Fayre Winds & Foul Tides is an expansion for Galleys & Galleons, the tabletop wargame for naval battles set in the Age of Discovery. Whether you have a panache for lacepulp, a fetish for High Fantasy, or just want to explore new historical periods, FWFT provides everything you need the bravely sail beyond the Seven Seas. New special rules - FWFT introduces 51 new special rules to further customise your fleets, including traitorous captains, mutinous crews, indirect fire and ironclads. New terrain - The seas just got more dangerous with a range of new terrain features including icebergs, volcanoes and assorted native islanders. Advanced rules for flyers - Take the fight to the skies with advanced flying rules and new types of flyers, from da Vinci inspired ornithopters and lace-pulp airships, to dragons, gryphons and flying carpets. Magic - The tides of magic cause additional waves on the tabletop with new rules for shipborne sorcerers and magical creatures. Seven schools of magic give a range of unique spells and other magical abilities with which to destroy your foes (and confound your friends). THIS GAME REQUIRES A COPY OF GALLEYS AND GALLEONS.
Fayre Winds & Foul Tides is an expansion for Galleys & Galleons, the tabletop wargame for naval battles set in the Age of Discovery. Whether you have a panache for lacepulp, a fetish for High Fantasy, or just want to explore new historical periods, FWFT provides everything you need the bravely sail beyond the Seven Seas. New special rules - FWFT introduces 51 new special rules to further customise your fleets, including traitorous captains, mutinous crews, indirect fire and ironclads. New terrain - The seas just got more dangerous with a range of new terrain features including icebergs, volcanoes and assorted native islanders. Advanced rules for flyers - Take the fight to the skies with advanced flying rules and new types of flyers, from da Vinci inspired ornithopters and lace-pulp airships, to dragons, gryphons and flying carpets. Magic - The tides of magic cause additional waves on the tabletop with new rules for shipborne sorcerers and magical creatures. Seven schools of magic give a range of unique spells and other magical abilities with which to destroy your foes (and confound your friends). THIS GAME REQUIRES A COPY OF GALLEYS AND GALLEONS.