one or several conjoined maps. Players must also determine the starting positions of their ships and the objectives for the battle.

    Gameplay Mechanics and Game Objective

  • Card Drafting: Players draft cards to activate ships and admirals.
  • Hexagon Grid: The game is played on a hexagon grid, representing the naval battlefield.
  • Simulation: The game simulates naval combat during the Age of Sail.
  • Game Objective: Players aim to achieve victory by fulfilling the objectives of each battle scenario, such as sinking enemy ships or controlling key areas of the map. The game also allows players to create their own scenarios and pit fleets against those from other volumes in the *Flying Colors* series.

    Player Experience

    Playing *Blue Cross, White Ensign* offers a deep and immersive experience, especially for fans of naval history and tactical combat. The game supports 1 to 4 players, including solo play, and each turn lasts about 5-10 minutes. The command system is designed to provide an excellent solitaire experience as well. Players can engage in a baker’s dozen of pre-designed battles or create their own, adding a high level of replayability.

    Pros

  • Historical Accuracy: The game is meticulously researched and offers a detailed look at naval combat during the Age of Sail.
  • Replayability: With multiple scenarios and the ability to create custom battles, the game offers high replay value.
  • Deep Strategy: The combination of card drafting, hexagon grid movement, and ship ratings provides a rich strategic experience.
  • Solitaire Option: The game includes a robust solo play system, making it accessible to players who prefer to play alone.

    Cons

  • Complexity: The game has a high complexity level, which can be daunting for new players.
  • Length: Battles can be lengthy, with a total playtime ranging from 240 to 360 minutes.
  • Steep Learning Curve: The extensive rule book and detailed mechanics may require significant time to learn.

    Personal Thoughts on Blue Cross, White Ensign

    *Blue Cross, White Ensign* is ideal for those who are passionate about naval history, particularly the Age of Sail, and enjoy complex, strategic gameplay. It is a great fit for experienced board game enthusiasts who appreciate detailed simulations and are willing to invest time in learning the rules. For those new to board games or looking for a lighter experience, this might not be the best starting point due to its complexity and length. However, for the dedicated and history-minded gamer, *Blue Cross, White Ensign* offers a unique and rewarding experience.

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