Fear God & Dread Nought
2001
Recreate Jutland, Dogger Bank, and dozens of other naval battles with detailed gunnery, damage, and critical-hit rules.
360
minutes
2 - 3
player(s)
12+
Heavy
About this board game
Fear God & Dread Nought is a First World War naval game for 2–3 players, with sessions lasting about 360 minutes. It completes the Admirality Trilogy alongside Harpoon 4 and Game: Command at Sea, using the same framework for detailed maritime combat.
Players can begin with a small scenario designed to be played within an hour of opening the box, while several scenarios are also suitable for solitaire play. The 40+ scenarios include major engagements such as Jutland—presented in three parts as well as as a grand battle—and Dogger Bank, alongside many smaller actions and variants covering important “almosts” and “what ifs.”
Tactical turns represent three minutes, while intermediate turns represent 30 minutes for long-distance maneuvering and lengthy stern chases. Gun-hit probability combines visibility, range, target size, the number of rounds fired, and the speeds of both firing and target platforms.
- Damage depends on shell type, the number of barrels firing, and the target’s armor.
- Critical damage compares damage taken in the last round with the amount a ship can withstand.
- Critical hits can affect engineering, the bridge, steering, or individual weapons.
- Blank ship forms let players record gun ranges and damage values in advance for faster calculations.
The rules are punched for a three-ring binder, which is not provided, making them convenient to use and photocopy. Their format matches the other games in the trilogy, supporting both experienced players and newcomers.
Ship coverage includes the British, German, Japanese, Turkish, Austrian, and Russian navies. The Data Annex lists all ship classes for the war, giving Fear God & Dread Nought an additional reference value beyond its scenarios.