TEXT: Another boardgame player aid by
  Game:  MAN O’ WAR
  Pub:  
  Games Workshop (1993)
  Page 1:  Rules summary front 
  Page 2:  Rules summary back 
  Page 3:  Monster & Flyers summary front 
  Page 4:  Monster & Flyers summary back
  v1
  Sept 2007
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  Universal Head • Design That Works • www.universalhead.com
  These sheets are intended only for the personal use of existing owners of the game for 
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  Setup
  Buy your Fleet, a Wizard and Man O’War cards, A 
  normal game is 1,000 points per side. Fleet purchasing 
  requirements vary for each race. Ships are either Man 
  O Wars (MOW), Independents (IND) or squadrons of 3 
  Ships of the Line (SOL). 
  Draw the appropriate number of Magic cards per Wizard. 
  The college colour of a Wizard is chosen randomly.
  Man O’ War cards cost 25 points and are dealt randomly 
  and allocated to Man O’ War ships. No Man O’ War may 
  have more than one card with the same symbol on it. 
  You do not get points back for cards you cannot use.
  Place an Admiral counter on each player’s command 
  ship (must be a MOW). That ship is also dealt one free 
  Man O’ War card. 
  Place Crew counters equal to a ship’s Crew Strength on 
  each ship template. 
  Divide the player area into 2' square sections and roll a 
  die for each:
   
  Roll 
  Number of Terrain Features
   
  1-2 
  None
   
  3-4  
  1
   
  5  
  2
   
  6  
  3
  Beginning with a random player each player takes a 
  piece of terrain and places it in the section of his choice 
  until all terrain features are placed.
  Decide which table edge is North and roll a dice: on 2, 
  4 or 6 the wind is blowing North; otherwise South. Place 
  the Wind Compass to indicate wind direction.
  The highest rolling player chooses to set up on the East 
  or West sides, and begins by placing a single MOW, IND 
  or SOL squadron. Players alternate taking turns placing 
  a single MOW, IND or SOL squadron within 9" of their 
  table edge and 9" from the North and South edges.
  Squadrons
  One ship from each squadron is nominated as the 
  flagship; place a flagship counter on its template. If a 
  flagship is sunk or cannot move another ship may take 
  over as flagship.
  All actions for each ship are performed individually.  
  Each ship moves, shoots and then performs any 
  boarding action before moving on to the next ship in the 
  squadron (or passing play to your opponent if you moved 
  a MOW or IND). Once a player touches a ship he is 
  committed to finishing its move.
  You cannot pass on a turn but may select a squadron 
  and perform no actions with it.
  If a SOL ever ends a turn more then 6” from its flagship 
  it becomes a straggler and subject to the rules for 
  stragglers until it rejoins its squadron.
  Turn Sequence
  1. INITIATIVE Phase
  Roll a d6 to determine who goes first. On a double 
  the wind changes one position; clockwise for evens, 
  counter-clockwise for odds. Re-roll to win initiative.
  House Rule: On double 5’s or 6’s the wind changes 2 
  positions. 
  2. MAGIC Phase
  Starting player casts a spell and opponent may attempt 
  to dispel it, then vice-versa.
  3. BATTLE Phase
  Starting with the player with the Initiative, players take 
  turns moving and fighting with a single MOW, IND or 
  squadron of SOL ships.
  4. END Phase
  Record keeping, replenish magic cards, check for fires 
  spreading and move stragglers.
  The rule of one
  1 on a d6 roll always means failure despite modifiers.   
  6 on a d6 roll always means success when rolling for 
  saves despite modifiers.
  Magic
  Roll the Casting number or higher to successfully cast 
  or dispel a spell. 
  The spell colour a spell can dispel is shown on the 
  bottom of the card. If a spell allows you to move an 
  enemy ship you may not move it off the table. 
  Unless stated on the card, spells last for a single turn. 
  Spells are discarded once attempted or used.
  A Wizard Lord adds +1 to his roll when casting or 
  dispelling a spell. Once per turn, if he fails to cast or 
  dispel a spell of his own college colour he may re-roll 
  the dice. 
  House Rule: no spell may be cast on the first game turn.
  Movement
  Ship templates give the ship’s maximum speed in 
  inches. Speed can be affected by damage and the wind 
  as noted. Use the Turning Template when turning; each 
  turn must use 2 inches of movement.
  Movement under sail
  Check the wind direction by placing the Turning 
  Template against the ship. If a straight line from the 
  wind to the ship’s bow passes through the template you 
  are not sailing into the wind. 
  Some ships move faster with the wind astern. Place 
  the template so it is facing the stern and use the same 
  procedure.
  Once the direction of the wind is found the ship is 
  considered to be at that angle to the wind for the whole 
  of its turn. 
  All ships under sail which turn to face the wind must 
  finish moving immediately after the turn. 
  A ship under sail that starts its movement against the 
  wind may only make a single turn to face out of the wind.
  Movement with oars
  Ships using oars are not affected by the wind. 
  They may turn 90º on the spot by expending half 
  their move and 180º by expending all; and may row 
  backwards up to 2” instead of a normal move.
  You may only move at Ramming speed if you make no 
  turns.
  Ramming
  Ships with oars and rams may ram. The ship must move 
  at least 3” in a straight line to the target. 
  Damage is inflicted immediately according to the 
  ramming chart for that vessel, and then the ship may 
  fire its cannons and initiate a boarding action.
  Obstructions
  Any ship moving over a sandbank, rocks, terrain etc 
  ends movement, runs aground and must make a below 
  the waterline saving throw. If failed the ship takes 1-3 
  points of below the waterline damage.
  If starting the Battle Phase aground, roll 4+ to move 
  away or be stuck until the next turn’s attempt.
  Collisions
  If a ship touches another, movement ends. A ram 
  or boarding action may take place. If starting a turn 
  in contact a ship may push clear at a cost of half 
  movement, moving along the side of the other ship.
  Any ship that sails off the table edge has left the battle 
  and may not return.
  Combat & Damage
  Choose your target and measure the range using the 
  Range Template, with the centre mark touching the 
  centre of the front or side of the firing ship.
  Cannons are the standard weapons and have a range of 
  9” and each can fire once per Battle Phase. 
  A ship can be in close range, medium range or long 
  range. A shot hits the first obstacle that is under the 
  range template.
  Declare if you are aiming high or low if required (you 
  cannot split cannons firing in the same direction) and 
  roll a d6. The number rolled indicates the hit location on 
  the target’s template.
  The target can make a saving throw for each hit location, 
  modified by the shooting weapon’s range (if applicable).
  
  Other weaponry may have different specifics and 
  requirements, but the general rule is that to check the 
  range, roll the dice to determine location, conduct saves 
  and then mark damage if necessary.
  Damage
  If a location fails its save place a damage marker and 
  note the side effects if there are any.
  If an area containing cannons that can fire broadside is 
  destroyed, the ship can no longer fire on both sides with 
  those guns.
  Critical hits
  If a destroyed area is hit again and fails its save a 
  Critical Hit occurs (unless otherwise indicated). Roll on 
  the Critical Hit Table to determine the effects.
  If a ship’s crew strength is reduced to zero the ship is 
  abandoned. If a Below the Waterline hit is indicated the 
  ship does not get a saving throw for that hit. If a Fire 
  is indicated replace the damage counter with a Blaze 
  counter; it may spread in the End Phase.
  Effects of ramming
  The opposing player must make a saving throw against a 
  Below the Waterline hit. If it fails the ship takes damage 
  (see the attacking ship’s details).
  Sinking
  Once a ship’s Below the Waterline area is destroyed it 
  sinks. Place a Sunk counter on the template and replace 
  the ship with a Wreckage marker. Wreckage markers 
  obstruct movement and line of sight like a ship.
  During the End Phase replace it with a Debris marker; 
  this does not obstruct movement or line of sight. At the 
  end of the next turn this is removed. 
  Any Admiral or Wizard who was on the ship may cling to 
  wreckage or debris while it is there.
  Boarding Actions
  Only one boarding action can be initiated per turn if in 
  contact with two or more ships. 
  Both sides roll a dice and add the number of crew 
  counters on their ship. The defender adds the number 
  of remaining cannons he has pointing in the direction 
  of the attacker. A ship with an Admiral gets +1 to the 
  boarding action roll. The player with the lowest total 
  loses a crew counter.
  A winning attacker may press on or break off the attack. 
  A winning defender may cut grapples and the boarding 
  action ends. If he continues he is the attacker and can 
  no longer add cannons to his roll, but then his opponent 
  may if he has them.
  If totals are the same, both sides lose a crew and the 
  defender decides whether to cut grapples.
  If all the crew are killed, any Admiral or Wizard on board 
  is killed.
  A ship with no crew counters left has lost; place an 
  Abandoned marker on the ship’s template and an 
  Abandoned counter by the ship. Any boarding action 
  against the ship will succeed automatically.
  Captured ships
  An winning player may transfer crew counters (up to 
  the original ship limit) and take the ship as a prize, or 
  scuttle the ship. 
  A prize ship (place a Captured marker on the ship’s 
  template and a Captured counter by the ship) cannot 
  move or fire and if repelling boarders the crew cannot 
  use the ship’s cannons.
  House Rule: if a ship has been captured for at least 1 
  full turn it is worth double Battle Honours.
  Ships are scuttled during the End Phase.
  A recaptured ship may be recrewed but acts as a 
  straggler this turn.
  End Phase
  Pick up survivors
  Any ships in contact with Wreckage or Debris may 
  rescue Admirals or Wizards clinging to it.
  Wreckage and debris
  Remove Debris markers; any characters clinging to the 
  debris are lost. Change Wreckage markers into Debris.
  Fires
  Roll for each area on fire on the ship:
   
  1 
  Blaze goes out
   
  2-3  
  Blaze does not spread
   
  4  
  Blaze spreads prow-ward
   
  5  
  Blaze spreads upward
   
  6  
  Blaze spreads stern-ward
  If a fire goes out replace it with a damage marker. If the 
  fire spreads place another fire marker left or right as 
  appropriate. There is no saving throw. If there is a choice 
  of areas roll a die. If there is no space nothing happens. 
  If the area is already damaged it is simply set on fire; 
  there is no critical hit.
  Blazing locations are treated as destroyed locations. If 
  there is a fire in a location that can take two hits and 
  only one is ablaze, any result that says a fire spreads 
  means the second part of the area is now ablaze too.
  Stragglers
  Stragglers cannot move or fire in the Battle Phase 
  though they may defend as normal if boarded. In the 
  End Phase they may move but cannot fire or board.
  Scuttle ships
  If the original boarding ship is no longer in contact the 
  boarding crew are out of the game. Replace the scuttled 
  ship with a Wreckage Marker.
  Remove counters
  Remove any no movement or no firing counters placed 
  as a result of critical hits or magic spells.
  Pick up Magic cards
  If your Wizard is still alive and not clinging to wreckage, 
  discard any Magic Cards not wanted and then replenish 
  your hand to full strength. Then, any spells played this 
  turn with a duration of one turn are removed.
  Victory
  If all of one side’s ships are sunk or captured the game 
  ends; the other player is the winner. 
  Optionally, play to a time limit and count up Battle 
  Honours: each player totals the number of Below the 
  Waterline hits for all enemy ships they sunk or captured. 
  Any enemy ships scuttled or abandoned at the end of 
  the game count as ships sunk.
  An Admiral captured or killed is worth 5 Battle Honours. 
  Wizards are worth 1 for a Wizard Champion, 2 for a 
  Master Wizard and 3 for a Wizard Lord.
  
  SEA MONSTERS
  SEA MONSTERS may be used by any race. You may 
  never have more sea monsters in your fleet than you 
  have squadrons of Ships of the Line.
  They are deployed one at a time, starting with the player 
  who won the roll to set up first, after terrain but before 
  fleet deployment. Place the template anywhere on the 
  table face-down with the arrow pointing towards you.
  Summoning
  During his Battle Phase, instead of moving a ship or 
  squadron, a player may summon one of his monsters by 
  rolling 4+ (spellcaster adds his spell casting bonus). 
  The monster is placed anywhere in the template area 
  and the template moved off-board. It now moves and 
  attacks like an independent ship (starting with this 
  turn). 
  If the summoning roll fails, turn is over and play passes 
  to opponent.
  Movement
  Monsters have a movement rate in dice inches on their 
  template and have the option to move on the surface 
  (and attack) or dive (no attack). 
  They may change facing and turn as often as desired. 
  If you roll a double when rolling for movement, roll on 
  the Sea Monster Reaction table below. If it returns to its 
  lair, remove the model, and your opponent places the 
  template anywhere at least 2" from any ship. For each 
  turn the monster remains in its lair remove one wound 
  counter from its template.
   
  1 
  Monster returns to lair, remove from play
   
  2  
  Monster becomes frenzied, moves at full speed  
   
   
  towards nearest friendly vessel and, if it reaches  
   
   
  it, attacks it.
   3-5  Monster under control
   
  6  
  Monster under control; may either move twice   
   
   
  or attack twice this turn.
  At the start of a move a monster may dive (place a 
  submerged counter), where it is immune from all 
  attacks. It must move towards a target and try to touch 
  it, but cannot attack in the same turn as diving and 
  must surface at the start of its next move and may then 
  move and attack normally.
   Attacks
  Each turn a monster may make a special attack and a 
  boarding action against a model it is in contact with. 
  Special attacks are detailed on its template. 
  In a boarding action, roll a dice for the monster’s attack, 
  adding its current wounds. The opponent rolls one dice, 
  adding the number of crew counters, and any modifiers 
  for magic, MOW cards, cannons etc. 
  If the monster wins one crew counter is devoured 
  and you may press on or retreat. If the ship wins, the 
  monster loses one wound and the ship may press on or 
  drive it off. If a draw, the ship loses a crew, the monster 
  a wound, and the ship chooses whether to drive the 
  monster off. 
  If the monster retreats or is driven off, move 1" directly 
  away from the ship and your turn ends.
  While in contact with a monster, a ship may not move, 
  fire at anything else, or engage in other boarding 
  actions. Other ships may fire at the monster (roll a dice: 
  on a 1-3 you target the ship instead) but may not board 
  or ram it. Spells affect both ship and attacking monster.
  A monster may use as many dice as it has wounds for 
  defensive fire against flyers.
  Wounds
  Once all the spaces on a monster’s Wound track are 
  filled it is dead. They never take critical hits or are set 
  on fire. If wounded by a flyer they will dive for a turn. If 
  rammed, and if they fail their save, they take a number 
  of wounds equal to the number of BTW hits.
  
  AIRPOWER
  FLYERS may be bought out of the standard allowance or 
  a 200 point extra allowance for each side.
  They are deployed, and move and fire, in squadrons or 
  as independents.
  Movement
  Flyers may change facing and turn as often as desired, 
  fly over any obstacles and are generally unaffected by 
  the wind.
  Attacks
  As soon as an attacking flyer comes in base-to-base 
  contact, its target may make a single defensive attack 
  outside the normal turn sequence. Roll dice equal to 
  the target’s number of crew counters; the flyer makes a 
  saving throw for each dice that hits, taking a wound for 
  each failed save.
  House Rule: Since flyers are usually obliterated by 
  defensive fire, have the flyer attack first with the 
  defensive fire in retaliation to it.
  Dark Elf monsters get 1 dice defensive fire. A sea 
  monster may use as many dice as it has wounds.
  Special attacks are missile and bombing attacks, and 
  are made after movement against a base-to-base target. 
  Boarding Actions
  After its special attack a flyer may engage in a boarding 
  action. 
  Roll a die and add the number of wounds the flyer has; 
  the opponent rolls a die and adds his number of crew 
  counters (no bonus for cannons). The highest score 
  wins, and the loser takes one wound or loses one crew 
  counter. 
  If the target ship wins or draws, it may attack the flyer or 
  drive it off. If it is driven off, move the flyer 1” directly 
  away from the ship. 
  The boarding action continues until the flyer or the 
  ship’s crew is dead or the flyer is driven off.
  Flyers vs flyers
  Move the flyer in base-to-base contact with its target; if 
  the target has defensive armament it may get defensive 
  fire. 
  Make a special attack, then make a close combat attack. 
  A close combat attack is conducted like a boarding 
  action but you may not board the enemy flyer. 
  Both players roll a die adding their current wounds. The 
  loser takes a wound; if a draw, both take a wound. If the 
  defender wins he may go on the offensive or drive the 
  attacker off 1”.
  Wounds
  Flyers do not take critical hits; they take another wound 
  if the same location is hit twice. 
  If a Rider or Pilot is killed, the flyer is removed from 
  play, even if it has wounds remaining.
  Magic
  Spells may be cast against flyers as if they were ships. 
  Any spells that cause damage, set locations ablaze or 
  kill crew will cause one wound for each point of damage 
  done.
  Anti-flyer weapons
  Anti-flyer weapons may be bought for 25 points each out 
  of the standard allowance or a 100 point extra allowance 
  for each side. They can only be used by Men O’ War and 
  you can only have one per ship.
  Anti-Flyer weaponry is the only way a flyer can be 
  targeted directly besides a Magic Spell or in retaliation 
  to the Flyer’s special attack with defensive fire.
  After firing cannons a ship may fire its anti-flyer weapon 
  at a single flyer in range.
  
SOURCE: textdata/thevault/Man O'War/Universal Head/ManOWar_v1 Ref Card.pdf