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Black Seas

Black Seas is Warlord Games’ age-of-sail naval wargame, and the single most useful thing to say about it is what it is not: it is not a board game. There is no board. There are no hexes. What you buy is a frame of unassembled plastic ships, some printed cardboard, and a rulebook, and what stands between you and a first game is an evening or two with a hobby knife.

That matters because the cardboard components — the ship cards, the wake markers, the flag sheets — are the part everyone photographs and nobody evaluates, and they are the part that decides whether the game reaches the table.

What is in a box

Warlord documents the contents of each squadron set on its own site. Take the 3rd Rates Squadron, released in September 2019, as the representative example:

  • three plastic 3rd rates, supplied unassembled and unpainted
  • printed sails
  • ship cards
  • wake markers
  • a bobbin for rigging
  • acetate ratlines
  • sheets of flags and pennants

Note the order of magnitude there. Three ships. Not twelve tokens, not a fleet in a box — three models, each of which you assemble, rig and paint yourself. The frames are generic, meaning the same sprue can represent any nation, with optional figureheads and stern plates so a British, French or Spanish 3rd rate can be told apart on the table.

The rating system is history, not game design

A “3rd rate” is not a Warlord invention or a quality grade. It comes from the British rating system: a ship of the line mounting between 64 and 80 guns, usually on two gun decks. First and second rates were bigger three-deckers, and they were also more expensive to build and to crew.

The interesting part, and the reason the game bothers with the distinction, is that 3rd rates were the most common ship size in most navies precisely because they were the compromise that worked — cheaper to operate, easier to sail, and still able to engage anything that was not a three-decker. Buying a fleet of first rates because they have the biggest numbers is the beginner’s mistake, and it is also historically the mistake the admiralties avoided.

The punchboard is the real ergonomics problem

In a game with no board, the cardboard is your entire user interface. Ship cards hold the state of each vessel; wake markers show where a ship has been and which way it is heading. There is nowhere else for that information to live, which means two practical consequences that no product photo will tell you.

The first is table space. Every ship needs its card somewhere reachable, and a wake marker trailing behind it. A four-ship-per-side game does not need a bigger battle area than a dining table, but it does need a second surface for the paperwork, and if you do not plan that in advance you end up playing with the cards stacked, which defeats the purpose of having them.

The second is durability. Punchboard components in a miniatures game get handled far more than in a board game, because they are updated every turn rather than set up once. If you expect to play regularly, sleeving the ship cards or replacing them with dry-erase copies is the upgrade that pays for itself, and it costs less than a single squadron box.

Be honest about the hobby time

This is where Black Seas either works for you or does not, and it has nothing to do with the rules.

Rigging is not optional decoration on an age-of-sail model; the bobbin is in the box because the ships look wrong without it, and it is fiddly, repetitive work at small scale. A squadron is three ships. A fleet worth playing with is several squadrons. Multiply that out honestly before ordering, because the failure mode is not disliking the game — it is owning half a painted fleet for two years and never finding out whether you like the game at all.

If that sounds like a warning, it is only half of one. For people who want the modelling, the fact that the assembly is the majority of the product is the selling point rather than the tax. Warlord’s whole catalogue works this way, across Bolt Action, Cruel Seas, Victory at Sea and the rest; Black Seas is not unusual within it.

Who should buy it

Buy it if you already enjoy building and painting models and you want a historical naval game to point them at. Start with the starter set: brigs and frigates are smaller, which means less rigging per model, and you will find out whether you enjoy the building step before committing to ships of the line.

Do not buy it as a board game for game night. If what you want is naval combat you can open and play in an hour, this is the wrong shelf entirely — the components will still be on the sprue when your guests go home.

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