# Enemy in Sight ## General Info - **Year Published**: 1988 - **BGG Rating**: 6.3 - **BGG Rank**: #6946 - **Players**: 2-8 (Best with: 4) - **Duration**: 120 min - **Weight**: 1.68 / 5 - **Designers**: Neal Schlaffer - **Artists**: Charles Kibler, George I. Parrish, Jr. - **Publishers**: The Avalon Hill Game Co, Lost Battalion Games - **Categories**: Age of Reason, American Revolutionary War, Card Game, Napoleonic, Nautical, Wargame - **Mechanics**: Dice Rolling, Hand Management, Take That ## Verdict Enemy in Sight is a fast-paced and chaotic card wargame, perfect for those seeking direct interaction and no-nonsense fun. The 'walking disasters' mechanic ensures no one gets bored, keeping the tension high until the very last ship. It's a classic 'take that' experience that shines with larger groups, ideal for those who enjoy seeing chaos unfold on the high seas.Walking disaster mechanic is hilariousConstant player interactionFast and dynamic gameplayGreat for large groupsQuite dependent on luckCan be frustrating for someVery aggressive interactionFOR GENRE FANS ## Description If you enjoy a solid classic naval combat game and aren't afraid of seeing your ships sink to the bottom of the ocean, Enemy in Sight is a real find. Originally known as Cutthroats and Cannons, this card game offers a fast-paced wargame experience where luck and strategy must walk hand in hand. At the start of the game, each player takes command of a fleet of six ships and draws a hand of six cards. The core of the game is management: as your ships are destroyed, your hand size diminishes, meaning your ability to react drops dramatically as the battle heats up. It is a pure survival mechanic that forces you to think carefully before spending any resources. What really shines here are the 'walking disasters.' These red cards are actual problems that circulate around the table, passing from player to player until someone finally manages to resolve them. This creates constant tension, as you never know when someone else's problem will end up in your hand. It is a classic 'take that' game where interaction is high and the atmosphere of piracy and naval warfare is always present. Supporting up to 8 players, it works very well as a group game for those who want something less dense than a traditional board wargame, but that still keeps the historical flavor of the Age of Reason. If you like games where a table turn is possible and the banter flows freely, this title delivers exactly what it promises: a chaotic and fun naval brawl. Don't expect an ultra-complex simulator, but rather an agile experience where hand management is the key to not being the first to sink. It's one of those games that, despite its age, still manages to hook people with its simplicity and the mischief you can cause to your friends during your turn. ## FAQ ### How long does a game last? The game is quite agile, taking about 120 minutes to complete with a full group. ### How many people can play? It supports 2 to 8 players, and the chaos increases exponentially with more people at the table. ### Is it hard to learn? Not at all! With a BGG weight of 1.67, it's very accessible and easy to explain to anyone who knows basic card games. ### Is the game very aggressive? Yes, it's a classic 'take that' game. You will attack your friends and they will retaliate, so it's best to take it lightly. ### Do you need a board? No, it is a card game. The focus is on managing your hand and naval combat through cards. ### What is the best strategy? Managing your hand well is vital. Since the number of cards decreases as you lose ships, save the best ones for the right moment!