A D E L L A
The Maritime Board Game
Story
Adella was conceived in Penwith, West Cornwall. Cornwall's treacherous coasts were a hotbed for smugglers and pirates alike and made many a ship's watery grave. The present form of Adella evolved in Portugal, taking inspiration from medieval tall ships like the Ezmeralda and the galleys of the Barbary corsairs. The three pensive tides represent the primordial fates, who govern the destinies of all vessels. Adella is hand cast from Tuscan marble dust and is housed with the rules sealed within.
Adella was conceived in Penwith, West Cornwall. Cornwall's treacherous coasts were a hotbed for smugglers and pirates alike and made many a ship's watery grave. The present form of Adella evolved in Portugal, taking inspiration from medieval tall ships like the Ezmeralda and the galleys of the Barbary corsairs. The three pensive tides represent the primordial fates, who govern the destinies of all vessels. Adella is hand cast from Tuscan marble dust and is housed with the rules sealed within.
How to play Adella
Adella is a 2 player strategy game where players move the tides to advance their ships and wreck their opponent's.
To win a player must sink all their opponent's ships.
Pieces
The sea is made of 20 waves. The 2 waves at the E and W co-ordinates (see diagram) are ports. The 4 waves at the N and S co-ordinates are shallows.
The 3 tides (counters with faces) are controlled by both players, they decide a ship's possible moves.
Each player chooses 3 galleys or 3 galleons. Galleys are the ships with oars, galleons are the ships with castles.
A ship may be wrecked (tipped) and a wreck may be sunk (removed from play).
Setting
Players sit side by side so they have the same view.
Galleons (player 1) place a tide at any co-ordinate. (N,NE,E,SE,S,SW,W,NW).
Galleys (player 2) place a tide at any co-ordinate (Tides can share co-ordinates).
Galleons place the last tide at any co-ordinate.
Galleys lay 1 ship on any shallow.
Galleons lay 1 ship on any shallow.
Galleys begin the turns.
Turns
Firstly, move any tide 1 co-ordinate clockwise.
Secondly, move your ship 1 wave (space) towards any tide.
(e.g. If a tide is at the NW move your ship diagonally 1 wave northwest,
if a tide is a at the S move your ship down 1 wave south.)
When you have more ships in play, they may each take different tides.
If your ship arrives at any port add a new ship above or below.
If your ship broadsides (arriving directly above or below) your opponent's ship, tip their wrecked ship. (A ship must move before attacking.)
A ship has to move, so if she is obstructed by the coast (the sea's border) or another ship she is wrecked (tipped).
If a ship is already wrecked and is obstructed or attacked broadside she sinks (removed from play).
Turns alternate between players until only one player remains.
How to play Adella
Adella is a 2 player strategy game where players move the tides to advance their ships and wreck their opponent's.
To win a player must sink all their opponent's ships.
Pieces
The sea is made of 20 waves. The 2 waves at the E and W co-ordinates (see diagram) are ports. The 4 waves at the N and S co-ordinates are shallows.
The 3 tides (counters with faces) are controlled by both players, they decide a ship's possible moves.
Each player chooses 3 galleys or 3 galleons. Galleys are the ships with oars, galleons are the ships with castles.
A ship may be wrecked (tipped) and a wreck may be sunk (removed from play).
Setting
Players sit side by side so they have the same view.
Galleons (player 1) place a tide at any co-ordinate. (N,NE,E,SE,S,SW,W,NW).
Galleys (player 2) place a tide at any co-ordinate (Tides can share co-ordinates).
Galleons place the last tide at any co-ordinate.
Galleys lay 1 ship on any shallow.
Galleons lay 1 ship on any shallow.
Galleys begin the turns.
Turns
Firstly, move any tide 1 co-ordinate clockwise.
Secondly, move your ship 1 wave (space) towards any tide.
(e.g. If a tide is at the NW move your ship diagonally 1 wave northwest,
if a tide is a at the S move your ship down 1 wave south.)
When you have more ships in play, they may each take different tides.
If your ship arrives at any port add a new ship above or below.
If your ship broadsides (arriving directly above or below) your opponent's ship, tip their wrecked ship. (A ship must move before attacking.)
A ship has to move, so if she is obstructed by the coast (the sea's border) or another ship she is wrecked (tipped).
If a ship is already wrecked and is obstructed or attacked broadside she sinks (removed from play).
Turns alternate between players until only one player remains.
Questions
Can I begin laying my ship at port?
No, only the shallows.
Can I move a new ship when I come into port?
New ships don't move on the same turn.
Must I sail all my ships each turn?
Yes. If they are obstructed wreck them.
Can 2 or 3 tides be at a co-ordinate?
Yes, they result in the same tidal direction.
Must I move a tide before my ships?
Yes.
Do I have to take the tide I have moved?
No, each ship may take any tide.
Can I broadside 2 ships if I pass between them?
Yes.
If I sail into port sinking my opponent, can I replace them with my own?
Yes.
Do I have to add a new ship when I arrive at port?
Your choice.
Do wrecked ships sail the same as new ships?
Yes, they have just lost 1 of 2 lives.
Can I repair a wrecked ship?
No.
Can I raise a sunk ship?
No.
Common Mistakes
New players may attempt to sail diagonally to a tide at the north or south. A tide at the north means a ship can move up. A tide at the south means a ship can move down.
Strategy
3 ships side by side form an armada, this is a strong defensive possition that can blockade your opponent against the coast.
It is always best to have your opponent's ships between yours and the tides, this ensures your advance and their retreat.
New players may attempt to sail diagonally to a tide at the north or south. A tide at the north means a ship can move up. A tide at the south means a ship can move down.
Strategy
3 ships side by side form an armada, this is a strong defensive possition that can blockade your opponent against the coast.
It is always best to have your opponent's ships between yours and the tides, this ensures your advance and their retreat.
A game by Ben Reader.
Adella concept and artwork are property of the artist.
ADELLA ©