Admiral is a naval battle game set in the Second World War, and its goal is to play small as well as large naval battles, both historical and fictional, using a system of intuitive and light rules. The purpose of these rules is to strike a balance between simulation and simplicity, in order to reproduce the large scale battles that would otherwise require too long a time for even a single round of gunfire; to achieve this, we avoided too cumbersome tables or too complicate calculations, condensing the game in a few simple rolls with modifiers, which still allow the players to reproduce the actual tactics used in naval combat without burdening them. Admiral was designed after a careful study of the forces and potential shown in the various fleets that took part in the conflict, and historical documents on the various aeronaval battles that punctuate the period covering the duration of the War, by rearranging the information collected in the appropriate tables and game rules. Admiral is a game for everyone, from the fans of naval forces to the serious 2WW history buff, to wargame players who want to play with ships instead of soldiers for a time: the characteristics of the various units have been studied and catalogued to enable fast playing while remaining consistent with historical plausibility. On the website there is also a section with some historical anecdotes of interest on the various battles, and a section on modeling dealing with the construction of an historically accurate, or simply more tactically challenging, theater of conflict. Have fun.
Regulation Admiral son and has direct experimental result of two other regulations developed by us before. The idea behind these regulations was to give syndrome of absolute detail. Our goal was to create systems of play while trying to represent all aspects peculiar to a confrontation at all costs had to be simple and flexible. The first goal was the enjoyment of the game developed some complex tactics, all other aspects had to go into second floor. It is always said that the game is better than more rules. The game is best with rules that embody the most spirit of the situation that we want to simulate and their quantity is not synonymous with goodness, teaches us that the game of chess despite a few rules you can not really say is missing complexity. We therefore imposes a limit, the regulations were to be condensed and could not exceed ten pages of text. This has led to the experimental regulations, agile and to some extent also innovative. From this experience came the desire of the company groped writing of Admiral, then work condense what is the absolute master, with regard to complexity of the game, of all wargaming, naval wargame. when he We also decided to present to an audience that was not initiated by us we realized that we had followed a cut too tight and adequate Only players with experiments. So we redesigned the whole Regulation trying to make it as accessible as possible, what has always assumed to be a gamer should also for the first experience. We believe we have succeeded.