CNY Game with Gino: 2×60 on July 26th 2026

CNY Game

7/26/2026

I met up with my friend Gino in Central New York for a 2 player, 60 point game! It was a USA250 theme, with the Americans vs the English.

I rolled to go first, sailing out with USS Alliance, USS Alfred, USS Reprisal and USS Providence. All ships from my Pirates Relaunch that I’ve made!

Gino was sailing HMS London, HMS Hyena, HMS Gaspee and HMS Hermes’ Sandals (which he did the artwork for):

4 wild islands with 4 coins apiece:

CNY Game with Gino: 2x60 on July 26th 2026

Seeing London and Hyena splitting off to the south, I took a chance with the Alfred and dismasted the Hermes’ Sandals:

USS Alfred in action

Alliance, Reprisal and Providence all loaded gold.

Both fleets regrouped, with the English avoiding any potential sargasso sea issues.

Alfred got caught in range though… Hyena and then London (with Myngs’ Marauders) teamed up to sink her! Esek Hopkins wouldn’t have any HI raiding chances today.

Alliance and Reprisal were able to dock home their gold on the next turn, with Providence en route as well. Gaspee tows HS back to repair.

A couple turns later and the Americans have hit the English at the center island!  I had most of the d6 luck in this particular game, crippling the heart of the English fleet in a 2v2 attack.

CNY Game with Gino: 2x60 on July 26th 2026

My penchant for taking prizes was on full display, with London snagged by the Alliance and Hyena soon to join the American fleet as well.

Ben takes more prizes

With half the English fleet in American hands and more gold coming home, the game was all but decided. All ships returned to their home islands and the Revolutionary War redux was over!

  1. Americans: 21 gold
  2. English: 5 gold

Thanks to Gino for a great lunch and being a great host!  Looking forward to the next CNY game someday.  😀

Ben and Gino CNY game

 

4 Fleets, 70 Points: Debut of the Portuguese, Carrack model, and Merchant ability!

4 Fleets, 70 Points: Debut of the Portuguese, Carrack model, and Merchant ability!

3/18/2026

This 4×70 game originated from simply wanting to have fun using some of the new game pieces I’ve designed for my various Mega Packs. During the planning phase, it then morphed into an opportunity to playtest a new ability called Merchant that I’m quite excited about. Plus, to a lesser extent a playtest of the new carrack ship type and some game pieces from the Seas of Japan Part 3 Mega Pack – which will see the debut of the Portuguese!

Setup included 8 wild islands with 6 coins each (random gold values and some random UT’s), and lots of terrain including some of my custom sandbar and shallow water terrain. I used my Restarting Rules and New Master Keyword List.

Merchant: Once per turn if this crew or ship is within S of any ships, home islands, or forts, the controllers of each game piece may agree to trade any number of cargo between the game pieces as a free action (if applicable, up to their available cargo space). If the trade is between friendly game pieces, all friendly game pieces involved must unload at least one non-identical cargo; you cannot trade between friendly ships and your own home island.
Current cost: 2 points

Ability is subject to change. For this game, it was on 3 different game pieces across 2 different fleets (Portuguese had 2, Japanese had 1).

Fleets in play order:

These are just listed from my notes, with abbreviations for generic crew (C-Captain, H-Helmsman, O-Oarsman, E-Explorer, etc).

Jade Rebellion from Return to South China Seas

Taicang + Hong Bao, Ma Huan, HO (34) – 6 spaces open
Qingyuan + CHO (21) – 4 spaces open
Taoyuan + Li Dan, HE (15) – 2 spaces open

Jade Rebellion from Return to South China Seas

Japanese from Seas of Japan Part 2

Tekkōsen + CHO, FPS (17) – 0 spaces open
Kitabatake + Ohama Kagetaka, Robert Sample, Robert Lane (20) – 5 spaces open
Nagoya + Murayama Tōan, Jan Joosten (Dutch Merchant), H (20) – 3 spaces open
Ryūjin (13)

Japanese from Seas of Japan Part 2

Portuguese (from the upcoming Seas of Japan Part 3) mixed with some Dutch and Spanish from Golden Seas. The carrack models are prototypes as I don’t have their finished game pieces yet for this report – both carracks are Portuguese faction.

Nossa Senhora da Graça + André Pessoa, João Rodrigues, HEO (25) – 3 spaces open. Dark ship
Santa Catarina + João Pereira, HEO (24) – 3 spaces open. White ship
Friesland + Jacques Specx, CH (17) – 2 spaces open but negative ability
El Antiguo

Portuguese (from the upcoming Seas of Japan Part 3) mixed with some Dutch and Spanish from Golden Seas

Pirates from Golden Age of Piracy Part 1

La Louise + Olivier Levasseur, HE (20) – 2 spaces open
Cassandra + Jasper Seagar, HEO (19) – 3 spaces open
Fancy + Edward England, H, exploding shot (24) – 4 spaces open
Flying King + E (7) – 3 spaces open

Pirates from Golden Age of Piracy Part 1

Looking south (opposite orientation of most pictures in this BR) at round 1. Taicang has whirled into the northwest:

Looking south (opposite orientation of most pictures in this BR) at round 1. Taicang has whirled into the northwest:

Ohama Kagetaka draws first blood with his Kitabatake atakebune! The pirates he’s recruited (Robert Sample and Robert Lane) into the Japanese fleet help him damage the Friesland. Jacques Specx is killed, but there are still two other merchants in play.

Ohama Kagetaka draws first blood with his Kitabatake atakebune! The pirates he's recruited (Robert Sample and Robert Lane) into the Japanese fleet help him damage the Friesland. Jacques Specx is killed, but there are still two merchants in play.

Lots of gold gathering early!

Tekkosen emerges from fog to slam Qingyuan!

Indeed, the Jades were under heavy fire from the Japanese:

Kitabatake got caught with bad positioning, allowing the Portuguese to damage her. El Antiguo wanted to sneak some treasure from the center island, but Levasseur on La Louise wasn’t going to allow it.

Taicang looks to dock at a second island to boost a coin’s value with her ability.

The first use of the Merchant ability in a game! Japanese pull off some cargo logistics to get the UT to the warship.

The Japanese continue to be bold, going straight after Taicang in the southwest with Ryujin and Tekkosen:

Qingyuan’s fire spread but she docked home to put it out and deposit treasure.

Taicang’s cannons improbably manage to kill Ryujin! This was in one salvo, with only 4/6 dice even getting rolled (two shots to spare).

Looking from the north again. The white carrack has explored the center island for the Portuguese.

Tekkosen attacks Taicang to trigger Parley from Ma Huan, netting the Japanese a 7!  Their luck turned worse after they got greedy, with the atakebune’s oarsman killed in a boarding loss.

Ma Huan parleyed because the Jades knew that Taicang had more gold in her hold than their entire HI….

Pirates make a play at some gold the Jades want. Portuguese and Japanese are slowly getting richer.

The Pirates didn’t send their best however. Flying King is dismasted by Taoyuan emerging from fog. Qingyuan is on the way and has bonuses against Pirate ships, but she rolled terribly in this game.

The Pirates use 5 gold to build their Eternal Gate fort from Golden Seas!  They’ll need it there, as Cassandra fails both a ram and board against Taoyuan.

Hong Bao finally comes through with an extra action! (possibly the only one he got all game) The Pirates didn’t expect interference from Taicang, let alone so quickly and so effectively. The big 7 master smashes up Cassandra with her bow cannons, and uses her unique trading arbitrage ability to swap her Forged Papers UT with gold from the fort!

The Ming ships also damaged the fort, so the Pirates aren’t looking good here.

A few more angles on the battle:

Friesland manages to catch Edward England unaware, but goes 0/3 against the Fancy!

The Pirates quickly dismasted and captured the Friesland, hoping that she would replace any potential ships lost to the Jades. At the upper right, Tekkosen guards the southwestern island so Nagoya (bottom left) can make trips to it. 3 of the 4 fleets were using gold bonuses to get richer, with the Portuguese relying on sheer cargo volume to make up the difference.

In one of their only “bad luck turns” this entire game, the Jades manage very little damage against the Pirates. Qingyuan goes 0/5. Thus the battle stalls out as the Jades lose momentum.

Even with the captured Friesland in tow, the Pirates diligently continue their gold factory strategy. Edward England and Olivier Levasseur worked together exceptionally well in this game, probably adding 8-12 gold to their score across various “bonused” coins. In bigger news, the Japanese and Portuguese have agreed to a deal!  The factions had been in discussions about a possible trade for a few rounds now, and were finally able to start getting the pieces together.

The Jades finally finish off their victory over the Pirates, sinking Cassandra (complicated to capture with oarsman and Jasper Seagar aboard) and destroying the fort.

A few more shots of my Jade Rebellion ships I’m really happy with:

Here it is!  The first major use of the Merchant ability!  João Pereira (aboard Santa Catarina, the white carrack) helps to broker a deal between the Portuguese and Japanese: the Japanese will pay 5 gold from their home island to receive Neptune’s Trident from the Nossa Senhora (placed on Kitabatake). The two factions are also in agreement for a joint strike against the Jade Rebellion, though the details are a bit muddy.

Pirates CSG Merchant ability!

Looking south at the end of a round. The game was entering a combat lull.

Jades regroup as the Portuguese and Japanese slowly begin getting into position. The Portuguese don’t trust the Pirates enough to let them in on the plan against the Jade Rebellion, so the “black ship” (carrack) will enter fog to protect her 5 coin. El Antiguo has been camped out at that north-central island for many rounds now, ready to build a fort in order to extend the game if needed to allow the anti-JR plan to happen.

The black ship safely gets the 5 home for the Portuguese. Taicang and Taoyuan team up for some gold bonus logistics in the southeast. Pirates look to capture Antiguo simply to increase their fleet size (and units in play number in the case of a tiebreaker at the end).

The Pirates split up their wolf pack as the endgame approaches….

Ohama Kagetaka gets his SAT to force the action!  Kitabatake rounds earth to the southeast and blasts the Jade Rebellion home island with a tidal wave made by Neptune’s Trident!!

Ohama Kagetaka gets his SAT to force the action!  Kitabatake round earths to the southeast and blasts the Jade Rebellion home island with a tidal wave made by Neptune's Trident!!

The “Kita” (as I call her for short) is flagless from the recoil damage, but manages to steal a 1 from Taoyuan. Complicating matters is the arrival of the Portuguese!  They double-cross the Japanese, agreeing to help the Jades defeat them if it means André Pessoa can dock his Nossa Senhora (black ship/dark carrack) at the Jade HI for some wealth opportunities! The ship has a new ability, based on history: “This ship may dock at a Jade Rebellion home island or fort; each time she does, place a 2 coin from outside the game on this ship.” The Jades are befuddled but hastily agree, not knowing if they’ll have to take down the Tekkosen as well as Kita.

This shows everything else on the ocean. Now that the mechanics of the plan are in motion, a lot of things will start happening quickly.

Taoyuan and Qingyuan repair, while Taicang sinks the Kitabatake!

Taoyuan and Qingyuan repair, while Taicang sinks the Kitabatake!

The Flying King (now in Jade possession) swooped in ahead of Nagoya to grab the final coin from the southwest island. The Japanese saw that coin as more easily stolen than the one on Taicang, so they went after the sloop. Tekkosen’s firepot specialist set the former pirate vessel ablaze, with Nagoya touching the atakebune in anticipation of a transfer next round. In hindsight I realized Tekkosen didn’t have cargo space for the coin, but what resulted wouldn’t affect the final standings.

With the Japanese seemingly defeated without any need for Portuguese help, the Jades turn a quizzical eye towards the carracks. André Pessoa sheepishly explains that a new deal can be struck!  Ever the opportunist (and scared of the Jade firepower now surrounding his ships), he proposes that the Portuguese can trade their oarsmen for the Jade “silk” (in the form of 2-gold coins). With their crew reserves depleted from the fights against Japan and piracy, Hong Bao agrees to the trade. Helping matters is the fact that the Nossa Senhora’s new coins aren’t coming from the considerable pile of Jade gold. And thus, another interesting use of Merchant and diplomacy!

Only a few coins remain “available”….

Things got complicated. Taicang round earthed to board Tekkosen. The Japanese chose to take the Forged Papers (not the more powerful Neptune’s Figurehead) from Taicang, knowing it would force a hard choice on the part of the Jade Rebellion. Taicang’s new ability lets her trade one coin for two, meaning if Hong Bao wanted the Tekkosen’s 1-gold coin (the only one of the three worth hard value), he’d have to fork over the figurehead to the Japanese.  “and that’s the point…. You’ll have to choose”

Hong Bao did indeed use Taicang’s ability, shifting the target (by virtue of having the coin) from Tekkosen to Taicang and giving up Neptune’s Figurehead to the Japanese.

Even with Qingyuan now lurking nearby, the Japanese weren’t going to give up their chase for the little coin. Tekkosen and Nagoya both smashed into Taicang hard, setting the ship on fire.

However, the true vulture in this situation was the Pirates. They had been angsty for many rounds, and were itching for some action to exert their agency over the endgame. Edward England swooped in, using the Fancy’s cannons to blast the Nagoya with exploding shot. His buddy Olivier Levasseur fired from afar, ready to take the coin aboard if Fancy got into trouble.

With the big Jade ships off fighting the Japanese in the southwest, the Portuguese get greedy!  With no major ships to stop her, Nossa Senhora redocks at the Jade HI for an extra 2 coin!  The Portuguese were definitely feeling devious this day, using any angle they could to get an advantage. Milking the new abilities of Merchant and others for all they were worth!

After an absolutely incredible game, the Taicang is finally cooked. By this point both Ma Huan and her (Portuguese?) oarsman had been killed in action, leaving just Hong Bao and the helmsman. However, her initial treasure haul of around 30 gold would become the stuff of Ming legend.

The Jades get some measure of revenge as the carnage gets more severe: Qingyuan finally shoots well, going 4/5 to crush Tekkosen while stealing back Neptune’s Figurehead.

The Jades get some measure of revenge as the carnage gets more severe: Qingyuan finally shoots well, going 4/5 to crush Tekkosen while stealing back Neptune's Figurehead.

Tekkosen showed off Japanese tenacity, going after Fancy for the 1 coin. However, the Pirates played their secret UT – Runes of Defense! It kept Fancy healthy and the S-boost propelled her into La Louise, where Olivier Levasseur was waiting for just this kind of transfer.

Tekkosen showed off Japanese tenacity, going after Fancy for the 1 coin. However, the Pirates played their secret UT - Runes of Defense! It kept Fancy healthy and the S-boost propelled her into La Louise, where Olivier Levasseur was waiting for just this kind of transfer.

Indeed the Pirate plan went perfectly here at the very end, with La Louise receiving the coin from Edward England’s Fancy, fleeing into the nearby fog bank, then dropping it at home for +2 gold (3 total) with Levasseur’s bonus. The black ship (Nossa) also returned home safely, netting the Portuguese 4 gold from their mission to profit off the Ming silk trade.

Indeed the Pirate plan went perfectly here at the very end, with La Louise receiving the coin from Edward England's Fancy, fleeing into the nearby fog bank, then dropping it at home for +2 gold (3 total) with Levasseur's bonus. The black ship (Nossa) also returned home safely, netting the Portuguese 4 gold from their mission to profit off the Ming silk trade.

However, none of that crazy endgame stuff mattered in the final standings! (gold scores below this picture)

However, none of that crazy endgame stuff mattered in the final standings! (gold scores below this picture)

Final Scores

  1. Jade Rebellion: 56 gold
  2. Portuguese: 48
  3. Pirates: 42
  4. Japanese: 30

Some big scores to end a memorable game! It was great to use exclusively new ships and named crew. There were a few insights about Merchant that might lead to some tweaks, mostly to curb excessive trading between friendlies. In the end the gold distribution played a big role, but it was nice to see a lot of the ships and crew shine. Taicang was probably the MVS (Most Valuable Ship), with MVC (Most Valuable Crew) honors probably going to Olivier Levasseur (though Murayama Toan gave a lot of bonuses to the Japanese too). The merchants and atakebune were involved in a lot of interesting situations even if they didn’t directly impact the standings as much as they hoped to. Jan Joosten was looking for an opportunity to use Merchant from the Nagoya but it didn’t materialize.

Overall it was great to feel proud that I can play a game using fleets entirely of my own making, from my own creations I’ve brought into this world. It’s a different kind of feeling when you look around and can say “I did that”/”I made that” for every physical ship model. I love the crazy possibilities that some of these new abilities open up. The historical influence on some of these new/improved factions really makes for some interesting diplomacy and interactions!

Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

Table of Contents

  1. Pirates
  2. The Cursed
  3. Vikings
  4. Barbary Corsairs
  5. Point Count
  6. Summary

All rules can be found in the first Battle Report for the game.

Reference Links: All previous CG4 Battle Reports | Wizkids game piecesMaster Spreadsheet which includes Return to Savage Shores and Unreleased | Customs Database

-As always, it’s highly recommended that you read the previous battle reports to understand how the game works and what has happened so far.

Custom Sets in play (by the end of this report) with abbreviations (some new this round) and creator name. (from now on, only the set abbreviation will be used for the launch phase specifics – that way you can find the customs used in the Customs Database if desired)
Age of Sail (AoS), Epic Seas (ES), Golden Seas (GS) – A7XfanBen
Return of Davy Jones (RoDJ), Fiends of the Blood Islands (FoBI), Spherus Magna (SpMa) – Xerecs
Great Sea (GrS), Rise of the Moon Sorcerer (MS) – El Cazador
Dark Tides (DT), Seas of Doom (SoD), Eldest Seas (ELS) – JW Darkhurst
Vengeance of the Cadet Captain (VotCC) – Cadet-Captain Mike
Back to War (B2W) – The Grandmaster/PointlessArrow
Dutch East Indies (DEI) – Avery
Treasure Trove of Fenrir (TT) – Woelf
Lost Isles (LI) – Shockwave
Godmason’s Customs
Marhawkman’s Customs
Obsidian Isles (OI), Siren Islands (SI), Oceans of the Apocalypse (OotA) – projekt355
Islands of Ice (IofI), Journeys Through the Cursed Swamp (JTC), Age of Extinction (AoE), Search for Golden Shores (SfGS), Rise of the Rebellion (RotR) – Pirate Captain Andrew/DoubleAAsauce
Baltic Sea (BS) – Skelebone
Treacherous Waters (TW) – Ochobrazo2298
Pirates Who Never Met (PWM), Pirates Who Spent Too Much Time Together (STM) – Gazerbeam543
Forgotten Coast (FC) – Riz
Treachery on the High Seas (T), The Golden Age (TGA), – Vladsimpaler
Kraken Sea (KS) – mr_awesome
Lighthouses by The9ofSpades
Pirates of the Sendoran Coast (SC) – Captain Vendari’s customs

That’s a whopping 35 custom sets being used! Nearly all custom creators of Pirates CSG game pieces are represented in CG4!

 

The theme of my overall turn was a revamp. Before my turn even started, there were two significant changes related to the VASSAL virtual board game engine the game is played with. cawley333 made some great edits to the Pirates module, adding the missing ship and sea creature types!  This opens up CG4 to a bunch of types that were previously not represented at all. It also eliminates the need to proxy for certain ship types, such as using 1 masted galleys in place of native canoes. The other big change was when I made a new Pirates module specifically for CG4.  This was bound to happen at some point, because we were already running out of deckplate space on the non-play borders of the map. I made a new “CG4 module” that massively expands the border areas, booted up the game in the new module, and then proceeded to move all the game pieces into place so they were in the right spot again. The old module with regular size borders had enough room for around 558 deckplates. I basically 10x’d the size of the non-play (desert/tan color) border edges, so now we should have room for approximately 5500+ deckplates, likely enough space for decades of continued play. Right now each round usually sees at least 70 new ships launched (a rate that will probably increase as new launch points are built), so this was the perfect time to do the module edit and expansion to accommodate the massive and growing game size.

Continuing that theme, I undertook major reorganization efforts. The spreadsheet I use to track each of my fleets was expanded and sections were created for the smaller fleets (Corsairs and Vikings) that didn’t have them before. In addition, I needed a new system to catalog the severe amount of game pieces available for each fleet to launch.  To solve that issue, I’ve made faction-specific versions of both the Master Spreadsheet and the Customs Database for CG4. I control 4 fleets, so that means I now have 8 additional spreadsheets for the game. There are large logistical and tracking challenges involved in commanding over 400 ships. The spreadsheets are mainly to track which game pieces are still available to a faction, to avoid violating the No-Duplicates Rule. When a game piece is launched/hired/bought, I simply hide the row in the spreadsheet. This way the custom MS+CD sheets are a “quick” and handy reference guide to all game pieces still available to that faction when they enter their launch phase.

With the massively expanded deckplate areas, I decided to do a massive reorganization of ALL my fleet deckplate areas. In the past I just added new deckplates to the edges of each row/column for each fleet, creating somewhat of a chaotic and haphazard mess. Finding a specific ship (let alone crew/equipment token) in the pool of deckplates was time-consuming and annoying. Now my fleet areas are generally organized similar to how I section them off in the tracking spreadsheet. Ex: a section for Upgrade ships, a section for a specific combat squadron, a section for copying game pieces, a section for patrol gunships, etc. Below you can see why this is necessary – the Pirate Whirlpool Strike Group (WSG) numbers around 100 total ships now, making a decent organization system a necessity.

CG4 new deckplate area

Not many major events occurred for the other player’s factions, save for the English megalaunch. They used their new riches from the Viking “gift Trove” (Hidden Trove UT) to put many new ships in play.  The Spanish continued sailing away from their home island.

The actual turns I played were rather quiet and peaceful. This round really marked a complete reversal from most “recent” previous rounds from the past 4-5 years: almost no combat, and far more time spent planning/organizing than actually playing. As a result, this battle report will be shorter than the last CG4 BR, and possibly the shortest for a while. At the bottom there is a summary video of my turn as well.

My last overall turn took 72 total hours. This one took 65 hours: 61 for planning and playing, and 4 for the battle report. Play dates ranged from 8/27-10/12. That doesn’t include the hours spent making the module edits and getting the game file ready in the new CG4 module.  I expect this to be an extreme rarity – usually each successive turn takes more hours than the last, and I wouldn’t be surprised if I have a 100 hour turn in the next few rounds. This is probably the first Pirates game where I’ve wondered to myself if it’s “too big to play”. The key is that it’s on VASSAL, so there’s no setup to dismantle, no move that can interrupt the tables, and no sudden obligations that can make finishing a physical campaign game nearly impossible.  We’ve been going since April 2018, and to say there’s no end in sight would be a massive understatement.

 

Pirates

240 Ships, 5797 Points in Play

With all the crazy details in previous reports, here’s a very quick summary of what the next section is about. The Pirates have a ship (Arcane) that can bring in a UT from outside the game on a 6 roll. They have ways of “multiplying” how many rolls they get per turn between a bevy of rerollers, custom abilities, and multiple different sources of copying. They also have multiple auto-6’s via copies of Nemo’s Plans and Runes of Thor brought in earlier in the game. Given that the number of rolls related to this “UT meta” system increases pretty much every round, from now on I’m likely to simply summarize the results of the rolls in a fast format.

Arcane rolls:
Arcane: failed all 3 rolls, used one auto-6 to get it. Brought in: Nemo’s Plans on Sudden Death ship.
Smoke’s Hand: got a 4->boosted to 6 with double bonus. Brought in: Runes of Thor on Sudden Death.
Vesok: failed all 3 rolls, used 2nd auto-6 to get it. Brought in: Nemo’s Plans on Klabautermann.
Nuva/shipwright (copying Vesok->Arcane): fails all 3 rolls, used 3rd auto-6 to get it. Brought in: Runes of Thor on Klabautermann.
Sphinx (EoI>Captain>DJ>Arcane): failed, used 4th (1st of 2 new) auto-6 to get it. Brought in: Eye of Insanity on Jaguar.
Auto-6’s used: 5/5

Shrunken Heads was used to move Jackal’s Teeth into an iceberg – hostility against the Corsairs without breaking their agreement (from last round) and not “attacking” them. Meshud was smashed up in a similar manner, courtesy of the Stormy Night.

The Blackleaf has upgraded the far northeast spice island, making it a Pirate town. She still carries a military port upgrade as well, which she will likely use to further upgrade the island next turn. This island was peacefully and profitably shared by the Corsairs and English, so it may prompt even more combat in this hot region….

CG4 upgrading

The Pirates finally executed on their chain exploring setup, transferring 7 Metals tokens from their southeastern military port to their home island via explore actions rather than move actions. However, since most of the ships in those 2 chains would be better off as WSG supply ships, they likely won’t continue running the chain exploring gimmick for long.

Pirate chain exploring system in CG4

With Gale Force Nine escorting her, the Hai Peng upgraded the big textiles island shared by the English and Corsairs to a Pirate town. She has a military port upgrade aboard as well. This is a very worrying development, as it appears the Pirates are snatching up islands left and right, denying their resources to factions that relied on such islands.

Pirate colony established

The Stormcloud got Robert Alcantara’s EA and went into a fog bank.

The Tempest created a new whirlpool, just northeast of the Pirate metals military port. This could provide a very convenient access point for new ships launched from said port, and ships going there to repair.

The Slash (Pirate WSG attack ship) got an EA to sink the Crown Jewel! (Corsair 10 master that was doomed anyway from last round’s counterattack)

The last Pirate actions of the turn were through their lone AA and Elizabeth’s Piece of Eight (UT). Harbinger sailed into the southeastern fogpool, and the Howler submarine repaired with her new shipwright (gifted to her via the custom Pandora on a dinghy).

The Pirates did a lot of regrouping on their turn. Many WSG ships gathered around whirlpools. All of their fog hoppers either entered fog banks, or exited a fog bank and re-entered it.

“Prepare for slaughter.”

Pirate Launch Phase

Any custom game pieces launched will have their set abbreviation in parentheses so you can use the reference near the beginning of this post to see who they’re from and in the Customs Database if you want to check them out in full (ctrl+h works really well to find things quickly).  There are a few exceptions for very commonly used generic customs, such as Dinghy from PointlessArrow’s Back to War (B2W) set and Gilded Figurehead and Streamlined Hull from Woelf’s Treasure Trove of Fenrir (TT) set.

MP=Military Port | C=Captain | H=Helmsman | O=Oarsman | S=Shipwright | E=Explorer | WH=World Hater | FPS=Firepot Specialist | CSS=Chainshot Specialist | SmPS=Smokepot Specialist

As usual the Pirates megalaunched from all four of their launch points, putting as many new ships in play as possible. They are still a long ways from running out of ships to launch, so this is likely to continue for many more rounds (and then after that, they can still launch duplicate original ships with the “Complete the Fleet” rule).

From now on I might just do what I’ve done below and list (almost) all game pieces introduced, regardless of whether or not some crew or equipment chips are face down in the actual game. I know it’s throwing caution to the wind, but it’s annoying to publish some and write “3 crew, 2 equipment” for others. I also like how always listing everything here serves as a nice look back at when things were introduced, when named crew were hired, etc. My fleets are also so large that I might just be past the point of caring lol. Lastly, I suppose seeing the full names might serve as an intimidation factor for the other players, knowing or researching how nasty some of the setups are.

Home Island: 6 ships, 142 points
Sea Fox + CHOS, exploding shot (23)
Sea Lizard + CH (11)
Sister’s Rage + CHO, stinkpot specialist, CSS (21)
Xi’an + CHO (14)
Hanyu Pinyin + CHO, exploding shot (19)
Jape + CHOS, FPS (22)
+32 points for cargo on ships already there

Many ships were already docked at their HI for repairs/copying/cargo loading/etc, so there wasn’t a lot of room to launch. Here’s the northern half:

Textiles MP: 8 ships, 174 points
Anti-Corsair Defense Squadron:
Morning Star + CHOS, FPS, cannoneer (24)
Lady’s Scorn + CHOS, cannoneer, exploding shot (29)
Dragon’s Breath + CHOS, exploding shot (23)
Black Diamond + CHOS, musketeer (25)
Bloody Throne + CHOS (17)
Empress + CHOS, FPS (21)
Tiger + CHO, musketeer (20)
El Ballista + CHO (15)

Pirate megalaunch again

Metals MP: 6 ships, 176 points
Angelica (19)
Seleucis (15)
Rat’s Lair (OotA) + HSO, Dinghy x2, Ballista x2 (38)
Lucy’s Boot (STM) + HS, 5x oarsmen (18)
Alkatiba (BS) + helmsman, Dinghy, shipwright x2, oarsmen x4 (26)
Tiger Moth (FaSh) + helmsman, Dinghy, shipwright x2, oarsmen x4 (26)
+34 points for cargo on ships already there

Metals MP megalaunch

Skull Valley fort (at Archipelago island): 11 ships, 360 points
Black Phoenix (GS) + Lord Garhelm (GS), Alexandre Exquemelin (AoS), HSO (36)
Spider Queen (FaSh) + Mr. Scrupe (FaSh), CH, oarsmenx3 (31)
Court Jester (OotA) + Blackbeard, CH, oarsmenx3 (36)
Delfín (RotMS) + Beni Gabor (FaSh), CH, oarsmenx3 (29)
Knife’s Edge (GS) + Captain Fletcher (GS), HO (12)
Black Widow (GS) + Liliane Rousseau (GS), James Hawkins (FaSh), HSO, chain shot (36)
Falling Sky (ES) + Captain Jerica Key (FaSh), Arnold Pile (B2W), SO, cannoneer, fire shot, exploding shot, stinkpot shot, grape shot, chain shot, double shot, grapple shot (58)
Highwayman (Godmason) + The Decapitator, CHOS, cannoneer, musketeer (34)
Carnage (RoDJ) + One-Handed John (RoDJ), Trygla (SpMa), HSO, chain shot (40)
John’s Knighthood (ES) + Sir John Kingsbend (ES), HSO, cannoneer (30)
Jamaican Escape (ES) + CHOS (18)

I’ve always thought the megalaunches from an island look kind of like spokes of a wheel, and now the ships gathering around whirlpools have a similar formation.

Massive Pirate gathering at Archipelago in CG4

Launch Totals for the turn: 31 ships, 852 points
Gold remaining: 3453

Overall Fleet Size: 271 ships, 6649 points

Ships Per Squadron
Whirlpool Strike Group (WSG): ~100 total ships
WSG Attack: ~50+ (23 with SAT or EA, 10+ with Sac)
WSG Support: 9+
WSG Supply: 38 (a few not fully crewed yet)

Anti-Viking Defense Squadron: 14
Anti-Corsair Defense Squadron: 8
Anti-Spanish Squadron: 12

“Fog Ships”: 9 (not a concentrated squadron)
Upgraders: 9
Home Defense: 12+
Patrol gunships: 7
Arcane defense/bodyguards: 6
Other/random gunships: 12+
Stock gunships: 19

The Cursed

81 Ships, 3245 Points in Play

Kalfu (on the Flying Dutchman) used his Reroll and “get a 6 to force a 6” abilities to help out Davy Jones to copy Arcane and bring in Nemo’s Plans, placed on the Pale Moon.

Spiral Chaos missed her Arcane rolls, but got bailed out by the original Cursed auto-6 (on Chimeratron Legacy). This was used to place Runes of Thor on the Pale Moon, netting The Cursed their second auto-6.

The Royal Feces missed her Arcane rolls as well, but the auto-6 just obtained was used to force the roll to succeed. With that, The Cursed brought in their third and final UT of the turn, putting Artifacts of the Lost (IofI) on the Insidious hoist.

All fog hoppers that were already in fog banks either exited and re-entered, or fog hopped and moved back into their exit location. This meant that just like the Pirate fog hoppers, all of them would be able to fog hop next turn.

Oya-lansan moved a storm closer to two Barbary Corsair resource runners, after which an L-move was used to yank Golden Peacock (already down to 1 mast) into the storm, sinking the galley!

The Cursed completed two major upgrades during their turn. Their textiles island southeast of their HI was upgraded from a town to a military port, meaning they can launch ships from it starting from the end of their next turn. Their second Guños Fortress was upgraded, which completes their goal of having all 4 “whirlpool forts” available for launching. The impact of this development cannot be understated, especially when considering the possibility of whirlpool creation via the Tempest (via copying), Lost UT (brought in at will via copying Arcane and using auto-6’s), or other means. True to their supernatural status, The Cursed are not limited by geography. The traditional limits of the map can be bypassed, as they potentially whip up fleets out of nowhere from anywhere on the ocean.

The three whirlpool forts that can launch already were moved to new locations – a Figlar Castle in the northwest corner near the Cursed HI, and one each of Figlar and Guños at Whirlpool Island, which is near the Spanish HI.

All 8 fog banks near the Cursed HI have ships in them, mostly a combination of fog hoppers and “camper” ships that will likely stay in the fog while giving out extra actions or rolling for AA’s/etc. (pictured under their HI launch section)

The ship Slaying of the Savior was moved into a whirlpool near home via the Spiral Chaos, bringing the captured Spanish prize De Leon with her.

 

Something New

At this point I will “interrupt” the regular battle report because before the Cursed launch phase commenced, I was in Los Angeles for Talk Like a Pirate Day weekend (September 19th-20th). On Saturday 9/20/25, Xerecs and I had the first live in-person CG4 meeting and negotiations!  It took over an hour, as some of our factions held talks on a variety of topics and issues at hand. While I won’t disclose the exact nature of most of the discussions, all should naturally be revealed in time as the game progresses. Generally I consider what I publish in the battle report to be separate from “public in-game info” – the former being things like admitting to the Corsair-Viking alliance because it enhances the battle reports. An example of the latter would be something like the Pirate and Cursed threats, where the factions are communicating directly to each other at scale. I don’t consider all parts of these BR’s to be public info to the factions involved in the game, if that makes sense. It’s more for the real-life audience and knowledge of the players, rather than the specific factions involved. I will attempt to make it clear when something is “in BR, not in game”/etc. Anything fully public in the game is automatically fair game for the BR and players/factions to share amongst themselves.

Part of the reason for this is so if two players are communicating an alliance but they’d rather not have a specific faction of the 3rd player know that, here on the site it might say “BR-only info:”. But of course that’s the honor system, so if something is to truly remain “game-secret”, it simply cannot show up here.  😀  Although, at some point in the grand future of this game, perhaps it would be quite dramatic to reveal “secret” info to all the players and factions as part of a battle report.  XD

To sum up our friendly visit, the Barbary Corsairs have gained a new ally. By extension, the Vikings essentially do too. In addition, the Vikings and Corsairs both implored the Spanish to get a ship near their HI for potential Hidden Trove gift funding.  Various other topics were discussed including a Conglomerate-Viking conversation, but I will say no more.

 

Cursed Launch Phase

With little reason to hold on to their few resources, The Cursed cashed in their 2 textiles and 1 food, netting them 11 additional gold to get to 2714 gold overall.

Home Island: 8 ships, 299 points
Gog-Clocthoth (KS custom) (20)
Devil’s Orders (ES) + El Fantasma (IofI version), Mauled Slave (ES), Ulima (ES), HSO, FPS (62)
Oriental Devil (ES) + Gorgon Confucius (ES), CHOS, FPS, cannoneer (44)
Klen (SoD) + Brine (ELS), Aiestel (ELS), HSO (52)
Marra (ELS) + Dinghy, HSO (19)
Demise (GrS) + Ghirahim (GrS), The Insane (IofI), HSO, musketeer (38)
Agramon (SoD) + Osiris (JTC), HSO, musketeer, Dinghy (33)
Madness + CHOS (20)
+6 points for 2x shipwrights and 2x oarsmen for Maman Brigitte and 5 points for HSO on Repulsive Waste

Cursed megalaunches in September 2025 - CG4

Figlar Castle in NW corner: 6 ships, 139 points (pictured above)
Sea Dragon squadron:
Shal-Bala (20)
Raptor Maw (16)
Typhon + Fanglord (ES) (39)
Bahamut (ES) (23)
Morgrul (RoDJ) (20)
Smaug (FoBI) (21)

Gunos Fortress: 6 ships, 131 points (pictured below)
Blastbreath (FaSh) (20)
Torch (FaSh) (17)
Black Snout (FaSh) (26)
Scorcher (FaSh) (30)
Quetzal Rey (GrS) (18)
Blackwing (OI) (20)

Figlar Castle at Whirlpool Island: 11 ships, 359 points
Glaurung (SI) (23)
The Phantom (ELS) + Captain Scott Dash (FoBI), Sidorak the Tyrant (DT), shipwright, oarsmenx3 (53)
Sacrifice (ELS) + Dinghy, HO (15)
Ourang Medan (SI) + Ivan Kepler (B2W), The Ghosts of the Demeter (STM), SO (40)
Empire’s Fall (OotA) + Shan Yu (OotA), Ghost Conjurer (ES), Renfro (RoDJ), HSO (48)
Tartarus (ELS) + CHS, oarsmen x3, streamlined hull (30)
Siren’s Song (SI) + Ariel Queen of Atlantis (SI), Magic Jimmy (STM), HSO, musketeer (44)
Frozen Bones (IofI) + Dinghy, H, shipwright x2, oarsmen x5 (28)
Dire Miralis (GrS) + Dinghy, H, shipwright x2, oarsmen x5 (28)
Ragweed (LI) + The Devourer (LI), HSO, FPS, SmPS (34)
Pestilence (F&S) + HSO, Signal Flag (16)

Cursed sea dragon launch in CG4

Launch Totals for the turn: 31 ships, 928 points
Gold remaining: 1786

Overall Fleet Size: 112 ships, 4173 points

Ships Per Squadron (Cursed)
Cursed WSG: 25 ships
WSG Attack: 18
WSG Supply: 6
WSG Support: 1

“Fog Ships”: 17
Upgraders: 8
Movers: 8
Sea Dragons: 13

Vikings

26 Ships, 683 Points in Play

Thor got another 6 with All-Powerful just like last turn!
He took control of the Cursed Flying Dutchman again, rolls were (need one 6): Kalfu>3, FD>4, Reroll>3. So no 6’s and no UT’s brought in.

Straight from the module: * **** Crew – Viking (Kould the Conquerer) revealed by a7xfanben ****
Another Viking All-Powerful crew!! Rolled a 2, so no crazy copying/etc shenanigans.

Asgard (with copier Jord) was up next. The Gilded Figurehead equipment roll was a 6!! Jord and her dedicated reroller (Frigg Sigurdsdottir) both got 4’s, so GF was used to replace her roll with the GF 6.
The Vikings were copying the Cursed Flying Dutchman with Jord, and brought in a Hidden Trove!

They placed it on the Tiger’s Eye, a Corsair ship bringing home spices and about to dock at the Corsair HI! This was to help out their ally, as the Corsairs only had 148 gold on their HI and would certainly run out this round with their launch pace (aka burn rate).

The Corsairs do have their own copier to try for a Trove, but the Vikings and Corsairs are working closely together and want to back each other up. This way, the Corsairs retain the ability to “launch at will” for many more turns without having to rely on the Corsair copying to stay afloat against the Pirates nearby.

The Vikings used move actions to reposition some ships and send some out from home waters in a hurry. Two longships joined the square masted Tyr in the south via round earth. They’re in the bottom middle of the picture. At the left are various Cursed ships including many of their “movers”. To the east lies the southern half of the Pirate HI, with the Jade HI north of them.

south in CG4 ocean

Lars Valgard of the Vikings sent out some correspondence as part of the Viking turn. Jord has also communicated for them in the past, but was understandably very busy this turn with her duties to the fleet.

Viking Launch Phase: 8 ships, 282 points (330 including upgrades/etc)
Ragnarok (KS) + Yrsa Jotunnsdotter (KS), Bruan Longwind (ES), Cedrick the Swift (LI), Danegeld (KS), Leif Jounstoun (LI), streamlined hull, shipwright, oarsman (72)
Glacier of Zeus (ES) + Hammupyklos, Grand Paladin (ES), Ivar the Boneless (LI), HSO (47)
Glacial Mist (IofI) + Darina (ES), Stargazer (IofI), Steel Anchor (TT), Streamlined Hull (TT), oarsman (33)
+48 gold spent for coin+fort upgrade
Sigra Mein (ES) + Olof Andersen (ES), 2 equipment, 1 crew (40). Towing Jäävuori flotilla (KS) (9)
Baldr (ES) + oarsman (17) (new home for Jord)
Cargo for Asgard: Weaponmaster Garson Cannels, 1 equipment, CHO (16)
Fenrir’s Chains (OotA) + CHOS, musketeer (24)
Jormungandr (KS) (20)
Cargo for Frost: captain, chain shot (4)

Viking launch in CG4 - 2025

Gold remaining: 697
Overall Fleet Size: 34 ships, 965 points

Barbary Corsairs

26 Ships, ~573 Points in Play

The Corsairs were still mourning the loss of many captains and other crew from last round’s devastating Pirate counterattack. They missed their only AA roll (+Reroll), but then got a 6 with Gilded Figurehead before even starting to roll for the Nephila’s copying ability! This meant they were guaranteed to be able to bring in a UT when copying Arcane/Flying Dutchman.

Nephila copied the Cursed Flying Dutchman, bringing in an Eye of Insanity UT that was placed on the Noble Glacier, a recently launched Viking icebreaker that is optimized for copy>Arcane/FD rolling. This was the Corsairs’ way of saying thank you to the Vikings for bailing them out with a Hidden Trove, and also serves to further strengthen the Corsair-Viking alliance. That alliance is technically still only public in the battle reports and not the game, but the Pirates and Cursed are likely growing wary of the somewhat obvious friendship. The other cool thing about the Corsairs giving the Vikings an EoI is that it might continually benefit the Corsairs long-term – the more copiers the Vikings have, the more FD rolls they should get to potentially help out the Corsairs again down the line.

The Corsairs docked home the Tiger’s Eye before the mandatory scuttles of their burning ships, thus maximizing the value of Hidden Trove. With 546 ships in play at the time, it was worth 1092 gold. TE also dropped off four spice tokens, which are currently worth 6 gold each, netting them an additional 24 gold. They also cashed in 7 textiles for 21 gold. Add those to their existing 148 gold on their home island and they have a considerable 1285 gold to work with. This should be enough to last them a good 3-4 turns or more, though they hope their “burn rate” of gold will increase with new launch points in the near future.

Corsairs and Vikings (and likely other factions) are very happy that the turn order has the Pirates and Cursed going back to back. Although it’s frustrating in the case of a double attack as we saw against the Corsairs (to a small degree) last round, it makes allied cross-fleet logistics easier. For example, when the Vikings give the Corsairs (or any other faction) a Hidden Trove, they know there is almost nothing the Pirates or Cursed can do to stop it because those faction’s next turns won’t come around again until after the other factions have taken their turns.

Corsair Launch Phase: 5 ships, 188 points
Rachna (ES) + Malophoros (ES), Akila Bennu (PNM), CH (36)
Hapi (ES) + Alkebu-lan The Just (PNM), Ibrahan Vosely (ES), Ardagundas (ES), Gilded Figurehead (TT), HO (36)
Spaniards Folly (OotA) + CHOS (19)
Oman’s Fury (RotR) + Raidamos (ES), Turgut Reis (PNM), Mustafa Kemal (B2W), Powder Kegs (AoS), SO, stinkpot shot (56)
Tomb of Kings (OotA) + CHO, exploding shot, fire shot (22)
+Cargo for Algiers and Tiger’s Eye (19)

Corsairs CG4 launch - 2025

Gold remaining: 1097
Overall Fleet Size: 28 ships, 671 points

 

The Northeast quadrant: Pirate hegemony, or a powder keg ready to blow?

Here is the developing situation in the northeast region. This is easily the busiest and most crowded area of the map, with 4 large factions in the area. The Pirates are of course the most dominant fleet around. However, continued expansion by the Vikings and Corsairs may threaten their home waters a bit. The newest entrant to this apparent arms race is the English, shown with their new ships at the bottom right. Crucially for the Corsairs and English, the Pirates are tightening the noose around them, building a town (and likely military port next round) on the northeast island and the large island just out of frame to the south.  Given that the Corsairs and Vikings have already had combat, this is a tense situation with no resolution in sight. An incredible concentration of power, with multiple thousands of points in just this picture. It’s one of the most interesting situations I’ve ever seen in a campaign game, partly for some reasons that have not yet been disclosed….

Insane northeast quadrant situation in CG4 (2025)

Point Count

The latest in record-breaking fleet and game size totals!

Faction Ships Points Ship % Points % Points/ship
Spanish 4 57 0.7% 0.4% 14.3
Jade Rebellion 4 43 0.7% 0.3% 10.8
The Conglomerate 33 581 6.0% 4.1% 17.6
English 27 514 4.9% 3.6% 19.0
Pirates 271 6649 49.5% 47.0% 24.5
Cursed 112 4173 20.4% 29.5% 37.3
Vikings 34 965 6.2% 6.8% 28.4
Corsairs 28 671 5.1% 4.7% 24.0
Dutch 6 76 1.1% 0.5% 12.7
Americans 15 215 2.7% 1.5% 14.3
Mercenaries 6 91 1.1% 0.6% 15.2
French 8 123 1.5% 0.9% 15.4
Total 548 14158 25.8 

As usual, the Pirates continue to set new fleet records for both ships and points on every turn. They’re looking to become the first 300-ship fleet, an astounding number when considering that a 100 ship fleet is huge even in a campaign game. Speaking of that, The Cursed are the second faction to eclipse 100 ships in play, but probably won’t be the last. The English added 10 ships to their total with their new riches, joining the contenders as one of 6 fleets with more than 25 ships in play and more than 500 points in play. In a strange quirk, the 6 largest fleets go consecutively in the turn order, followed by the 6 smallest fleets bookending each round.

VASSAL Campaign Game 4 is now also the biggest recorded Pirates CSG game of all time by ship count!

The previous record was 509 for my physical Command the Oceans campaign game in 2017. At a ridiculous 548 ships in play, CG4 now has the ship record in addition to the points record (over 14,000!) that it broke a couple rounds ago.

Stats by player: I think this will slowly normalize/even out over the coming years, but it may require some diplomacy on the part of factions who don’t have access to a copier….

Ships Points Ship % Points % Points/ship
Xerecs 68 1195 12.41% 8.44% 17.57
A7XfanBen 445 12458 81.20% 87.99% 28.00
PirateAJ14 35 505 6.39% 3.57% 14.43

Summary

Here is the grand map! I recommend opening it in a new tab (twice, once here then again on postimg) and zooming in to view in full size to give yourself a tour of this crazy game. Here we have over 14,000 points in play.  O_O  You can also see the massively expanded deckplate areas, which should take years or decades to fill.

CG4 Grand Map - 2025 edition. Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

 

Thanks for reading! This game is a dream come true. The sheer size, scope and scale of it is awesome to witness and completely insane to play. For many years I wanted to play a game this large, but it’s almost impossible to do so with the physical game. Now we can command legions, fleets so large they require precise organization and tracking skills to even manage.  The amount of diplomacy, intrigue and grand strategy will only increase as the game continues. A lot of incredible things have already happened in CG4, but I think the best is yet to come. It is truly turning into a game for the ages, and already ranks very high on my all-time list of Pirates games – somewhere in the top 5 out of all 600+ games I’ve played including 9 campaign games, and with a good chance of becoming #1 eventually.

I would love to hear your thoughts on the game in the comments below!

Talk Like a Pirate Day 2025 Weekend in LA: 6 Games in 2 Days!

Talk Like a Pirate Day 2025 Weekend in LA: 6 Games in 2 Days!

I met up with my good friend Xerecs in the valley near Los Angeles to play some Pirates on Talk Like a Pirate Day (September 19th) and the day afterwards!  We also had Wendigo join us for a game.

House Rules used

Game 1: 2×60 (2 players, 60 points)

Fleet I used: https://psmlist.com/fleet/show/7FU626UDVT8RBSWY

Game 2 – 3×40

This happened to be my 600th all-time play of Pirates CSG!

Fleet I used: https://psmlist.com/fleet/show/1ELWTAT166K28NX1

Game 3 – 2×50

Fleet I used: https://psmlist.com/fleet/show/P3PKEX8UF4KN2U6W

Game 4 – 2×50

Fleet I used: https://psmlist.com/fleet/show/P3PKEX8UF4KN2U6W

Game 5 – 2×100

Fleet I used: https://psmlist.com/fleet/show/MU69P1VR5YJGQZ2Q

Game 6 – 2×100

Fleet I used: https://psmlist.com/fleet/show/MU69P1VR5YJGQZ2Q

Thanks for watching, and thanks to Xerecs for hosting this 2025 Talk Like a Pirate Day weekend in LA!

Talk Like a Pirate Day 2025 Weekend in LA: 6 Games in 2 Days!

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.