Pirates with Ben – About Pirates CSG › Pirates CSG Forums › Pirates CSG › Questions About Game Rules & The Pirate Code › Reply To: Questions About Game Rules & The Pirate Code
Mysterious Island effects cannot be re-rolled.
I assume this confirms that MI effect rolls are considered to be made for the island rather than the ship? In which case, the Cursed Zone event would not affect MI rolls.
Cursed Captain Jack: Once at the beginning of each of your turns, roll a d6. On a result of 6, no abilities except Parley can be used until the beginning of your next turn.
-If any events are in play when this ability is applied, their effects are ignored but they are not removed from the game. When the effect of this ability ends, any events in play resume their effects as normal.
What happens to game pieces that involve counting turns? (such as the mermaids event, Sunken Treasure UT, etc.) Would the “reset period” before rolling for CCJ’s ability on the following turn of a “cancelled turn” cause them to elapse a turn in the count? (I imagine there is a reset since CCJ’s ability has the same “beginning of turn” text as Copier Davy Jones, who has a reset period that can have implications where abilities like a cargo bonus could have wider implications even if the same ability is re-copied)
Not sure if any of those would be affected in different ways – for example, Sunken Treasure says “at the beginning of each of your turns”, while mermaids does not.
If CCJ is eliminated or removed from the game during a “cancelled round” where he rolls a 6, are all abilities except Parley still cancelled until his player’s next turn?
I assume CCJ functions even if the use of his ability being applied would prevent him from functioning? (ex: he gets a 6 while on a sea monster via Chariot of the Gods, cancelling the UT which I believe forces his removal from the game)
If CCJ is active, does that cause Turtles in the water to be both immobile and immune to elimination?
When Turtles dock at a home island, are they replaced by 1 coins or the tokens simply placed on the island? If they are not converted to 1’s, would CCJ make them worthless? (it seems so; it would be wild to “cancel” an opponent’s gold advantage at the opportune moment. This could also implicate the PotC Dead Man’s Chest UT and others)
Are Gold Capture captives already unloaded at a home island worthless while CCJ is active? (Code says “zero gold when unloaded” but nothing about if they’ve already been unloaded)
-If a captured crew is taken or stolen by an opponent other than the original owner, or this ability is cancelled, eliminated, turned facedown, or removed from this ship, the previously captured crew remain generic cargo, cannot use any abilities, and will not count against the ship’s point or cargo limits. They will be worth , unless some source of this ability is also present and active (not cancelled) on the ship.
I assume CCJ prevents abilities that happen in the “future” ahead of his effect, from effects/abilities that occurred before his 6 roll happened? Ex: Player 1 steals gold with the HI raiding ability. Player 2 gets a 6 with CCJ – does Player 1’s ship have to leave the enemy HI on her turn, or can she now just sit there instead since the ability is cancelled for the whole round?
Does Holy Water/Davy Jones’ Heart provide any protection against CCJ?
I assume that as soon as CCJ goes inactive, any dormant UT effects are applied immediately, before other things such as a kraken surround can occur?
If CCJ’s ship uses Runes of Thor to get the 6 and also has Nemo’s Plans aboard, does Runes of Thor get eliminated when Nemo’s Plans gets shut down, or is it preserved if Nemo’s Plans can save the Runes before CCJ’s ability takes effect?
^If it’s the latter: Is endgame condition #3 (no future move actions) triggered if a player has CCJ with Nemo’s Plans and Runes of Thor aboard to prevent an enemy player’s last (derelict) ship from ever repairing with the Trees UT? (for example, if they loaded Trees with a derelict ship while CCJ is active, the derelict ship is then forced away from the island, and the theoretical “future repair” of Trees is the player’s only hope of staying in the game) On one hand, the CCJ player could decide not to use the Runes of Thor and miss a CCJ roll, letting Trees repair the enemy ship and it could get future move actions. Or they could just flat-out say they would always use CCJ to prevent the use of Trees, in which case they would have complete control over the game if the endgame condition was not considered to be triggered.
While CCJ is active, are players allowed to unload UT’s that can normally be unloaded for gold? (if so, they would just be worthless and I believe stay that way) Ex: Barbary Banner/etc become “generic” UT’s? “UTs that produce a gold value must be unloaded when a ship docks at its home island. No other face-up UT can be unloaded to any island unless an ability specifically allows otherwise.” Would CCJ’s ability take precedence over that rule, allowing a face-up UT like Fruit to be unloaded to a home island?
If a ship explores an island and finds a unique treasure, it is loaded and revealed per the standard rules but remains dormant until the effect of this ability ends. If the UT would normally be loaded facedown it remains face up.
Since they are loaded face up, does that mean it automatically turns Abandoned Crew into crew (not treasure) as soon as they are loaded? Or do they “remain dormant” and in some kind of purgatory state in between crew and treasure?
While CCJ is active, if a ship loads a bunch of UT’s that are normally loaded face down, what happens when they go active? If they suddenly have to take up one cargo space each (due to their abilities functioning normally), can a player activate them before resolving an illegal cargo situation, or are they forced out of the game before any effects can be applied?
Lots of strange implications with CCJ! Would be fun to intentionally give an opponent a UT like Fruit that normally can’t be unloaded, upon losing a boarding party. Also, since you can use Parley while it’s active, I think you could give an opponent a negative UT that normally can’t be unloaded.
Runes of the Serpent: This treasure takes up one cargo space. This ship can dock at any iceberg. On her next turn, you may place her docked at any other iceberg; she can still be given a move action that turn. Then remove Runes of the Serpent from the game.
After the ship docks at the first iceberg, does it being eliminated via Runes of Destruction prevent the ship from docking at a different iceberg on her next turn?
If after docking at the second iceberg and Runes of Magic is played, does the ship lose a mast to the iceberg if the iceberg is moved L in such a way that it maintains contact with the bow of the ship? (such as the port bow area to the starboard bow area on a wide junk ship) Or would that be considered a terrain-based redocking? (I assume if the iceberg is moved into contact with any other part of the ship, she definitely takes damage)
Runes of Wealth: This treasure takes up one cargo space. When this ship has reached her cargo capacity, roll a d6. Replace the value of each non-unique treasure on this ship with the result. Then remove Runes of Wealth from the game.
If Runes of Wealth is rolled for in a Cursed Zone and the player gets a 1, are the coins replaced with 0’s or 1’s? (theoretically they should be -1’s, but I would guess 1’s since d6 rolls below 1 are not accounted for in the game, to my knowledge)
If Runes of Wealth and Nemo’s Plans are on the same ship, what happens when the cargo capacity is reached? I assume the player could just continually roll a d6 over and over until they got the result they wanted? Or would they have to re-reach the ship’s cargo capacity each time they wanted to roll? (such as unloading a crew and loading it back again via the free transfer rule)
I thought I was onto a potential auto-win via a smokepot specialist gimmick…
Fog Hopping with a smokepot specialist: When the fog bank is removed at the beginning of your turn, you may choose to roll and place this ship immediately (per normal the rules for smokepots) or you may choose to have it remain “inside” the fog. If it remains in the fog, the ship must exit another fog bank before the end of your turn; if it does not exit, it is removed from the game instead.
Smokepot Specialist entry: When the smoke (fog bank) is to be removed, if there are any ships “lost” inside the player whose turn it is should roll for each of their exit locations, place them accordingly, and then remove the fog bank.
… but it appears impossible. I assume that the second option (to stay inside a fog bank about to be eliminated) for a Fog Hopper is there and not in the Smokepot Specialist entry because if it was in the latter, it would allow for gamey situations where the smokebank controller could choose to let any enemy ships inside be removed from the game?
Ex: Put a smokebank next to an enemy HI on turn 1, then use MI’s or Altar of the Loa/etc to move their entire enemy fleet into the smokebank. At the beginning of your next turn, since you are the current player, choose option 2 that all ships inside stay and therefore get removed. (looks like option 2 is only an option with a Fog Hopper specifically)
Regarding sequential bad fire mast rolls, I assume this is the correct ruling because it occurred before this one? (both answers at the bottom of those posts. I didn’t realize until now, searching for an unrelated past question that I had asked it twice)
I can’t recall or find what happens when an outside force pushes a ship out of a fog bank. If an L-mover or something like Bad Maps pushes a ship out of a fog bank, do you still roll for exit location?
If a piece of terrain is placed underneath a kraken surrounding a ship, do both roll for effect or is it only the kraken since it is (likely) the only one touching the terrain? Would placing a whirlpool under the kraken+surrounded ship via the Lost UT allow both players that control those ships to use the whirlpool immediately? Since the kraken would be touching the whirlpool first, I assume its controlling player would choose whether or not to whirl the kraken first. If they choose to, can they bring the surrounded ship with them since the surrounded ship never touches the whirlpool? If they choose not to bring the surrounded ship and the formerly surrounded ship takes the whirlpool to the same exit location, the kraken player could then immediately surround the ship again (“At any time during your turn if your kraken is within S of an opponent’s ship, it may surround that ship as a free action”). If it was a 10 masted ship, the hull is long enough that the resulting surround could place the kraken in contact with a third whirlpool – within S of the second one. Thus the cycle could potentially renew again! XD
Going back to March 2023:
The mover ability of Tsuro (and similar) doesn’t work because it can’t push one ship through another, even if there would be enough physical space at the end of the L-distance to place the target ship. The Kraken’s base does count as part of the Kraken even though it mostly only shows water, and any outside force the tried to move the surrounded should would have to move the surrounded ship through that base, so the ship has nowhere to go.
Would an L-mover work if the ship inside the kraken was ghostly?
The effect of ghostly applies any time this ship moves, whether it is due to a move action or any other means.
It seems like that could be used on a ghostly ship to execute a “kraken pass” going from one kraken to another. Or on a non-ghostly ship if both krakens were cancelled.
If a kraken is cancelled while multiple ships are forced to move into it (such as an entire set of native canoes), what happens when the Kraken keyword is reactivated? Are all but one of the ships forced out, or can the kraken player choose to not surround any of the ships? In this instance, does it matter when the Kraken keyword is reactivated? (ex: if it gets reactivated after a friendly CCJ roll fails, vs. if reactivated during an opponent’s turn when an enemy CCJ effect wears off)
Can a ship that has all L-range cannons use Broadsides Attack successfully to hit an enemy ship that has the defensive “L-immunity” ability? (L-range cannons cannot hit this ship) Relevant Code entries:
-Broadsides Attack ignores all defensive abilities of the target ship, except those that make it an invalid target for a shoot action.
-The ability “L-range cannons cannot hit this ship” does not make a ship an invalid target, even if the attacker has only L-range cannons available. It can prevent a shot from hitting, but does not prevent the shot from being made.
This seems to imply that a Broadsides Attack from L-range cannons could indeed hit an otherwise L-immune ship – since the enemy ship is not an invalid target, BA should ignore all defensive abilities, including the ability to not be hit by L-range cannons (regardless of them being reduced to S range).
It seems like that last sentence of the second entry (can prevent a shot from hitting) is meant as a reminder for when L-range shots are potentially taken against an L-immune ship, not specifically when BA is used against an L-immune ship.
Should the Letter of Marque UT’s be part of the No-Duplicates Rule? The CC version has an additional ability regarding forts, while the PotC one is clearly set in that “movie universe” which is distinct from the Crimson Coast lore.
I think the Letter of Marque UT is actually a trojan horse. It says “This ship can dock at an enemy home island and be given repair actions (only) while there.” Technically, that means you cannot be given a move action to move away from the island… meaning the ship is stuck there! O_O XD
