Well, I've been rather ill for the past few days (no relation to the fact I turned 24 the 13th, just a bad cold) so I haven't gotten much done on the games.
That changes today. I now present you a one page pirate war game. While it has the same .5 inch margins as my other single page games, this time I manged to use mostly 12 point font, except for the optional rules I squeezed in.
The original idea was to have the player's fold a sheet of paper into a hexagon, and cut up a 3x5 card to get the ships and measuring sticks. However, that left us with half inch ships, moving 3 inches across an 8 inch board - far too cramped. This version expands the board to two feet, though its still pretty quick to transverse with the wind at your back.
Yes, the name is a parody of a 1980's movie with Tom Cruise I never saw. "Pirates: Some Assembly Required" was dropped since the construction was eliminated, and "Plunder for Sail" seemed a bit too much of a pun.
Although I've started a couple, I'm rather bad about actually finishing war games, so I hope this turns out well.

Aardvark Tested, Mother Approved...
For once, I was able to actually play one of my games with some friends. (While I've gotten a few congratulatory e-mails - none of my friends have actually played D&B. We tried making characters, which gave me a nice list of which rules I need to clarify though)
Each of us had 4 frigates, and there was a small island in the center to break up the board. I managed to capture one of his vessels, but in the end, he sunk all but one of my ships, while I had barely dented his fleet - so it was a pretty lopsided loss for me.
Spending the point of blood lust is a useful ability. However, giving any given attribute more than one point is also probably overly powerful, and a re-occurring ability. I went for d6s due to availability - but +2 is a whopping 30% bonus. (He went for +2 gunnery and +2 buccaneers) so few of my shots were successful, and almost all of his were. (and my dice were cursed.) Changing to a d8 or d10 might help mitigate this a little.
I think I need to reduce the number of points granted - perhaps to just 3, and/or make the admiral stat a required one. The arc for a broadside might use a little better definition too. Also, I had one oddity, where the disengagement from a boarding attempt ended up with the ship crashing into another - we deemed this doesn't count.
Some sort of a wind gauge to help remind players about directions might help.
Any other suggestions?
At the moment, I'm considering two variations of these rules. Both are more modern games based on WWII. The simpler one is about PT boats, while the other is based around hunting submarines. I'm trying to make the information within accurate enough to use as a teaching tool. Hopefully, I might be able to submit one or both of these games to Junior Generals
There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.