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Baltimore and the War of 1812
Thoughtful Application - Procedures & Rules
This is a simulation game of an encounter on the high seas between a
Baltimore Clipper privateer and a British merchant vessel with a
British Naval escort.
Procedures:
- Read the game rules. Then predict which side will win, and why.
Record your prediction on your Worksheet.
- Find a partner to play the game with, and decide who will play the
Baltimore Clipper and who will play the British ships.
- You and your partner will prepare your game pieces and board.
- Play the game.
- Write a summary of the battle on your Worksheet.
- On your Worksheet, write a newspaper article summarizing the role
of Baltimore and Baltimore Clippers on the War of 1812.
- Compare your game results with the rest of the class.
The game rules are based on general characteristics of the different
ships. The Baltimore Clippers were faster and more agile than the
British ships. But the British Naval ships held many more guns, so
they could do much greater damage when firing. The British merchant
ships typically carried few if any guns.
Game Rules:
- Each player places their own ship(s) on any square on their own
starting line.
- Roll one dice to see who goes first, then take turns.
- The player rolls the MOVE dice, and moves that many spaces in any
straight line. The Baltimore Clipper may move diagonally, but the
British ships may not.
- If, during the move, your ship comes next to the enemy ship
(diagonals are allowed only for the Baltimore Clipper), stop. Roll
the FIRE dice. That number of "hit" segments is then marked off of
the enemy ship.
- Once firing is completed, if the move wasn't finished, finish
moving the ship in the same straight line.
- Movement may not dead end at an enemy ship unless all move spaces
are finished. In other words, move cannot be made if an enemy ship
blocks the complete path.
- The Baltimore Clipper has a total of 4 hit segments, the British
Naval ship has 12 hit segments.
- If the Baltimore Clipper and the British merchant ship ever come in
contact, the Baltimore Clipper captures the merchant ship and wins the
encounter.
- If firing fills all of the remaining "hit" segments, the ship is
sunk, and the firing ship wins the encounter.
- When movement is finished, the play then turns to the other
player.
- The British player will roll the MOVE dice twice, once for the
Navy ship, once for the merchant ship. Because the merchant ship
cannot fire, only the Navy ship will use the FIRE dice.
- If the enemy ship is next to your ship at the beginning of your
turn, you may fire before moving.
- The game is over when either:
- All of the ship's "hit" segments have been filled, thus sinking the
ship, or
- The Baltimore Clipper pulls up next to the British merchant ship and
captures it.
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