+.PP
+The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
+3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
+If a hurricane shows up, all ships are destroyed.
+.SH GRAPPLING AND FOULING
+If two ships collide, they run the risk of becoming tangled together. This
+is called "fouling." Fouled ships are stuck together, and neither can move.
+They can unfoul each other if they want to. Boarding parties can only be
+sent across to ships when the antagonists are either fouled or grappled.
+.PP
+Ships can grapple each other by throwing grapnels into the rigging of
+the other.
+.PP
+The number of fouls and grapples you have are displayed on the upper
+right of the screen.
+.SH BOARDING
+Boarding was a very costly venture in terms of human life. Boarding parties
+may be formed in
+.I Sail
+to either board an enemy ship or to defend your own ship against attack.
+Men organized as Defensive Boarding Parties fight twice as hard to save
+their ship as men left unorganized.
+.PP
+The boarding strength of a crew depends upon its quality and upon the
+number of men sent.
+.SH CREW QUALITY
+The British seaman was world renowned for his sailing abilities. American
+sailors, however, were actually the best seamen in the world. Because the
+American Navy offered twice the wages of the Royal Navy, British seamen
+who liked the sea defected to America by the thousands.
+.PP
+In
+.I Sail,
+crew quality is quantized into 5 energy levels. "Elite" crews can outshoot
+and outfight all other sailors. "Crack" crews are next. "Mundane" crews
+are average, and "Green" and "Mutinous" crews are below average. A good
+rule of thumb is that "Crack" or "Elite" crews get one extra hit
+per broadside compared to "Mundane" crews. Don't expect too much from
+"Green" crews.
+.SH BROADSIDES
+Your two broadsides may be loaded with four kinds of shot: grape, chain,
+round, and double. You have guns and carronades in both the port and starboard
+batteries. Carronades only have a range of two, so you have to get in
+close to be able to fire them. You have the choice of firing at the hull
+or rigging of another ship. If the range of the ship is greater than 6,
+then you may only shoot at the rigging.
+.PP
+The types of shot and their advantages are:
+.SH ROUND
+Range of 10. Good for hull or rigging hits.
+.SH DOUBLE
+Range of 1. Extra good for hull or rigging hits.
+Double takes two turns to load.
+.SH CHAIN
+Range of 3. Excellent for tearing down rigging.
+Cannot damage hull or guns, though.
+.SH GRAPE
+Range of 1. Sometimes devastating against enemy crews.
+.PP
+On the side of the screen is displayed some vital information about your
+ship:
+.nf
+
+ Load D! R!
+ Hull 9
+ Crew 4 4 2
+ Guns 4 4
+ Carr 2 2
+ Rigg 5 5 5 5
+
+.fi
+"Load" shows what your port (left) and starboard (right) broadsides are
+loaded with. A "!" after the type of shot indicates that it is an initial
+broadside. Initial broadside were loaded with care before battle and before
+the decks ran red with blood. As a consequence, initial broadsides are a
+little more effective than broadsides loaded later. A "*" after the type of
+shot indicates that the gun
+crews are still loading it, and you cannot fire yet. "Hull" shows how much
+hull you have left. "Crew" shows your three sections of crew. As your
+crew dies off, your ability to fire decreases. "Guns" and "Carr" show
+your port and starboard guns. As you lose guns, your ability to fire
+decreases. "Rigg" shows how much rigging you have on your 3 or 4 masts.
+As rigging is shot away, you lose mobility.
+.SH EFFECTIVENESS OF FIRE
+It is very dramatic when a ship fires its thunderous broadsides, but the
+mere opportunity to fire them does not guarantee any hits. Many factors
+influence the destructive force of a broadside. First of all, and the chief
+factor, is distance. It is harder to hit a ship at range ten than it is
+to hit one sloshing alongside. Next is raking. Raking fire, as
+mentioned before,
+can sometimes dismast a ship at range ten. Next, crew size and quality affects
+the damage done by a broadside. The number of guns firing also bears on the
+point,
+so to speak. Lastly, weather affects the accuracy of a broadside. If the
+seas are high (5 or 6), then the lower gunports of ships of the line can't
+even be opened to run out the guns. This gives frigates and other flush
+decked vessels an advantage in a storm. The scenario
+.I Pellew vs. The Droits de L'Homme
+takes advantage of this peculiar circumstance.
+.SH REPAIRS
+Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
+two points per three turns. The message "Repairs Completed" will be
+printed if no more repairs can be made.
+.SH PECULIARITIES OF COMPUTER SHIPS
+Computer ships in
+.I Sail
+follow all the rules above with a few exceptions. Computer ships never
+repair damage. If they did, the players could never beat them. They
+play well enough as it is. As a consolation, the computer ships can fire double
+shot every turn. That fluke is a good reason to keep your distance. The
+.I
+Driver
+figures out the moves of the computer ships. It computes them with a typical
+A.I. distance function and a depth first search to find the maximum "score."
+It seems to work fairly well, although I'll be the first to admit it isn't
+perfect.
+.SH HOW TO PLAY
+Commands are given to
+.I Sail
+by typing a single character. You will then be prompted for further
+input. A brief summary of the commands follows.