You sank my battleship ...
This year Naval War enters it's eighth year as a Championship
Tournament. With fields topping 32 in most years, players have
been able to have a lot of fun, and the tournament has been able
to award prizes to all players who make the final. That's a great
For 1999, GM John Sharp will be looking for a few good Admirals
to compete. This tournament, run in one session scheduled before
most of the grueling marathons get started, lets you play a fun
game and enjoy yourself. Attracting both regulars, some of whom
have made the tournament seven years running, and new players,
Naval War offers a challenge to all. Nothing levels the playing
sea like a destroyer card flung like a challenge into the middle
of the table. Players need to watch their opponents' scores at
all times. Even the tactic of hammering the leader after each
hand doesn't always prevent a runaway victory. Remember: the
quiet player sinking ships one at a time can steadily build up
a winning score. The final, each year, gets tougher and tougher.
Increasingly competent play, coupled with clever strategy and
enough teamwork to cripple early leaders, makes the Naval War
final round a difficult but rewarding win for the final champion.
Unlike previous years, the GM will be looking for two assistant
gamemasters for 1999. John would like to GM another title next
year, and doesn't want Naval War abandoned. He will be looking
for someone to take over Naval War for the World Boardgaming
Championships in 2000. If you are interested in either becoming
an assistant or becoming Naval War Chief of Naval Operations,
please drop John a note or e-mail.