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1805: Sea of Glory

  • One 22x34" full-color map
  • Two sheets of 5/8" double sided counters (352 counters)
  • One Rulebook (with Notes and examples of play)
  • Two Fleet & Port Display Sheets
  • 44 wooden blocks
  • Four Reference cards
  • Five 6-sided dice
  • One sheet of stickers
DEVELOPERS Michael Konwiski, Greg Kniaz, and Dean Zadiraka
MAP & COUNTER ART Mark Mahaffey
PRODUCERS Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, Mark Simonitch
Regular Price: $59.00
On Sale For: $35.00




I do not say, my Lords, that the French will not come. I say only they will not come by sea.  --- John Jervis, Earl of St. Vincent, First Lord of the Admiralty, assuring the House of Lords in 1801 

But by January 1<sup>st</sup>, 1805 the Viscount Melville, the current First Lord of the Admiralty, must consider the irony of those words in light of recent events. Years have passed and a new threat of invasion looms large.
Spain has declared war on England. French men-of-war are poised to rendezvous with Spanish warships, putting together a Combined Fleet large enough to brush aside Melville's ships guarding the Channel.
Napoleon and his army of 200,000 men stand ready at Boulogne. The newly crowned Emperor of France has pledged, "Let us be masters of the Channel for six hours and we are masters of the world."
Not since the days of the Spanish Armada has England faced a greater threat of seaborne invasion. Not since the reign of William the Conqueror has France had the opportunity to invade and subjugate its anicent enemy. For the people of Britain, the threat of foreign boots on English soil is more real than it has been at any time in the last two centuries.
1805: Sea of Glory places you in command of the Royal Navy or the allied fleets of France and Spain. You direct your far flung forces, raid enemy ports, and bring your wooden warships into combat with the enemy. Key ports must be protected and enemy harbors blockaded. With a constant eye to wind and weather, your ships must cross the North Atlantic, the Mediterranean Sea, adn the West Indies. Your opponent will not know the composition of your forces until combat is joined. The fog of war complicates every decision. The fate of nations will once again be determined by wooden ships and iron men.
The cat and mouse game of breakout and pursuit has begun.

Customer Reviews
# of Ratings: 10
1. on 5/22/2014, said:
Beautiful and complicated.
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(1 people found this comment helpful, 3 did not)
2. on 5/15/2013, said:
This is a hidden gem of a game - sorry I didn't discover it until 2013! See my review on BGG for complete details here:
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(4 people found this comment helpful, 3 did not)
3. on 11/18/2012, said:
Have the French ever won? Great fun trying but it seems the British just can't be beat.
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(2 people found this comment helpful, 3 did not)
4. on 11/3/2010, said:
Clever system that both carefully simulates history but is flexible enough to allow the elusive but occasional French victory. Overall excellent game and one of the best strategic naval games ever published.
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(5 people found this comment helpful, 1 did not)
5. on 6/2/2010, said:
I completely agree with Chris (11/24/09). The situation seems interesting, but in reality is quite tedious. Better off playing Flying Colors!
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(4 people found this comment helpful, 5 did not)
6. on 2/28/2010, said:
great and original system but very unbalanced. The French do not stand a chance. Making a sortie is near suicidal and 10 british ships can easily defeat 15+ french ships. Not to mention the abmyssal ratings of the Spanish ships. The Brits were better but this is ridiculous. It's no fun spending an evening waiting fot the right chits to come out of the cup in the right order. The great gamesystem is better suited to play the naval wars of the 19th century (when fleet-strenght was more balanced) than de 1805 campaign. Could have been a great game but this one will be shelved untill some some 7YW or 1776 variant is published.
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(9 people found this comment helpful, 4 did not)
7. on 2/16/2010, said:
Haven't been able to sit down to a complete game yet. But think we have a pretty good handle on the rules - and we love it. It provides a great simulation of strategy required by both sides. Having read Kent/Forrester et al. This was a must buy.
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(6 people found this comment helpful, 5 did not)
8. on 11/24/2009, said:
Man, GMT does some really great games, but they also churn out great-looking turkeys with somewhat alarming frequency. This would be one of them. We tried to play the campaign game; it got off to a great start, as the French tried to raid Ireland in winter and storms relentlessly hammered both fleets between battles. But the game then seriously tanked. Turn after turn of tedious chit pulling with absolutely nothing happening, endless fiddling of a couple ships being damaged by storms on blockade and returning to port and being replaced. Both sides were simply recovering from the brutal winter fighting, but we still had to pick dozens of chits, make dozens of weather die rolls, which bogged the game down to a crawl; we were playing for what seemed like hours with literally nothing happening, except meaningless shuttling of damaged ships around. Another big problem is the Caribbean area of operations. This seems like it is going to be, for the most part, populated by a fairly small number of ships who will have a go at each other from time to time. Which would be fine, but the combat system is really optimized for large fleet actions, which means small skirmishes are painfully tedious to resolve. This is a game which is loaded with good historical flavor. I actually quite like the combat system, which has a great feel and tends to produce the historical indecisive results while still allowing good admirals the chance of decisive victories. When a French fleet attempts a breakout, there is some excitement to be had. But that is not most of the game. Most of the game is mired in tedium and is, as a whole, basically an unplayable mess that manages to produce an hour or so of interest in its 8-hour-plus playtime. Far too much time is wasted in meaningless chit draws, trivial weather rolls, the cycle of damage and repair for a few ships, and other relatively mindless trivia. This needed to be a game about squadrons or fleets, not individual ships, and needed its playing time compressed by about 75%.
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(22 people found this comment helpful, 4 did not)
9. on 9/10/2009, said:
Wonderful subject, Great game mechanics and components, Super online support My only gripe would be that the rules seem a little unfinished and at times disjointed and confusing almost like the developers decided 3 months before the game went to print that it was “Good Enough” and never did a final polish and indexing. This is something that has been popping up in GMT’s games recently in a sort of hit and miss fashion. Case in point Elusive Victory’s rules are very well done. Still after a little confusion while reading through the rules we were able to figure out with the help of Phil’s online tutorial videos the right way to play and dove right it. The game plays very well both FtF and using Vassal, the very well designed module (by Rob Doane) was available before 1805 SoG reached anyone’s doorstep. I RECOMMEND THIS GAME
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(8 people found this comment helpful, 2 did not)
10. on 1/17/2008, said:
ok I know this game hasn't even been published.... however, based on the very well-done example of play, I'm very eager to see this one hit my doorstep! what grabs me about this design is 1) fog-of-war elements modelled by the operational-level block counters, 2) the modularity between operational and tactical levels of conflict and 3) rules of engagement reflecting strengths and weaknesses of the various combatants. this will be my first ever "age of sail" game so please let's publish this in 2008!
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(4 people found this comment helpful, 17 did not)
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