Thanks

The rules-
(Please note, these rules are not meant to be in anyway realistic, they are written so that a group of friends can put a load of ships on a table and have a good fun game for an hour or so

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INITIATIVEBoth sides roll 1d6 to see who gets initiative for the turn (in the case of a draw the side that lost the initiative last turn wins).
MOVEMENTAll ships may move up to 6". Ships may make as many 45° degree turns during their movement equal to six minus the amount of their starting masts (ie a two masted ship can make up to four 45° turns during its movement).
FIRINGAll ships may fire up to 6" in any direction and may split fire between a maximum of two targets. A ship needs to be able to see at least 50% of its intended target to be able to fire upon it. A ship rolls an amount of d6 equal to its remaining masts to hit the enemy. The target number is the range to the enemy ship (ie if a ship with three masts left was firing at a ship between 4 and 5 inches away it would roll 3d6 needing 4+ to hit). No matter how close you are to an enemy ship you always need a minimum of 2+ to hit. Each hit causes the target ship to lose a mast (I use little cotton wool puffs of smoke rather than take a mast off due to the fragility of the masts). For each mast lost a ship loses 1d6 to hit other ships. A ship with no masts left becomes a motionless hulk and can be sunk be receiving one more hit.
OPTIONAL RULESEach fleet (or squadron in multiplayer games) may have a single command ship that may perform on extra 45° turn during its movement and roll one extra d6 during firing as long as it has at least one mast left.
Ships that have lost half or more of their masts reduce their maximum move to 3" and may only perform one 45° turn.
THE MOST IMPORTANT RULEAnyone taking these rules to seriously should be heckled and jeered at by the other players until they start to play in the spirit of the game- For Fun!