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The Amazing Race – An Oak & Iron Scenario

Amazing Race scenario header image - 5 ship models lined up on a gaming mat

AMAZING RACE – SCENARIO OVERVIEW:

The Amazing (Ah-maze-ing) Race is a custom Oak & Iron scenario that pits players in a non-combat sailing and navigational race.  Rather than sinking your opponents, your goal is to outmaneuver them as you sail through a dangerous rocky, shoal-ridden, archipelago.

Historical Background

Competitive racing of all types has been a part of human culture since its infancy.  Racing in the age of sail is no different.  Impromptu challenges among crews for bragging rights were not unheard of.  The formal racing of sail-driven boats is believed to have started in the Netherlands in the 1600s. It eventually progressed into the development of “jachts” a Dutch word that referred to “a swift light vessel of war, commerce or pleasure. The sporting element in the word lies in the derivation of jaght from the root jaghen, which means to hunt, chase or pursue….”[1][2]

The English writer John Evelyn records the history of a competitive race between two large royal sailing vessels: the Katherine and Anne.  state-sponsored national races also occurred. “…the wager 100-1; the race from Greenwich to Gravesend and back.”[3] One of the vessels was owned, and sometimes steered, by Charles II, the King of England. The king lost.

The race is on! Oak & Iron ships threading misc terrain on the board
The race is on! Oak & Iron ships threading misc shoal and rock terrain on the board.

Amazing Race – Scenario Details

The "Amazing Race" scenario - ships aailing for the finish line

GAME SETUP:

  • Do not use the normal game cards to set up the game, instead use the setup in the scenario rules.
  • Use a standard 3’x3’ Oak & Iron board. If playing with more than 4 players you may want to use a larger board.
  • Players may select their Initiative Cards as per the normal rules.
  • Each player should build a 25 pt force from any faction of any number of ships, admirals or upgrades.  
The "Amazing Race" scenario - terrain placement example
Fig 1. Terrain should be Movement Marker 3 distance apart

SCENARIO RULES:

  • This is meant to be a non-combat scenario so any player that attacks another ship before turn 6 is immediately disqualified and loses.  After Turn #6, crews may get desperate and opt to attack other ships.  
  • Ships may not use Crew actions to Grapple enemy ships until after Turn 6.
  • Rubbing is racing“… so, Ramming, while discouraged, is allowed.
  • Using the Oak & Iron Core Rules boxed set(s) each player should select 3 rocks, 3 shoals, and 1 island per player to add to their personal terrain pool.  (e.g. 3 players 18 rocks/shoals + 3 islands)
  • At the start of every turn, BEFORE any ship moves, players (in order of initiative) may select a piece of terrain from their terrain pool and place it on the board.  Terrain must be placed at least the full length the of Movement 3 marker from another piece of terrain or ship. Each player may only place 1 piece of terrain from their pool per round (see Fig. 1).
  • Once the race begins, players may cross lanes freely.
A Dutch 5th Rate and French Brigantine threat the rocky coast

DEPLOYMENT:

The "Amazing Race" scenario - ship models on the starting line
5 Ships at the starting line of the race!
  • DO NOT use the standard deployment deck for the scenario setup.  Do not add any terrain to the board before the start of the game.
  • Divide the board in half if two players.  If more than two players subdivide the board as evenly as possible into lanes lengthwise. Lanes are only applicable for the starting deployment.
  • Instead of the standard requirement that ships must be at least Cannon range from an enemy, this is reduced to Pistol range.
  • All players should roll off to determine the order of lane selection.
  • Ships must be placed within yard arm range of the same edge of the board. The finish line for the race is at the opposite edge.
  • The wind will always start the game blowing from the starting line towards the finish line.

GAME LENGTH:

Till one ship crosses the finish line (or only 1 ship remains afloat).

OBJECTIVES:

  • Standard Strike Points do not apply.
  • The ship that crosses the finish line first wins. In the event that multiple players cross the finish in the same turn, the ship that has moved the furthest from the starting edge of the board wins.  In the event of a tie, do three skill challenge roll-offs. The player winning the best of the three wins the race.
Unable to win the race, the Dutch 5th rate attacks the French ship from the rear
The Dutch give up on winning the race and begin shooting the French.

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References

  1.  Phillips-Birt, Douglas (1974). The History of Yachting. New York: Stein and Day. pp. 9ISBN 0812817044.
  2. Free Dictionary: definition and derivation of “yacht”
  3.  Phillips-Birt, Douglas (1974). The History of Yachting. New York: Stein and Day. pp. 14ISBN 0812817044.