Red Seal Ship Debut – 4×60 Game on December 14th 2024

Red Seal Ship Debut

12/14/2024

This was a 4 fleet, 60 point playtest game to try out a new ship type I created (the red seal ship), along with some other customs that I wanted further playtesting on.

I generally used the Restarting Rules, with the exception of a deliberately wild map setup.  I wanted terrain to actually matter, so I used a ton of it.  I used all 16 sandbars and 16 shallow waters!  Huge chains of terrain ensured that entire regions of the board would be impassable without crossing them or using round earth.  The lack of whirlpools would cut down on “easy” travel.  I used 6 wild islands (instead of 8) with 4 coins each. Of the 24 total coins, 4 were UT’s and all of them were random. Home islands were chosen in reverse turn order.

Setup for 4x60

The fleets in play order:

Mercenaries
Mušmaḫḫū (20) (aka Musmahhu)  (Ability for this game: “At the end of any opposing shoot action that targeted this Hydra, if this Hydra has not been eliminated and at least one shot from the attacking ship missed, this Hydra may repair up to two segments.”)
Matuku + explorer, oarsman (14)
Mobilis + helmsman, navigator (15)
Hare’s Luck + helmsman (11)

Mercenary fleet

Japanese 1 (J1)
Minogame + helmsman (26)  (artwork prototype, not final version)
Yamagawa + Tenjiku Tokubei, captain, helmsman (19) (Y on foresail to distinguish from the other red seal ship)
Sengoku + captain, Archers, Ōdzutsu (15)

Japanese fleet with Red Seal Ship

Japanese 2 (J2)
Atakemaru + Kuki Yoshitaka, helmsman, Ōdzutsu (25)
Fujigawa + helmsman, explorer (12) (F on foresail to distinguish from the other red seal ship; also a slightly different, non-final prototype model)
Běifāng Xuánwǔ + helmsman (23)

Japanese fleet with Red Seal Ship

Americans
USS Denver + captain, helmsman, exploding shot, oarsman (29)
Salem + captain, helmsman (13)
Bloody Throne + Isandro Ramirez, helmsman (18)

American fleet with USS Denver

Time to put some new game pieces to the test!

Americans: USS Denver + captain, helmsman, exploding shot, oarsman (29) Salem + captain, helmsman (13) Bloody Throne + Isandro Ramirez, helmsman (18)

Fleets generally scattered in the first round, with Matuku loading 13 gold partly because of her Mercenary boost away from the home island (HI). At the bottom right, Minogame has begun towing a sargasso sea!

Atakemaru lays waste to Hare’s Luck!  The Odzutsu were fired, with Kuki Yoshitaka leading his men into battle.  The navigator on Mobilis has put down a trade current, allowing Matuku to return home faster.

The Mercs made a good play before Hare’s Luck was captured by the Japanese: she explored while derelict, using her island treasure trading ability to flip a 3 over to the island they had already explored, loading the 1 they knew was there in return.  Beifang has run aground on a sandbar in the northwest, trying to reach the western wild island.  Musmahhu is also headed there.  Salem is headed home with some nice gold for the Americans, while Denver and Bloody Throne load the scraps left behind by Hare’s Luck.  Minogame cannot catch Salem (especially with all the terrain in the way), and so heads to round earth to the west.  Both red seal ships are getting gold for their respective Japanese fleets. Mobilis cancelled the Matuku’s Mercenary keyword to allow her to dock at home and unload gold.

Red Seal Ship Debut - 4x60 Game on December 14th 2024

With most of the gold claimed in the early game, the western island becomes the mid-game hotspot!  It was the only remaining unexplored island, with the other wild islands either empty or with 1 coin on them.  Minogame was the first to dock there, but got rammed and bitten by the emerging hydra – Musmahhu!  The Mercs were ready to defend “their” island, and Matuku swooped in to explore (with help from another trade current). Rogue marines killed her oarsman, but she made out with 3 additional coins that would likely secure a Mercenary victory if she could get them all home safely.  With more ships inevitably converging on the island, that was looking increasingly unlikely.  At the left, you can see that Salem had found the Knights of Malta Banner….

Hydra rams giant turtle

Hydra rams giant turtle!

The situation devolved into madness. After an unsuccessful boarding attempt by Sengoku against Matuku, Minogame captured Matuku. Matuku explored to give Minogame a 7 and 2. Beifang then moved forward in order to S-Board Minogame, stealing the 7!  However, this led to her ramming Sengoku, who won the boarding party to take out the Jade turtle’s helmsman. Musmahhu went after Sengoku, who managed a hit on the hydra (likely with her Odzutsu).  Atakemaru tries to navigate the fog, with Yoshitaka eager to assist the giant turtle in bringing home some loot.

The situation devolved into madness. After an unsuccessful boarding attempt by Sengoku against Matuku, Minogame captured Matuku. Matuku explored to give Minogame a 7 and 2. Beifang then moved forward in order to S-Board Minogame, stealing the 7!  However, this led to her ramming Sengoku, who won the boarding party to take out the Jade turtle's helmsman. Mushmahhu went after Sengoku, who managed a hit on the hydra (likely with her Odzutsu).  Atakemaru tries to navigate the fog, with Yoshitaka eager to assist the giant turtle in bringing home some loot.

Salem transferred the Knights of Malta Banner UT to the Denver, who heads northeast with Bloody Throne in a hunting party.  Fujigawa had given her Deck Cannon to Atakemaru, and now looks to grab Spices and a 1 from the captured Hare’s Luck.  With both Mercenary sailing ships captured, it will likely be impossible for the Mercs to unload any more gold at their HI.

Red Seal Ship Debut - 4x60 Game on December 14th 2024

Musmahhu goes crazy!  The hydra defies the odds of its 4S heads and hits with regularity, killing Minogame and sinking Matuku!

Beifang got the 7 home faster than I expected – a 2 roll coming out of the big fog bank put the turtle on a sandbar, but it didn’t get stuck there.  The western situation is now fully resolved, with Musmahhu submerging as ships flee the area.  The focus is now shifting to the wild island closest to the center, above the big sargasso sea.  The Mercs know it’s a 3 coin, and it’s one of the last available.  Fujigawa wants to double it with Spices, but Mobilis is harassing her with submerged rams.

Red Seal Ship Debut - 4x60 Game on December 14th 2024

With multiple ships converging on the last wild coin, Fujigawa’s crew decide to take the sure gold and unload the Spices and 1 for an extra 2 total gold.  The red seal ship was also down to just 1 mast after another Mobilis ram, so it was unlikely she’d ever get the 3 home, let alone with Spices onboard as well.  The other red seal ship (Yamagawa) is approaching the island from the south, while the other Japanese converge from the north and the Americans brave shallow water to approach from the east.

Red Seal Ship Debut - 4x60 Game on December 14th 2024

The battle for the 3 coin begins!  Yamagawa docks at the island, but Musmahhu and Mobilis approach.  The Americans are excited to finally flex their might, having played a boring and patient game so far by virtue of the setup and lack of targets in range.  Denver opens up on the Jade turtle, adding some value to the Banner UT. Bloody Throne uses her “shoot through ships” ability to wipe out the turtle!  However, Beifang has Eternal and would show up at the J2 home island.  Complicating matters is the arrival of both atakebune – in separate fleets, unlike last game.

Red Seal Ship Debut - 4x60 Game on December 14th 2024

Japanese civil war!  Atakemaru opens fire on Yamagawa, with her “extra weaponry” (Odzutsu and Deck Cannon) doing most of the damage. Unfortunately Tenjiku Tokubei was killed by one of the Odzutsu blasts, but he did provide some gold via his merchant missions early in the game. Yoshitaka wanted to ram and steal the gold, but the tight quarters made it impossible.  Atakemaru actually had to use her “bow turn” ability to move her stern off of Mobilis (avoiding overlap) just to make the situation legal.  Of course, this made Atakemaru a sitting duck for the hydra and others…

Red Seal Ship Debut - 4x60 Game on December 14th 2024

… as the Americans flex their might!  Denver connects with an exploding shot, though it won’t count towards the Banner since the UT refers to mast elimination (not replacement).  Salem aims to tow Yamagawa but promptly gets stuck in the seaweed, where she would remain for many turns.

Red Seal Ship Debut - 4x60 Game on December 14th 2024

The fire spreads as the carnage mounts.  The J1 fleet was effectively out of it now – I realized I had made a mistake. Somewhere along the line, Sengoku had lost her final crew, meaning she couldn’t be given move actions. I moved her back to the northwest. Yamagawa explored the island again to put the 3 back, and rolled successfully to scuttle.

Red Seal Ship Debut - 4x60 Game on December 14th 2024

Atakemaru was sunk! Musmahhu blocked Denver’s path to the gold and eliminated another mast, leaving Denver with just 2 masts.  Mobilis surfaced and snagged the 3 quickly, since the Mercs had already explored that island with Matuku back on turn 1.  The Mercs fully intended to just play keep-away with the coin – treasure on ships counts towards victory in a multiplayer game, so Mobilis would just submerge and stay underwater until the Mercs were the last fleet afloat, holding onto the coin no matter what.  Mobilis’ canceller ability ensured she would never be forced to the surface, and there were no “mover” things in play that could allow another fleet to force the Mobilis onto a reef and wreck her.  This all but solidifed the Mercenary final score at 16 gold, which they hoped would be enough.

A new “endgame meta” quickly emerged – stop the Denver.  She still had the Banner UT, which was now worth 2 gold.  If she could survive and keep eliminating masts, the American gold score would go up and up.  The “dead” Sengoku was a prime target, and one the Denver could easily hit on her voyage home.  This is exactly what Denver did – take out both flags on Sengoku to up the Banner value to 4 gold (flags count as masts for the atakebune).  With all the remaining ships in play now in hot pursuit or trying to blockade the American HI, Denver’s crew knew they needed to get home fast.

Between the slow speeds of the opposition and the massive wall of shallow water providing a barrier to the American HI from the west, Denver was able to dock home and unload the Banner for 4 extra gold!  It ended up being… absolutely essential!!

Final Scores:

  1. Americans: 18 gold
  2. Japanese 2: 17
  3. Mercenaries: 16
  4. Japanese 1: 14

O_O   As close as it gets!!  If they hadn’t gotten the Banner home safely, the Americans would have tied for last. If they hadn’t done a slight detour to smash up Sengoku, they wouldn’t have won.  An incredibly close game that came down to the wire.  All fleets played pretty well and had a good shot at winning.  I didn’t bother playing out the pointless endgame of Mobilis hiding out, since the result was inevitable – the Mercs were keeping that 3 submerged and safe either way.  However, it only elevated them from last to 3rd place.

Observations and Changes:

-Neither giant turtle had a big impact on the game.  They have potential, but kind of lumber around and can’t cause much damage.  I think they’re costed too high for the value they provide.  Both of these got their point costs lowered by 4: Minogame from 24 to 20, Běifāng Xuánwu from 21 to 17.  (their current point costs for the Seas of Japan release)

-Both red seal ships performed as expected – solid 3 masted merchant/hybrid ships that are in line with original ships.  Much easier to cost when there aren’t any wild ship-type keywords. Yamagawa didn’t get a chance to use her “treasure trade arbitrage” ability, which I value at 2 points but might only be worth 1 or 1.5.

-Sengoku back down to 6 points (from 7): Sengoku struggled more in this game, partly due to the terrain making it hard to stern turn for extra movement, and partly because she didn’t have a helmsman unlike in the past games (I wanted to change up her crew setup a bit). However, the main reason for the decrease is because I finally saw just how devastating that “no crew, no moves” negative part of the atakebune keyword could be.  It’s a big negative to essentially feel derelict when you still have flags/masts up.  I am also considering the idea of just deleting that negative from the keyword – I’m not convinced the atakebune would be overpowered at all without it.  However, I’d prefer to keep it for thematic reasons (need rowers for propulsion) and because they’ve still performed well in their games.

-Musmahhu: The regeneration effect is easily one of the hardest custom abilities I’ve ever tried to figure out, balance, or cost effectively.  The basic idea of regenerating segments after getting hit is like messing with the primary combat mechanic of the game.  With the current ability used in this game, there’s an incentive to only shoot at the hydra if you know you’ll hit every time (virtually impossible) or if you have the firepower to shoot at it many times in one shoot action (preferably at least 7 cannons).  Final version changed to: Each time this hydra is hit, roll a d6; on a 6, you may repair up to two of its missing segments.

Debuting Four New Things! 3×60 on November 30th, 2024

Debuting Four New Things!

11/30/2024

This was a 3 fleet, 60 point solo game, partly to playtest four new things I was excited to try out.  It had a new atakebune ship, a new giant turtle, a new hydra, and a new island!  As of the game time, I hadn’t finished artwork for the new custom sea creatures yet.  I generally used the Restarting Rules, with the exception of a relatively random map setup.  I went with 5 wild islands (instead of 6) with 5 coins per island. Of the 25 total random coins in play, 5 were random UT’s.

The fleets in play order:

Dutch – The Hybrid Swarm
Christiansvaern + captain, helmsman (17)
Amsterdam + captain (11)
Friesland + captain, explorer (13)
Prinses Maria + captain (10)
Volle Maan + explorer (9)

Dutch fleet

Japanese
Atakemaru + Kuki Yoshitaka, helmsman, Ōdzutsu (25)
Sengoku + helmsman, oarsman (9)
Minogame (蓑亀) (26)

Japanese fleet for Pirates CSG with atakebune and giant turtle

Mercenary fleet w/Sub Hideout
Mušmaḫḫū (20)  (Mercenary. Sea Monster. Hydra. If this hydra is hit with a cannon roll of 3 or lower, instead of eliminating a segment, repair up to two missing segments.)   -That regenerative ability would later change
Nautilus + helmsman, explorer (19)
Barracuda + Osvaldo de Deus Celemente, helmsman (21)

Mercenary fleet with Submarine Hideout for Pirates CSG

Here’s my video overview:

 

Volle Maan starts things off!  I generally took pictures of the first time each island was explored – treasures near a ship indicate they were loaded, while those closer to or on an island would stay there (going back face down, and of course not known to the other fleets).

Nautilus finds Rotting Hull, limiting her first take to just one coin.  Barracuda submerges and goes south.

The Dutch aggressively split up their fleet, with Friesland whirling into the northeast.  The Japanese sent their turtle in search of treasure, while Atakemaru looked to make her debut splash in some raiding combat against the Dutch.

Friesland couldn’t reach the island that Minogame was headed for, so she took a partial move to dock at a corner island.  Triton’s Defense could actually come in handy against Mušmaḫḫū.  Overall the Dutch were off to a strong exploratory start.  They had a lot of cargo capacity for gold, the most ships in play, and went first.  This led to the other factions realizing they might have to team up to stop a Dutch blowout.

Atakemaru gets in range but goes 0/4 against Christiansvaern!

Debuting Four New Things! 3x60 on November 30th, 2024 Debut of Atakemaru Japanese atakebune ship

However, Sengoku had a splendid attack against the Friesland!  She won the board 9-6 and made off with a huge coin.

Debuting Four New Things! 3x60 on November 30th, 2024

Mushmahhu surfaces to ram and pin Amsterdam in the northwest corner!

Mushmahhu

Christiansvaern goes 2/3 to damage Atakemaru, while Prinses Maria avoids loading the 7 because she anticipates being robbed of it on the upcoming Japanese turn.

Friesland barely escaped the northeast intact, but her misfortune is not over yet. A poor whirlpool roll forces the Dutch to make a frustrating decision, with Triton’s Defense going overboard to keep her captain and final mast intact.  Just when I thought I might finally be able to use that UT successfully!

Atakemaru is not the only one looking to interrupt the Dutch path to quick riches….

Minogame finally explores, but finds a rogue feral marine ready to blow off one of its back flippers.  A small loss compared to the 15 gold the Japanese currently have on these two units.

Japanese piracy is in full swing today!  Although the Maria can’t be shot at while docked, she can certainly be rammed and boarded.  Even more exciting was the Ōdzutsu scoring a big hit on Christiansvaern!

Atakemaru Japanese ship - debut of new atakebune

What the Dutch helmsman saw before being blasted:

Osvaldo de Deus Celemente (still facedown) has been growing bored and directs Barracuda to ram Volle Maan, dismasting the sloop. Barracuda uses her ability to board, taking out the Dutch explorer.

With a big 2/4 shoot action, Mushmahhu dismasts the Amsterdam!  Suddenly the Dutch aren’t looking so good.  Splitting their fleet has left them vulnerable to numerous raids, which are starting to exact a heavy toll.

Debuting Four New Things! 3x60 on November 30th, 2024

With their ships damaged and under attack, the Dutch decide the best course of action is to build a fort in the south.  Oranje will provide a base for repairs, protect their considerable stash at the southern island, and amp up their firepower in the area.  Friesland docks home, and they already have 18 gold.  However, Christiansvaern couldn’t damage Atakemaru, and Barracuda threatens any attempt to bring the fort gold to the Dutch home island (HI).

Debuting Four New Things! 3x60 on November 30th, 2024

Sengoku unloads her stolen 7 while Atakemaru flees the southern hotspot.  Mushmahhu has sunk Amsterdam in the northwest, who goes down with a 4 coin aboard. (Mercs have no way to tow here, and just wanted to finish her off)

Nautilus finally surfaces to enter the Submarine Hideout, allowing her to unload treasure!

Debuting Four New Things! 3x60 on November 30th, 2024

The Mercenaries finally have a suitable home island option!

Volle Maan and Friesland repair.  The Dutch are hoping for an opening to ferry treasure from the fort to home, but the Mercenaries have essentially enacted a blockade.  Barracuda and now Mushmahhu are both submerged near the trade route, threatening to steal or sink any treasure that attempts to sail through.  I made a mistake when Oranje shot a flag off Atakemaru (two 6’s in 2/5 snipe shooting), forgetting that Kuki Yoshitaka prevents fort hits.  Minogame heads north, escorted by Sengoku.  By this point the Japanese and Mercenaries had a full-on alliance, as the Dutch were clearly way in front when including their fort gold (I think 36 in total).

Debuting Four New Things! 3x60 on November 30th, 2024

The Dutch make a questionable decision and split their fleet yet again, refusing to be held hostage by the Mercenaries and their stall tactics.  Friesland whirls to the northwest to finish what Amsterdam started, but quickly becomes the second Dutch 3 master to be dismasted at the island.  One mast was lost to the whirlpool, while Sengoku and her loud crew of angry boarders took down the others, stealing a 4 before scampering back to their atakebune.

The Mercs surface their attackers as an allied siege gets underway!  Celemente was one of the biggest keys to this attack, finally revealing himself after many turns lying in wait.  His Broadsides Attack was successful!  This was perfect for the allies, going straight through the Christianvaern’s defensive ability and dismasting her. Mushmahhu unsuccessfully rammed Prinses Maria, but managed to take a flag off the fort.

The Japanese open up the eastern front, but Atakemaru goes 0/4!  Oranje was pitiful across many turns in its self-defense, here going 1/4 to damage Barracuda.

Debuting Four New Things! 3x60 on November 30th, 2024

The Dutch lose Christiansvaern, while Oranje misses everything.

With the Mercs doing most of the work, they’re wary of the Japanese using the turtle to just grab the gold once the fort is destroyed:

Debuting Four New Things! 3x60 on November 30th, 2024

Oranje managed a second hit on Barracuda just before getting hit to become abandoned.  This left the Mercs in the lurch, with no units capable of loading gold in the area.  They submerged Mushmahhu and the derelict Barracuda (who was basically done for the game, with no oarsmen or shipwrights in their fleet).  This sudden departure from strategy all but ended the Merc-Japanese alliance, with the main goal of the partnership achieved.

Prinses Maria had loaded 7,3,3 and broke for home, being met by the Volle Maan in case the latter could provide assistance.  The Japanese are arriving… looking to have an endgame full of plunder.

Atakebune ships in Pirates CSG

Atakemaru destroys the fort, allowing Minogame to dock and start munching on the local shrubs.  Sengoku comes flying in from the east, stern turning for maximum movement and ramming Prinses Maria to steal another 7 from the Dutch!

Atakemaru destroys the fort, allowing Minogame to dock and start munching on the local shrubs.  Sengoku comes flying in from the east, stern turning for maximum movement and ramming Prinses Maria to steal another 7 from the Dutch!

This is the final straw for the unfortunate Mercenaries, who never wanted to see the Japanese hoard all the wealth.  Mushmahhu re-emerges after having repaired a head while underwater!  The beast goes on an absolute rampage, somehow shooting 3/5 to de-flag Sengoku while ramming Volle Maan derelict!

Mushmahhu hydra goes crazy

This is where the rolls got even crazier.  The Dutch got three 6’s in two turns to scuttle all their derelicts, officially taking them out of the game. Atakemaru got over a sandbar without hindrance, but couldn’t quite block the hydra from reaching Sengoku, as the latter could only move S+S with no flags (the hydra must have eaten half her oarsman last turn).

Mushmahhu gets all heads in range but goes 0 for 5 with abysmal rolls!

With yet another huge “luck swing”, Atakemaru goes 3/4 to cripple the beast!!

That shoot action essentially marked the end of play, with the Mercenaries having no hope of catching either Sengoku or Minogame before they returned home with their latest gold hauls.  Nautilus had unloaded another coin by now but was too far away to help.

 

Scores:

1. Japanese: 40 gold
2. Dutch: 16
3. Mercenaries: 7

A blowout win for the Japanese!  Their timely raids and lack of powerful opposition let their new ship types run wild.  I think they really benefited from the Dutch splitting their fleet all over the map, and because neither of the opposing fleets had a “monster gunship” that can crush an atakebune easily.  They also knew when to quit, fleeing battlefields at the opportune moment to ensure each of their stolen coins got home safely and would count towards their final score.

The Dutch probably had the fleet to beat, but this game further proves the danger of splitting up a fleet too much.  Their huge gold deposits shined too bright in the early game, making them a ripe target.  The Mercenaries had some fun but didn’t have enough cargo or speed to compete effectively in the gold race.

We almost saw fort-to-fort combat, as the Japanese were considering building a fort on Minogame and sending them after Oranje.

My observations led to some thinking after the game, and here are the results.

Changes made:

-Atakebune keyword: removed the part about a successful boarding party eliminating a mast from the enemy ship.  This proved to be quite powerful, as losing a ram+boarding to an atakebune can really cripple any mid-size or smaller ships.  This way they are still “boarding monsters”, but it’s not quite as devastating.

-Minogame point cost decreased from 26 to 24.  It didn’t really get a good chance to use either of its abilities, but it feels expensive for what you get. (cost would later go down further)

-Musmahhu’s regeneration ability is changing: “Each time this hydra is hit, roll a d6; on a 6, you may repair up to two of its missing segments.”  I don’t like how the “hits of 3 or lower” essentially punishes an opponent for paying for better cannons.  I wanted to avoid extra d6 rolling because I don’t like having to roll an extra d6 for each hit/etc such as with Catamaran.  However, this should work better.  There were no regrown segments this game, but I think Musmahhu is fine otherwise.

Thanks for reading!  Feel free to check out the products to use them in your own games!  (Seas of Japan, Submarine Hideout, etc.)

Tabletop Simulator 2025 – Fleet Challenge Semifinal Game

Tabletop Simulator 2025 – Fleet Challenge Semifinal Game

2/23/2025

I met up with Grammaring on Tabletop Simulator for our semifinal game of the Old vs New Tournament of Champions Fleet Challenge. My Spanish fleet from Golden Seas had won in the first round.

The fleets in play order:

Sometimes I just want to shoot something

Spanish Seas of Gold

This shot doesn’t show the 4th and final wild island to the south. Spanish in the west, Pirates in the east.

Tabletop Simulator 2025 - Fleet Challenge Semifinal Game

La Mensajera got busy spying coins to the east, alerting me that most or all of the 5-value coins (the highest value in play) were over there. She explored, finding Plague and Rum, soaking up their negatives so Grapa could come in and load the regular 3’s from the island. However, I forgot to use La Grapa’s ability that would likely have allowed her to reach home instead of being preyed on….  Oro del Oeste found Ghostly Encounter, which took out her explorer. This interrupted the explore action and prevented her from loading the other coins on the island (3,3,0), thus delaying her a crucial turn with Longshanks on the hunt.  She loaded them on the next Spanish turn, but multiple conflicts were quickly approaching.

Tabletop Simulator 2025 - Fleet Challenge Semifinal Game

Oro starts heading home with Longshanks in pursuit. I was able to use Grapa’s ability and make up for my prior mistake by using it in an aggressive way. Grapa was not going to reach home before likely being dismasted by Harbinger, so instead she turned around, touched Mensajera to load Plague, and then use her ability to crash into Harbinger and plague the Pirates to wipe out their crew!  This severely crippled Harbinger and meant she would be too slow to intercept Oro del Oeste.  The Spanish got a successful scuttle roll for Mensajera.

Tabletop Simulator 2025 - Fleet Challenge Semifinal Game

Harbinger sank La Grapa (giving each player a 3 coin on their home island) and captured La Mensajera!  On the previous turn, Longshanks had shot and rammed Oro del Oeste after catching up to her, taking out a mast. Oro continued sailing home as fast as possible, but was slowed after Captain Jack Hawkins slashed the throat of Antonio de Bolívares (due to Longshanks getting pinned).

In the game’s pivotal moment, Longshanks went for another move-shoot-ram attack, landing a shot but then rolling a 1 on the ram roll to leave Oro del Oeste with 1 mast standing!  Oro’s Secret Hold keyword kept her gold safe, though her helmsman was knocked overboard by Hawkins.

Oro had just barely escaped an ugly fate, with enough sails set to return home with a nice haul of 8 total gold, bringing my total to 11. Now she needed to wreck herself to end the game as soon as possible.

Indeed it was too late for the Pirates to catch up in full, though they narrowed the score to 11-9 by warping Mensajera (and her Rum UT worth 6 gold) home with Harbinger.  The Pirates went for more gold, but only two reef rolls were needed to turn Oro into a shipwreck, meaning the Spanish had no future move actions available.

Scores:

  1. Spanish: 11 gold
  2. Pirates: 9

There you have it!  A close contest that went down to a single roll – if Longshanks succeeds on one more d6 roll (such as that final ram), the Pirates would win on Units in Play (3-3 gold tie).  The Golden Seas Spanish fleet moves on to the finals of the Fleet Challenge tournament.

Halloween 2024 Game – 3×80 in late October

Halloween 2024 Game

10/29/2024

Ahoy mateys!  This was a 3 fleet, 80 point game I played to test out some new game pieces and to have some fun with some of the scarier factions as part of my Halloween 2024 game. I generally used the Restarting Rules.

Here are the fleets in play order:

Pirates
Black Widow + Liliane Rousseau, helmsman, explorer
Cyclone + helmsman
Sengoku + CHO (captain, helmsman, oarsman (French oarsman))
Tortuga + helmsman

Pirate fleet with Black Widow

Vikings
Kalmar + Shayna Deux, Lars Valgard, helmsman, FPS, oarsman
Elsinore + RotF Thomas Gunn, LE Griffin, SS Sir Jeremy Rothschild
Sleipnir + helmsman
+Shipwright on HI

Viking fleet with Kalmar and Elsinore

Cursed
Berzerker + Berserk Overlord, captain, helmsman, oarsman
Pyrannus
Sea Rat + helmsman, navigator

Cursed fleet with Berzerker and Pyrannus

Quite a unique and exciting fleet area!

I designed the map, since I wanted a change from having each fleet contribute specific islands/terrain/coins.  8 total islands, with 5 of them wild. I used 4 of my Mega Terrain, along with some Shallow Water and rocks. Round earth played a key role in home island selection. Despite the obstacles, I could tell from the setup that it was likely to be a bloody game – none of the fleets were going particularly strong with gold runners, so combat was quite inevitable.  Rather fitting for these factions.

The treasure distribution was random – 5 coins per island, with 8 of the 25 total coins being UT’s.  Both regular coins and UT’s were chosen randomly.

I also used a timer to limit each fleet to 40 minutes of play time overall – that way the game could be finished in about 2 hours.

Halloween 2024 Game - 3x80 in late October

Before sailing out, the Pirates transferred the Black Widow’s explorer to Cyclone.

On the first turn, Cyclone explored to load a couple 3’s. Sengoku wanted to hunt enemy gold runners, but this was the Berserk Overlord’s debut!  He gave his ship the Same Action Twice (SAT) with a 4, letting Berzerker surge to the west.  However, even with the ship’s “+1 against second targets” ability, none of the sniping shots hit!  However, it’s quite normal for large junk ships to underperform in their first games I use them in, so I wasn’t shocked. (years ago, bad cannon rolls happened a lot with HMS Grand Temple and some 10 masters early on)

Kalmar sets the giant turtle aflame!

Sea Rat used her navigator but he failed to generate a trade current.  For the rest of the game, The Cursed didn’t bother using the navigator.  Pyrannus heads into a giant fog bank, while Elsinore rounds earth to the east in search of loot.

Halloween 2024 Game - 3x80 in late October

With Cyclone slowed to L+S on her return journey with treasure, there was no way for her to dock at the Pirate home island (HI).  Sengoku could simply block for her, but this was unlikely to be very effective.  Instead, the valiant crew of Sengoku decided to go out in a blaze of glory!  They rowed north at full speed, crashing into the Berzerker’s bow!  To win the boarding party they needed a 6-1 rolling advantage, so a 4 meant her French oarsman died against the might of the junk’s crew.

Black Widow explored to find a negative UT and some low-value coins. The 2 was left behind when leaving the island.

Halloween 2024 Game - 3x80 in late October

Kalmar takes advantage of the Longship keyword, stern turning over round earth and getting all her cannons in range of the Cyclone, who is only a few meters from home!  Her gunners fail miserably, going 1/6 and failing to stop the ship!

Kalmar broadside fail

Berserk Overlord rolls a 6, allowing The Cursed to give an enemy ship an action!  Elsinore was a tempting choice, but she was stuck with Rum after exploring – The Cursed figured they might be able to intercept her next turn.  With Berzerker only having one action available, the Overlord decided to move the pesky Sengoku out of his way, sending the atakebune aground on some nearby shallow water.  Sengoku wasn’t damaged by the grounding, but later lost a flag to Berzerker’s cannons.  Berzerker’s gunners continued to disappoint, failing to damage the ultra-lucky Cyclone!  However, The Cursed were able to S-Board and steal a 3.

To the right, Sea Rat heads east for an unexplored wild island while Pyrannus exits fog looking to deter Sleipnir from docking at the middle island.

Halloween 2024 Game - 3x80 in late October

A homecoming party for the Pirates!  Cyclone unloads a 3, and Black Widow returns to smash up Kalmar while docking her own gold at home. Kalmar was only hit once, so her mainmast shouldn’t be missing here (corrected soon afterwards). At the top, the 6 on Sengoku marks that she is ready to leave the shallow water with her next action.

All this time, Tortuga was simply sitting in the same spot, protecting Black Widow from being approached by Kalmar.  This also kept her fire at bay.  Kalmar heads home for repairs, while Sleipnir scurries away from the approaching (submerged) hydra.  Berserk Overlord rolls a 2 to give Sea Rat +L to her base move, allowing the junk to quickly reach the southeastern island.

Halloween 2024 Game - 3x80 in late October

Both Viking 3 masters get home, with Elsinore unloading 12 gold! (7, 2, and 3 from Rum)

However, Elsinore needed a stern turn into shallow water to reach home, meaning her departure will be slowed.

Berzerker gets SAT to whirlpool into the northeast, sinking Sleipnir!

Halloween 2024 Game - 3x80 in late October

Elsinore uses an action to get unstuck, while Kalmar loads the convenient shipwright to repair two masts with one action! (revised Shipwright keyword as part of the New Master Keyword List allows 2 masts/repair at your HI and friendly forts)

With another 6, Berserk Overlord forces Cyclone to run aground! Black Widow aims to escort Cyclone to get the last coins from the SW island. Tortuga reaches home with the 2 coin Black Widow left behind due to the Barrel o’ Monkeys, with her “flesh fire” now extinguished.  Pyrannus simply guards the middle wild island, lying in wait and essentially marking the island as Cursed territory.

The Vikings knew they probably needed to risk either the middle island or a Pirate home island raid to win the game.  Knowing Berzerker would likely back up Pyrannus in the center, they chose a multi-pronged assault on the Pirates.  The Pirates smell it coming, with Cyclone readying herself to set sail again and Tortuga swimming to intercept Elsinore.  To the right, Berzerker has escorted Sea Rat home, while also looking to deposit the 3 she stole from Cyclone earlier in the game.  Sea Rat found a good island, loading Metal Hull and 5,5,3.

Halloween 2024 Game - 3x80 in late October

The Vikings waste no time going after Pirate gold!  With Kalmar looking to home island raid for 2 coins, Elsinore looks to distract by stealing Cyclone’s current haul.  However, the attack is a total failure – stern turning into shallow water (required here to ram and board) costs the Elsinore a mast, then she follows that by only eliminating 1 mast from Cyclone and losing the boarding party, where Griffin is killed!  Cyclone means business today – elusive and resilient!

Halloween 2024 Game - 3x80 in late October

Black Widow did not position herself well on the Pirate turn, simply sailing east to try to block Kalmar from reaching the Cyclone or Pirate HI.  Kalmar repeats a move action from earlier in the game, stern turning over round earth into Pirate waters!  This time her gunners find their marks, shooting 5/6 to dismast the Black Widow and set her aflame!!

Kalmar lights up Black Widow

The endgame had arrived, with desperation mounting for the Vikings and Pirates.  Berserk Overlord scored yet another 6, allowing him to yank the Kalmar onto shallow water.  Berzerker avoided running aground and got into sniping range, taking a mast off Kalmar.  Sea Rat was slowed by Metal Hull, but that UT might help her survive a home island raid more than a bit of extra speed.  She had no fear of shallow water, heading straight for the Pirate home island!  Pyrannus swims underwater towards the action, with no immediate threats able to dock at the middle island he was protecting.  The Cursed look like the strongest faction now, benefiting from the other fleets beating each other up repeatedly.

Tortuga rams Elsinore, dismasting the ship and killing her last crew!  In this game full of brutal factions, neither the English nor French survived.

Against all odds, Cyclone returns home with her second haul of treasure (two 2’s).  However, can she deal with the oncoming dual Viking/Cursed threat?  All three fleets had a home island raider in this game, and here they’re all in the same area on the right side of the frame.

Halloween 2024 Game - 3x80 in late October

The Vikings use their actions to move both ships to the edge of shallow water (“ungrounding” them), looking to return home for repairs.  However, Pyrannus has other ideas!!  The beast finally surfaces and lights up Kalmar with a vicious fire breathing attack!!

Halloween 2024 Game - 3x80 in late October

Sea Rat moves in to plunder the Pirate home island.  The Pirates have been bullied all game and are exhausted.  Meanwhile, the Vikings are literally cooked.

Halloween 2024 Game - 3x80 in late October

With The Cursed clearly the only force capable of winning a battle now, the Pirates and Vikings decide to collude and end the game faster.  However, the Pirate still want their gold back, with Cyclone and Tortuga both ramming the Sea Rat – the giant turtle climbing across the home island to do so!  They both fail to steal back the treasure!

Pyrannus loses a head to shallow water but finishes off the longships, eliminating the Vikings from the game. The Overlord doesn’t want to run his behemoth flagship aground, and so takes the Berzerker north to collect some final treasure.  The Cursed are looking to seal their win.

Halloween 2024 Game - 3x80 in late October

They do just that, with Berzerker getting a clutch 5 (Admiral’s Action) from Berserk Overlord to explore the middle island and return home just as their clock was running out!  (Cursed finished their last turn with 7 seconds left, the least time remaining of any fleet)

I think Cyclone stole back the Sea Rat’s coin, but it was not enough.

Halloween 2024 Game - 3x80 in late October

Scores:

  1. The Cursed: 32 gold (had 16 even before final haul from middle island)
  2. Pirates: 14
  3. Vikings: 12

In hindsight, one could argue the game should have continued, with the Pirates potentially able to use their remaining time to basically raid the Cursed home island repeatedly.  Since the Cursed were almost out of time, they didn’t have enough clock to fight back – if the timer hit 0, they’d automatically lose.  However, I was personally out of time to play and it’s simply a lesson in how to manage the clock for future games.  In addition, I think all the coins remaining on wild islands were just UT’s with no value, with Runes of Destruction and Livestock passed over in favor of regular coins.  If the Cursed haul of 16 from the middle wild island was the final treasure in play, the game really would end with their final turn as their clock ran out.

Overall this was a very fun game featuring a lot of new game pieces and elements.  It was great to finally utilize stern turning fleet-wide for an entire game, which really helped the Vikings compete despite their slow base moves.  Berserk Overlord almost exclusively rolled 2/4/6, with his capabilities on full display. The Cursed chose their HI first and nobody wanted to be near them. Eventually they benefited from the other factions fighting each other – despite some relatively large/powerful ships in play, neither Berzerker nor Pyrannus ever faced serious opposition.  Kalmar and Black Widow basically neutralized each other.  It made me want to play with more than 3 fleets next time, since this kind of “vulture winner” happens fairly often in 3 player games.

 

Playtesting feedback/observations:

-Under Restarting Rules, giant turtles could repair by default since nothing disallows it. (either have to change keyword, or change Sea Creature rules section about default not being able to repair)
-HI Raiding is still loser chooses, since rules don’t address it and it’s not a keyword. Probably want it random
-Made it so Shallow Water can sink ships on the 1-2 roll.
-No real feedback on Sengoku or Tortuga – nothing to warrant changing their keywords or point costs from this game.

Spanish Main vs. Golden Seas: 40 point Fleet Challenge tournament matchup

Fleet Challenge: Old vs New Tournament of Champions! (Discord invite link if you need to join)

Fleets in the order of play:
JW Darkhurst: https://psmlist.com/public/fleet/show/6HUE9KTGM94M5Y59
Ben: https://psmlist.com/public/fleet/show/YQ293ABX62C672FU

With a 17-0 victory, the Spanish move on to the next round in the Fleet Challenge tournament. (Spanish would win 18-16 if we had played until all gold was unloaded)

3×40 Intro Game at Syn Shop – December 17th, 2024

Introductory 3×40 Game

12/17/2024

This was a 3 player, 40 point game at Syn Shop in Las Vegas. One of the players hadn’t played since probably 2004, while the other had never played.  Therefore, we kept things simple with no terrain/UT’s/forts/named crew/etc.

The fleets in play order – I went first as the Dutch from Pirates of the Golden Seas (game pieces visible on PSMList).

Dutch
Christiansvaern + captain, helmsman, shipwright (19)
Maarten de Hollander + helmsman, explorer (8)
Prinses Maria + captain, musketeer (13)

Spanish
La Resolucion + captain, helmsman (18)
Concepcion + helmsman, explorer (15)
Le Bon Marin +oarsman (7)

Pirates
Gilded Monkey + captain, helmsman (16)
Cursed Blade + helmsman, explorer, oarsman (15)
Shamrock + explorer (9)

Islands about 2L apart, with home islands (HIs) chosen in reverse turn order.

3x40 Intro Game at Syn Shop - December 17th, 2024

Cursed Blade looked to threaten the Dutch early, but Christiansvaern connected for two hits:

3x40 Intro Game at Syn Shop - December 17th, 2024

It looked like the Spanish were getting out to a lead, so I decided to be aggressive and let Christiansvaern take on La Resolucion.  To my surprise, she won that fight between the first strike and her abilities.  However, the Pirates were still after Dutch gold, with Cursed Blade repairing and teaming with Gilded Monkey for a potential strike on the Dutch HI.  Prinses Maria smashed up Gilded Monkey, but it wouldn’t be enough to stem the tide.

Prinses Maria was captured as the Pirates began their looting.  At the right, Shamrock has executed a second island treasure trade, which would help the Pirates’ final gold score.  Concepcion takes over the Spanish-Dutch battle, with Christiansvaern exhausted fighting two galleons consecutively.

Christiansvaern managed to sink Resolucion and then dismast Le Bon Marin with a 2/2 shoot action, but was then sunk by Concepcion.  Le Bon Marin rowed home on oar power for an additional 4 coins.  The Pirates finished off the Dutch, with Cursed Blade stealing some coins from the Maarten de Hollander.  At this point we agreed to a pre-emptive count, which was for the best because the Pirates were already ahead!  (playing it out would have just extended their lead due to HI raiding with a numbers advantage)

Scores:

  1. Pirates: 21 gold
  2. Spanish: 16
  3. Dutch: 7

About 5 free packs were also distributed to get their collections up and running – great to see new players enjoying the game!

3x40 Intro Game at Syn Shop - December 17th, 2024

Concept Testing Game – Many New Ideas Introduced! (September 14th, 2024)

Concept Testing Game

New Ideas Abound!

9/14/2024

Here is a 4 fleet, 60 point game I played to test out new concepts. I used the Restarting Rules and New Master Keyword List. Golden Seas custom game pieces can be seen in the PSMList gallery or at the Customs Database.  All of the new stuff is subject to change, and indeed some of the keywords and game pieces changed immediately after the game based on the playtest. None of the ability text listed out in this report should be taken as the official versions – they are simply the version of the ability used for this specific game (before changes were made). This and other playtesting games I plan to play will be more focused on my personal learning about the new game pieces and what to change rather than a compelling narrative, so the reports will likely be sparser on details.

Here’s a preview!

The fleets in play order:

Far East Fleet
Grand River + Li Quin, captain, helmsman, oarsman
Sengoku + helmsman, shipwright, grappleshot specialist, oarsman
Dark Angel + Fists of Fate, captain
Knife’s Edge + explorer
Baroness + explorer

Far East Fleet with Grand River and Atakebune

The new ship is an Atakebune from Japan!

Atakebune (keyword): A ship with this keyword printed on its deckplate card has removable flags that are treated exactly the same as masts on a normal ship (they can be replaced by fire masts).
This ship may be given move actions when it has no flags; its printed base move becomes S. When given a move action, this ship can rotate on her bow (the front of the ship) OR stern (the rear of the ship) in any direction as an additional, final movement segment (she cannot rotate on both bow and stern in the same move action).
This ship gets +1 to her boarding rolls for every crew assigned to her. If this ship wins a boarding party, she may eliminate a mast from the enemy ship, steal one treasure, and eliminate one crew.
This ship cannot be assigned treasure except for treasure taken via boarding party.
Crew assigned to this ship do not count towards the ship’s point limit.
If this ship has no crew, she cannot be given move actions.

-Not the final version of the keyword

Sengoku
Faction Affiliation: Japan
Type: Ship
Point Value: 6
Number of Masts: 3
Cargo Space: 5
Base Move: S+L
Cannons: 5S-5S-5S
Ability: Atakebune.
Flavor text: With feudal conflicts ongoing, many warlords have joined the naval arms race, seeking to be the ruler with the largest fleet of Atakebune.

Cursed English
Lerna
HMS Blue Whale + captain, helmsman
HMS Immortal + The Claw of Archimedes
HMS Hermes’ Sandals + explorer

Cursed English fleet with Lerna hydra

Lerna is a hydra – credit to AndrewprintsPirates for the file.  This was the initial version of my Hydra keyword, which has since been changed.

Hydra (keyword): A ship with this keyword printed on its deckplate card is a sea creature. Hydras can be given only move, shoot, and repair actions. Measure a hydra’s movement from the middle head slot on its base. Hydras may move and shoot using the same move action. A hydra may repair at sea or at any island.
Hydras cannot tow or be assigned crew.
At the beginning of your turn, decide if the hydra is submerged or on the surface. If submerged, a hydra can only move or repair; it cannot shoot or be shot at, and it cannot dock or touch other ships.
If a hydra is on the surface, it may be given non-explore actions like a normal ship. It may ram opposing ships (the rammed ship becomes pinned instead of the hydra) and it may board. After winning a boarding party the hydra may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.

Lerna
Faction Affiliation: The Cursed
Type: Ship
Point Value: 22
Number of Masts: 6
Cargo Space: 0
Base Move: L
Cannons: 5S-4S-3S-4S-5S-3S (first 5 are the heads left to right, last is the tail)
Ability: Hydra. Fear. Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
Flavor text: Leave it to The Cursed to animate horrors so profound that legends have been written about them.

The Claw of Archimedes
Type: Equipment
Point Value: 5
Ability: This equipment can only be used inside forts, never on ships. If the fort this equipment uses is destroyed, eliminate this equipment from the game.

Once per turn when an enemy ship ends a movement segment within range of the Claw or is already in range of the Claw (within 1S perpendicular to a fort wall), you may use this equipment. The first time the Claw is used, place it into one of the 4 fort walls. Move the Claw into contact with the enemy ship (it cannot be a submerged ship); the affected ship must stop moving immediately (any remaining movement segments are lost), and cannot be given move actions until until the Claw is retracted or the fort is destroyed. When the Claw is moved into contact with an enemy ship, roll a d6. On a 6, eliminate three masts from the ship; the ship sinks if it has less than three masts remaining. On a 4-5, eliminate two masts from the ship. On a 2-3, eliminate one mast from the ship.

At any time during one of your turns, you may retract the Claw to break contact with an enemy ship. The Claw cannot be used on the same turn that a fort is built (because that play turn is over). The Claw may be moved from one location in the fort to another – if there are crew in the fort, moving the Claw is a free action; if there are no crew in the fort, moving the Claw requires a full action and the fort cannot shoot or repair that turn.

Dutch
Maas + Captain Berend, Captain Dewitt, Lady Alida, helmsman, oarsman
Hollandia + fire shot
Prinses Maria + explorer
Volle Maan + explorer

Dutch constructible ships - fleet picture

Spanish
Nuestra Señora de los Siglos + Contessa Anita Amore, captain, helmsman
Jabutí + Hernán de Orozco, helmsman
Francesca + helmsman
The Claw of Archimedes (on HI)

Spanish fleet with giant turtle

Giant Turtle (keyword): A ship with this keyword printed on its deckplate is a sea creature.
A giant turtle can ram a sargasso sea as if ramming an iceberg; if it does, remove the sargasso sea from the game.
Two hits during the same player’s turn are required to eliminate one of this sea creature’s segments. When removing segments, remove a fin of the giant turtle. When all four fins are removed, the giant turtle is eliminated. The giant turtle’s cannon (its head) cannot be eliminated.
A giant turtle may move across islands (except enemy home islands and enemy forts) if it does not have a fort on its back. It becomes docked if it ends movement on an island. A giant turtle may shoot and be shot at while on an island (the island does not block lines of fire to and from the giant turtle on the island).
A giant turtle can be assigned crew.
A giant turtle may be given explore actions to load cargo like a normal ship.
A giant turtle may tow other ships (unless it has a fort on its back), it may ram (the rammed ship becomes pinned instead of the giant turtle), and it may board like a normal ship.
When placing a new fort, you can instead place a fort on the back of a giant turtle docked at your home island. If there is a fort on the back of a giant turtle, it cannot move more than S in a single move action; during combat the fort takes damage instead of the turtle. The fort on the back of the turtle is treated like a fort on a wild island and has its own turns. Ships can dock at a giant turtle with a fort. If a ship is docked, the giant turtle cannot move.
Any treasure in a giant turtle’s fort does not take up cargo space. Crew and equipment still take up cargo space. When the fort on a giant turtle is destroyed, the gold is moved into the giant turtle’s cargo. If there is more gold than cargo space available, remove the excess gold from the game.
A fort built on a giant turtle cannot use crew abilities.

Jabutí is from AlgothAybara’s Forgotten Abyss set. Credit to him for the STL files as well!

 

I was also using a new mysterious island (Oak Island), and new Shallow Water terrain!

Shallow Water

Submerged game pieces cannot move or be moved into shallow water.

If a ship with 3 or more masts (when constructed) touches shallow water, she runs aground. Roll a d6; on a 1-2 eliminate a mast from the ship. When a ship is aground, one full action is required to free the ship; after the action ends, place the ship’s bow at the edge of this terrain; the ship can begin moving normally with her next move action.

If a ship sinks in shallow water, mark the spot where the ship sank with a hull silhouette piece and move the ship’s deckplate and any non-crew cargo to a neutral area; the ship and her non-crew cargo are not eliminated or removed from the game. Ships sunk in shallow water do not block lines of fire or measurement. Ships with 3 or more masts (when constructed) cannot be placed in contact with ships sunk in shallow water, nor can they move or be moved over them.

 

3 new ship types, a new (physical!) equipment, a new terrain type, a new giant MI, and more.  Time to play!

Orozco marks Oak Island explored for the Spanish. The Dutch wanted to send Prinses Maria to the southeast island, but decide against it with Grand River and the atakebune lurking.

Orozco

What Baroness found there:

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

The Far East Fleet (FEF) Pirates were raking in the loot:

The English have a disastrous time trying to be the first fleet to fully explore Oak Island. HMS Hermes’ Sandals lost her explorer before it could be used, and then HMS Blue Whale docking eliminated a coin (which almost benefited the Spanish, since it was a low value coin).

Dutch exploration:

Francesca loads gold from the Money Pit on Oak Island, staying in the shallow water of Sellars Cove. Jabuti and Nuestra head northeast together.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

With most of the remaining untouched gold in the north, the Spanish looked to have a strong HI position.  However, this also meant there was a general northwards surge amongst all fleets in the game.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

The atakebune gets in action!  Sengoku boards Volle Maan successfully, stealing a coin, killing her explorer, and doing damage! (mast was eliminated on Hollandia per her ability, so Volle Maan would have a better chance of docking home her other 4 on the next Dutch turn)

Atakebune ram damage

This picture encapsulates the new age of Pirates CSG we are now in – a new ship type rams a ship of a new faction, with a holographic Super Rare in the background:

New Age of Pirates CSG

Grand River sails over to sink Hollandia!

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

Volle Maan flips Runes of Loki to prevent Grand River’s last shot from hitting her – alternative would have been to Parley, but that would risk warping her last 4 coin to the FEF home island.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

The Dutch flagship goes for revenge!  Maas turned around to head back south, blasting off masts and flags from the new Far East warships.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

Spanish starting to think about building a fort on the turtle….

Seeing only death if they try to escape, the Far East Fleet presses their attack!

English finally loading some treasure:

Prinses Maria had wanted Maas to escort her home from an island she would warp to with Necklace of the Sky, but time was running out on the unexplored wild islands.  She braved the danger herself, and got stuck with Rum!

Maas cleans up in the east, sinking the Atakebune!  This was partly motivated by the deterrence provided by the Atakebune keyword, which made mast elimination on Maas a possibility if she lost boarding parties trying to retake the 4.

The Dutch build their Oranje fort from Golden Seas, primarily to protect the Prinses Maria and her 15 total gold!  If they hadn’t done this, there’s a good chance the Nuestra would have sped over (now at S+S+S with a full cargo hold) and smashed the little Dutch gold runner.

Dutch build fort Oranje

HMS Hermes’ Sandals finds a nice island in the northwest, but only has cargo for the 7.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

An overview, showing that the Spanish have completely shifted gears. Instead of building a fort on the turtle soon, they are using her and Nuestra’s speed to head northwest for more gold first.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

HMS Immortal unloads her equipment to the island, as the English build Old Fort Probus!

Maas sinks Grand River!

Some turns later as the endgame approaches.  Maas has round earthed to the north to dismast Knife’s Edge. The latter has a 1 coin aboard and is trying to lure the Dutch into conflict with the Spanish. However, the Spanish are content to execute logistics and prepare for fort construction on the turtle.  The English are preparing for a large raid on the Dutch fort Oranje, as the available gold dwindles.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

The Nuestra doesn’t want to lose her speed boost, so Francesca explores to give her the worst coins they currently have, with Francesca soon unloading the best ones to the Spanish HI.

It’s happening!  Jabutí loads up an equipment, ditches her helmsman, and has Fuerte de la Desolación built atop her!

Fuerte de la Desolación

Maas heads off to defend Oranje, allowing the Spanish to capture the Knife’s Edge:

Fuerte de la Desolación

The Hydra starts the attack!

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

Good thing Lerna went 3/5, since HMS Blue Whale only went 1/4. The Dutch need Maas badly to turn this tide.

English attack Dutch fort Oranje

Captain Berend was truly a Born Leader in this game, getting SAT a high percentage of the time.  However, he did miss it here, allowing the English to destroy Oranje!

However, the Dutch war machine was ready for another major battle. Berend, Captain Dewitt and Lady Alida teamed up for an impressive resistance to the English threat. With nothing to lose, Volle Maan got in on the action, dismasting the Hermes’ Sandals with a ram.

Carnage mounts as Lerna re-surfaces to pin Maas!

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

A total bloodbath ensues…

HMS Blue Whale is sunk.  Like the true vultures they are, the Pirates look to take advantage of the situation, eyeing the former fort gold now on the derelict Prinses Maria.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

The giant turtle eats a huge sargasso sea for lunch!!  XD

This allowed the Nuestra to get into position to attack Old Fort Probus, but then…

THE CLAW OF ARCHIMEDES!!

The Claw of Archimedes - first game used in

The Claw eliminates two masts from the newest Spanish 5 master!

Nuestra connects with all her remaining shots, leaving the fort very weak. To think the Spanish have a Claw of their own on the turtle fort!!

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

HMS Immortal has left the battlefield with a 4 stolen from Prinses Maria. With no English cause left to fight for in the area, Lerna submerges to avoid being killed by Maas (not before slowing Dark Angel with Fear).

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024)

The Spanish finish destroying Old Fort Probus.  Orozco S-explores the island from the giant turtle, allowing Francesca to load the 2’s used to build the fort.  Knife’s Edge is in hot pursuit of HMS Immortal, who is fleeing for home with likely the last gold the English are possibly going to get. In the northeast, Maas sinks Baroness and tows Hermes’ Sandals to avoid the latter being scuttled.

The captured Knife’s Edge intercepts the Immortal, but the English win the boarding party!

After losing a mast to Dark Angel, Maas finally ends the long struggle in the northeast by dismasting the Dark Angel and killing Lerna!  (who had a change of intent, knowing how close to the end of the game it was)  A scene of pure carnage.

Maas wins northeast bloodbath fight

Maas took the Dark Angel’s coin and sailed home. The Spanish unloaded their last treasures, and the game ended. Technically one could argue that Fuerte’s gold was still available, but the Dutch were very unlikely to get it.

Concept Testing Game - Many New Ideas Introduced! (September 14th, 2024) - end of game!

Scores:

  1. Spanish: 30 gold (6 units in play)
  2. Far East Fleet: 30 (1 unit in play)
  3. English: 18
  4. Dutch: 17

Wow, what a finish!  The Pirates were in the lead for pretty much the entire game, until the Spanish matched them in gold at the end with their haul from Old Fort Probus. It looks like the Spanish had the best home island position, and they utilized their assets well to preserve units in play and expand their fleet.  The duo of Jabutí and Nuestra traveling together at S+S+S speed was a solid deterrent to getting attacked. They made the right decision to go west instead of east near the middle of the game, snagging a bunch of gold from the northwest. After Francesca’s haul from the corner island, they were able to crush the English fort after the English exhausted themselves battling the Dutch.

The Far East Pirates had a great early run, but lost their power units early and couldn’t affect the endgame much.

Maas and Lerna were notable game pieces to say the least, but ended up mostly neutralizing each other.

 

Observations: (written on the day of the game)

-I have a few questions about the Giant Turtle keyword I’ll be asking AlgothAybara. The speed slowing to S when a fort is on it really makes you think twice about building a fort on it.  The Spanish won the game, so it’s hard to say that the turtle I used is overpriced – might be perfect as-is.

-I think it’s too early to change anything about the Claw. It shined briefly, but is hard to use and might not be worth 5 points. If the roll had been better when the English brought it down on Nuestra a second time, Nuestra could have been dismasted.  My notes say “Should you be able to bring the Claw back down on the original ship turn after turn? If so, maybe make the damage less often or less damage (ex: only on 4-6, or eliminates one mast on 2-5, 2 masts on a 6).
Claw tough to use, but good in defense of the fort”  However, I think I’ll leave it as-is for now.  I think if you can’t keep smashing the same ship with the Claw, it would definitely have to be cheaper, as then it becomes more of a “hold ’em” equipment than something that can be continually dangerous to face.

-Lerna is getting a speed boost from L to S+S.  I am wary of the Hydra being able to move and shoot and also repair itself, but Lerna was too slow to affect things much. If I kept the L speed, I think I would decrease the cost from 22 down to ~18.

-Hydra keyword is likely changing. Based on feedback from Woelf, I expect to give hydras the Sea Monster keyword, then use a different Hydra keyword to override the parts of Sea Monster that are different. (such as repairing)

-My notes on Sengoku: “Atakebune – blaze of glory effect on the game. Somewhat of a magnet for attention. Boarding ability of 3x effects is a big deterrent to opponents trying to retake the treasure. Worth the cost, not sure if it should go up in cost. (probably not)”  I think these will be hard to price perfectly. For now I think I’ll keep her at 6 points.

-Shallow water terrain was a non-factor.  Unsurprising given the history of terrain in this game; I expect to make large versions of it just like some of the other terrain I have.

Golden Seas Playtest Game #10 – February 15th, 2024

Golden Seas Playtest Game #10

2/15/2024: 4 Faction Free for All
-Test for the Points in Play rule
-Minimum of 3 Golden Seas pieces per fleet

This was the tenth and final playtest game for the new set, Pirates of the Golden Seas. Some game pieces back then were different, and have undergone revisions since then. We also used the Restarting Rules, though they were also in a somewhat different form back then – the earliest form of that alternate ruleset was finished in July 2021, but the “final” version released with the set in August 2024 more closely resembles the original rules (various rule changes were taken back out, such as the elimination of ram damage). We used the Points in Play + Gold win condition, with gold values to match (all coin values multiplied by 4).  60 point fleets with 60 gold contributed per player for 480 “total points” available at the start of the game.

Spanish: (Xerecs)
El Leon + Luis Zuan (RotF), Capitan Alarico Castro, Duque Marcus Vaccaro, helmsman
Oro del Oeste + helmsman, explorer
La Joya del Sol + Antonio de Boliveres, Dominic Freda, helmsman
El Antiguo + navigator

English: (A7XfanBen)
HMS Devastator + Captain Armstrong, CC Bratley, helmsman, oarsman
HMS Blue Whale + Commander Temple, Charlotte Godspry, explorer, oarsman
HMS Hermes’ Sandals + oarsman
+5 selection: sloop
Islands: as close as possible (2L)
Terrain: Vote for 4 placed per player (sargassos and fog banks)
Coins: Abandoned Musketeer x2, Wolves, Castaway, Missionary, 7,7,1

Pirates: (Xerecs)
Harbinger + Hammersmith (F&S), Crimson Angel (OE), Fists of Fate, oarsman, grapple shot
Golden Rose + Genny Gallows, helmsman
Baroness

Dutch: (A7XfanBen)
Van Der Decken + Captain Berend, captain, oarsman
Friesland + captain, helmsman
Amsterdam + captain
Vers Maan + explorer
Islands: 3L-4L
Terrain: Vote for 6 placed per player (variety)
Coins: Neptune’s Figurehead, Poseidon’s Breath, English Letter of Marque, 5 3’s

Setup:

1.1 - Golden Seas Playtest Game #10

Full game:

Scores:
English: 131 (86 points in play, 45 gold)
Pirates: 104 (64 points in play, 40 gold)
Dutch: 103 (27 points in play, 76 gold)
Spanish: 76 (44 points in play, 33 gold)

Cons of using Points in Play + Gold rule (w/modified Eternal):
-More confusing endgame counts (multiplying values, or just having to do more math to total up scores)
-Bigger score differentials (feels less exciting/not down to the wire as much)
-The rule is designed to incentivize combat, but can also do the opposite because players are too scared to risk their ships and crew for fear of capture.
-Coin compatibility issues – if new coins with x4 (or x5/x6/etc) values are created, how can you make them truly identical to original coins on a table? (very hard to get indistinguishable due to color, sheen, edge texture of white styrene vs. 3D printed PLA, etc.) If no new coins are created and we just multiply by 4, it makes the endgame count more confusing. It also adds new issues – should any non-standard treasure get multiplied by 4? (gold bonuses vs. UT’s that produce a gold value, etc.)
-Less late-game shenanigans and piracy. Easy to just conserve your score and wait for the game to end. Beauty of fighting over scraps at the end is that it encourages players to take wild risks and engage in more thematic tomfoolery because the loss of a ship might not impact their chances of winning.
-Change to Eternal keyword is a big nerf (maybe not necessary?)
-Makes backwards compatibility more difficult – certain abilities such as Captain, Commander Temple (steal a derelict) and combat abilities should probably get more expensive.
-Alternatives to 60 gold and 60 points in play could get ugly. If more coins to make gold “king” again, games take longer to finish. If multiplying the values even higher, you start to end up with most coins being worth more than almost any ship.
-Might be too easy to gamify adding extra points in play – Abandoned Crew, Castaway UT, MI’s that yank in crew or events (yanking in a 10 gold False Treasure event at the end of the game just to not use it is ugly).

The above and other reasons are why the Points in Play rule is simply an optional alternate endgame rule for the Restarting Rules, rather than a requirement of the ruleset (or for Golden Seas).

Golden Seas Playtest Game #9 – February 8th, 2024

Golden Seas Playtest Game #9

2/8/2024: Pirates vs. Spanish (Restarting Rules test)

This was the ninth in a series of playtesting games for the new set, Pirates of the Golden Seas. Some game pieces back then were different, and have undergone revisions since then. We also used the Restarting Rules, though they were also in a somewhat different form back then – the earliest form of that alternate ruleset was finished in July 2021, but the “final” version released with the set in August 2024 more closely resembles the original rules (various rule changes were taken back out, such as the elimination of ram damage). We used the Points in Play + Gold win condition, with gold values to match (all coin values multiplied by 4).  60 point fleets with 60 gold contributed per player for 240 “total points” available at the start of the game. We also used an additional house rule with 30 minutes per player via a timer.

-Only one Golden Seas game piece was required per fleet. Other than that, Restarting Rules used with the exception that RtSS was also available. No events.

Pirates: (A7XfanBen)
Harbinger + Captain Blackheart, helmsman, oarsmen x4 (28)
Grand Barnacle + helmsman, explorer, oarsman, RotF Gus Schultz (19)
Knife’s Edge + Captain Fletcher, The Hag of Tortuga, oarsman (10)
Shamrock
Coins: Abandoned Captain, Abandoned Oarsman, Abandoned Musketeer, Castaway, Pandora’s Box, 3 5’s (20’s)

Spanish: (Xerecs)
Nuestra Señora de los Siglos + Inquisitor Sebastián Blanco, Horacio Linares, Dragon Eyes, Castro’s Loyalists, helmsman, oarsman, grapple shot
Patagonia + Administrator Scott Bratley (CC), Robinson, Lord Mycron
El Antiguo + helmsman, oarsman
La Rosario + Roberto Santana
Coins: Wolves, Rotting Hull, Blood Money, Fruit, Aztec Medallion, 3 5’s (20’s)

Game video:

Scores:

  1. Pirates: 113 (100 gold, 13 from Grand Barnacle)
  2. Spanish: 75
    *Spanish would very likely have won without 30 minute per player timer. (just the destruction of the fort alone would have knocked Pirate score to 53)

Conclusions:
Not a bad enough experience to do away with Points in Play just yet.