Fear God & Dread Nought
BGG rank
BGG #10,936
BGG rating
7.5

Fear God & Dread Nought

2001

Rules assistance for Fear God & Dread Nought

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

  • 2–3 players
  • 360 min
  • 12+
  • Complexity 4.3/5

For 2 players

Rules assistant for Fear God & Dread Nought

What would you like to know?

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

Fear God & Dread Nought is a board game released in 2001 for 2–3 players, 360 minutes per game, and ages 12 and up. It was designed by Ed Kettler, Chris Carlson, and Michael Harris and its main mechanics are Area Movement, Dice Rolling, and Point to Point Movement.

Expansions

Similar games

About the game

Fear God & Dread Nought completes the Admirality Trilogy (Harpoon 4, Game: Command at Sea, Fear God & Dread Nought) Utilizing the same framework, those familiar with either of the other games will have no difficulty stepping into the First World War. The selection of a small scenario allows the novice to play within an hour of opening the box, with several scenarios also being optimal for solitaire play. Rules come punched for a three ringed binder (not provided) for ease of use and photocopying. They follow the same format as our other rules used in the Trilogy, making them easy to follow for experienced gamers, and novices alike. Tactical turns represent 3 minutes, with intermediate turns (for long distance maneuvering and long stern chases) representing 30 minutes. Gun hit probability is based upon a combination of factors such as visibility, range, target size, number of rounds firing at the target, and speeds of the firing and target platforms. Damage is a function of the type of shell, number of barrels firing and armor of target, and is easy to calculate also. Blank ship forms allow the player to list all the ranges and damages of his ship's particular guns in advance, making it quick and easy to calculate both damage and hit probability. Critical damage is a function of the amount of damage taken last round vs. the amount of damage able to be taken. Critical hits typically scored against systems (engineering, bridge, steering or individual weapon amounts). The 40+ scenarios include the well known "biggies" such as Jutland (broken into three parts, as well as the grand battle) and Dogger Bank, and many smaller engagements. Often there are variants given, covering important "almosts" and "what ifs". All aspects are covered, with ships provided for the Japanese, Turkish, Austrian, and Russian navies as well as the British and German fleets. The Data Annex includes all ship classes for the war and is a valuable reference by itself. So with this product, one need only Fear God & Dread Nought!

Questions and answers

Fear God & Dread Nought supports 2–3 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.