1805: Sea of Glory
If it had not been for you English,
I should have been Emperor of the East; but wherever there is
water to float a ship we are sure to find you in our way.
--- Napoleon, 1815
Napoleon’s Grande Armee’ is encamped along the shores of the English Channel. Following the teachings of Alexander, the French Emperor seeks to defeat a naval power from the land. He has but to place his 200,000 troops on British soil and France’s hereditary enemy will finally fall. To do this, his combined fleet must control the Channel long enough for hundreds of shallow draft boats to ferry his troops to England. Standing in the Emperor’s way is the Royal Navy.
The year 1805, which is punctuated by the British naval victory at Trafalgar, represents one of England’s darkest times during the Napoleonic Wars. Her great “wooden walls” offer the island nation its only defense against a far superior foe.
1805: Sea of Glory examines the naval war on an operational level during that pivotal year. Although Trafalgar shines through history as the beacon of victory, it is the successful blockade of enemy ports that kept French boots from stepping onto British soil. But 1805: Sea of Glory is more than just a game about blockade duty. It is a game of breakout and pursuit, deception and false leads, husbanding meager resources, striking a blow where your enemy least suspects, and bringing about the decisive battle that defines victory or defeat.
1805: Sea of Glory focuses on the operational actions of the three great navies. The Allied player (France & Spain) must constantly try to break out of numerous European ports and form a combined fleet. The British player must continuously worry about his ships on station, as wind and weather allow the enemy an opening to slip anchor and set sail. For when Napoleon’s fleets take flight, the British are hard pressed to cover all the potential targets and bring the enemy to bear. The British player will find that he never has enough frigates to watch all avenues of escape, and that a clever French player can keep him guessing and ultimately win this game of cat and mouse.
The game uses blocks to represent the fog of war. The ability to spot and intercept your enemy is paramount. But is that block scurrying across the Mediterranean towards Egypt the French fleet? Or has the Toulon squadron turned west towards the Caribbean? From the French perspective, is the block off the coast of Brest a fleet? Or have the British returned home to repair and refit, leaving only a few frigates to watch the port? Is now the moment to sortie? Or does a large enemy force lay just over the horizon?
While blocks represent fleets, squadrons, and scouting frigates, traditional counters represent the individual ships of the line. Every ship that could have seen duty, from lowly 64 gunners to the massive Santissima Trinidad, is present. Individual ships are kept on off map organizational charts, so that the exact composition of a fleet or squadron block is not known to your opponent until interception takes place.
- One 22x34" full-color map
- Two sheets of 5/8" double sided counters (352 counters)
- One Rulebook (with Notes and examples of play)
- Two Fleet & Port Display Sheets
- 44 wooden blocks
- Four Reference cards
- Five 6-sided dice
- One sheet of stickers
DESIGNER Phil C. Fry