Skip to Content


1 reply [Last post]
Joined: 10/23/2010


I've recently posted a computerized version of my naval strategy board game Flagships as a free play-on-line applet (in development) at

This is based on a game which I first marketed in the 80s, and during computerization I quickly found that a radical restructuring of the playing area led to a much-enhanced version. Originally programmed in Visual Basic 5, I'm currently rewriting it in Java in order to reach a cross platform audience. For the moment, the applet is only playable on Windows systems.

My ultimate aim is to find a games manufacturer to produce boxed sets of the game, with the applet seving as a useful marketing tool. I'm currently searching the web for some way to interest an agent in this approach.

If anyone out there has time to visit my site, I'd be most grateful for any feedback.

rcjames14's picture
Joined: 09/17/2010

It might be nice to have a more extensive set of rules posted next to the applet... informing you of the strength, speed and disability of the ships. As is, it only informs you when you make an invalid play... which in the first game I played came a little too late to effectively do anything. And, as I play the game I continue to learn about a set of maneuvers that I am not allowed to make.

It also seems very counterintuitive that your fast ships are also your strongest ships and that your weakest ships start trapped in the backline. Perhaps this game is supposed to evolve so that they become relevant. But, then I foresee a very limited number of viable strategies to this game. If the pattern that emerges each time is the same, then there wouldn't be much for the player to do.

Stratego has nearly the same dynamic as this game, but it also has another element which make it more strategic. The hidden information / board composition introduces a bluffing game and a need for discovery. Is a piece not moving because it can't or because it chooses not to?

Syndicate content

forum | by Dr. Radut