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.
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)
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 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)
Americans
USS Denver + captain, helmsman, exploding shot, oarsman (29)
Salem + captain, helmsman (13)
Bloody Throne + Isandro Ramirez, helmsman (18)
Time to put some new game pieces to the test!
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.
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!
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.
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.
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.
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.
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.
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…
… 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.
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.
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:
- Americans: 18 gold
- Japanese 2: 17
- Mercenaries: 16
- 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.