 Okay so we're going to start with how a typical turn structure runs, we've set up the boats here and then Matt is going to explain what happens next. Yeah so in a turn you go for a number of phases, the first thing you do is you roll for the wind direction, now the start of the game your scenario will tell you where the wind starts, it could start in one of maybe two positions or something like that or it will say it definitely starts here, and what you do then is you place the windrows on the compass point where the wind is blowing from. So the first thing you do is then roll for a wind once you turn to onwards and it could move, so if it does move it will only be one compass point round anti-clockwise or clockwise but that affects the next thing which is your initiative. And these mark these locations here of where the windrows would move to? Yes and you can then use those as reference points as the wind is blowing to move your line across which we'll talk about next so you can see where you're heading towards. Okay so initiative determines the order that the boats then move in and that's determined by the wind. So the wind is currently here for us and it's going to blow directly parallel with this edge then all the way this way and as it hits the ship that's the order that they activate in. So currently this ship would activate first, then this awkship, then this smaller awkship, then this Bacillian one and then these two in order. If the wind moves so say it moved up to here, up to this way and from this corner it would then go from corner to corner and actually if we have a look there at the line it will go, it will then hit this one first, then this one, then this one, then that one. So it's actually in a different order and then actually then that one then depending if the wind moves it might change your plan slightly or you can set yourself up to predict where you think the wind, if it moves then you're still okay. So there's a tactical element in lining yourself up if you want the initiative to move before something else does. And it's measured from the base of the ship. Yes as soon as it hits a base. So once you've done initiative then the ships will activate in that order. During a ship's activation it will move a number of times depending on its speed. Now your speed can be, either you can be anchored in which case you can just just turn and shoot or you can go steady speed which gives you one move, battle speed which is two moves and full speed which is three moves. We call each move a move step. Okay so I guess we'll show how movement works and what each of that, what they mean in a minute. Yeah so at the end of each move step you can turn up to your maximum turning angle and then shoot. And then so say this ship was going at battle speed it could do one move step, turn and shoot, do a second move set, turn and shoot and then it's finished its movement and shooting. But once you've finished your all your movement and all your moves steps, if you're within three inches of an enemy ship you can then attempt to grapple them and then boarding action. Okay once you've done that then that ship's activation is done and you move on to the next one so it's quite simple. Once everything's activated go into the end phase where you clean up the various things and maybe some end phase effects are done and then you go on to your next turn. Okay so next we'll see how a ship moves I guess. Yep a bit important.