Blue Cross, White Ensign
BGG rank
BGG #8,557
BGG rating
7.6

Blue Cross, White Ensign

2014

Rules assistance for Blue Cross, White Ensign

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 1–4 players
  • 240–360 min
  • Complexity 3.6/5

For 1 player

Rules assistant for Blue Cross, White Ensign

What would you like to know?

Answers come from the official rulebook, with the page to check.

Blue Cross, White Ensign is a board game released in 2014 for 1–4 players and 240–360 minutes per game. It was designed by Mike Nagel and its main mechanics are Hexagon Grid, Simulation, and Open Drafting.

Expansions

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About the game

Blue Cross, White Ensign: The Imperial Russian Navy during the Age of Sail is the third volume in the Flying Colors series of games on naval combat. It focuses on the efforts of the Imperial Russian navy in its struggles against the navies of Sweden in the Baltic and Turkey in the Black and Mediterranean seas from 1770 to 1807. Like its predecessors, this volume is completely independent of -- but fully compatible with -- the other volumes in the series. Nothing else is needed to play! This volume comes with an updated and expanded rule book that adds additional detail specific to the navies included herein. Particularly the introduction of explosive shells, fired from the mighty Russian "edinerogs" (or "unicorns"). Included are a baker's dozen of battles pitting the Imperial Russian Navy against those of Sweden and Turkey. Each battle is fought by two players (or two teams of players) across one or several conjoined maps depicting shallows and shoals with individually named vessels that have been specifically rated for their abilities in combat. Players activate these ships through the command abilities of individually rated admirals present at each battle (including the mercenary adventurer and American naval icon: John Paul Jones). Players may also easily create their own scenarios with "design your own" rules and even pit these fleets against those from other volumes in the Flying Colors series. The command system provides an excellent solitaire experience as well. COMPONENTS Three 22"x34" full-color maps Two countersheets Rulebook Playbook Two Player Aid Cards Time Scale: 5 to 10 minutes Map Scale: 100 meters per hex Unit Scale: One ship per counter Players: 1-4 (from GMT website)

Questions and answers

Blue Cross, White Ensign supports 1–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.