I’ve been writing Battle Reports since late July 2011. I played at least a dozen games (probably more) in 2005-2006 when I first got into Pirates CSG, but since getting back into it in 2011 I’ve recorded almost every game I’ve played in some way. In this blog I will be posting battle reports of my adventures. Check out my best battle reports in the Compendium and my biggest games in Huge Game Legacy.
This was the second 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 were using the Points in Play + Gold win condition, with gold values to match. 60 point fleets with 60 gold contributed per player for 240 “total points” available at the start of the game.
A7XfanBen’s Dutch:
Van Der Decken + Captain Berend, Captain Dewitt, captain, helmsman, oarsman
Princes Maria + helmsman
Vers Maan + helmsman, explorer
Xerecs’ English:
HMS Devastator + Captain Armstrong, Oliver Blake, Scholar Episces, cannoneer, helmsman, oarsman
HMS Immortal + helmsman, explorer, oarsman
HMS Hermes’ Sandals
The map was an 8Lx8L square. We each contributed 2 fog banks, whirlpools, reefs and sargasso seas. I rolled to go first. Xerecs chose his home island in the south, while I picked the middle.
The Vers Maan explored the westernmost island, finding Wolves, Rats, a 5 and a 1. The Princes Maria docked at the north island, with HMS Hermes’ Sandals ending up there as well after round earthing. The Van Der Decken (VDD) initiated conflict with HMS Devastator as the two gunships started dueling.
Although the VDD scored 5 hits on the Devastator (one ignored due to Oliver Blake), the English returned fire and dismasted the Dutch flagship. At the northern island the Princes Maria found Rotting Hull and Monkey’s Paw, but also some good coins which she quickly deposited at home.
The Vers Maan continued finding negative UT’s, with Natives slowing her down. It was an all-UT island, with Rum, Manawa no Kowhatu and Homing Beacon also present. Three ships converged on the other eastern island. I debated whether I should try to get rid of the VDD’s oarsman and scuttle her to trigger Eternal, but decided to see if the English would just sink her or try to board her instead.
The Princes Maria found even more negative UT’s that Xerecs had placed, with Fruit taking up her final 2 cargo spaces. I decided to dump her helmsman in favor of a coin, especially since the VDD could pick up the helmsman after the latter’s had been eliminated by the Devastator’s ability. HMS Immortal continued to be behind the curve, always a step behind the Maria’s exploring efforts. The Hermes’ Sandals and Devastator went after the Vers Maan who was still stuck. The Devastator was about to open fire when Manawa no Kowhatu was parleyed away (no Rum bomb which was my intention when using Parley with the Vers Maan) which destroyed the UT and the Vers Maan’s helmsman.
The Princes Maria could not reach home without her helmsman (L+S base move), but was able to reach a fog bank for safety. The Immortal stole a coin from the VDD (the Dutch swapped her captain for a coin), but the VDD grabbed the Maria’s helmsman and rammed the Immortal to try and take the coin back.
The Princes Maria got home with gold while the Vers Maan was finally able to take off for home. However, the Hermes’ Sandals had already stolen her Rum, the only coin worth gold aboard.
Both 1 masters returned home with gold, with Wolves locking up an entire island.
Final Scores:
Dutch: 139 points (55 points in play, 84 gold)
English: 98 (58 points in play, 40 gold)
In the end neither fleet lost many points in play, but the Dutch had a better time collecting gold, between going first and arguably a favorable home island location.
Observations:
HMS Devastator is too slow. Not a competitive ship. L speed without a point increase is probably fine.
The Dutch fleet I made is rather annoying to play against between Eternal, Parley, and can’t be shot at while docked. (not necessarily something to “fix”)
Dutch too good? (very fast and good cargo) – Prinses Maria and Volle Maan would later be made a bit worse
Changes made: HMS Devastator base move changed from S to L. Removed the question marks after the point costs for HMS Hermes’ Sandals and HMS Immortal, though it’s possible they are both overpriced by a point or two. (both would get cheaper later on)
This was the first 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 were using the Points in Play + Gold win condition, with gold values to match. 60 point fleets with 60 gold contributed per player for 240 “total points” available at the start of the game.
A7XfanBen’s English
HMS Blue Whale + Scholar Episces, helmsman
HMS Red Death + Captain Armstrong, helmsman, oarsman
HMS Devonshire + Oliver Blake, captain, helmsman, firepot specialist
Xerecs’ Pirates
Black Phoenix + Lord Garhelm, helmsman, cannoneer, oarsman
Golden Rose + helmsman, explorer, oarsman
Knife’s Edge + helmsman, explorer, oarsman
The English went first. We each placed 3 islands along with 2 of each piece of terrain except icebergs. To reach the requirement of each player contributing 8 coins worth 60 total gold, we simply multiplied the face values of regular coins by 4. This keeps the same distribution system as the original Complete Game rules, where each player contributes 8 coins worth 15 gold. In this way the max of 5 UT’s per player was also maintained, since essentially the minimum gold a player could contribute to get 60 was two 7’s and a 1 (28+28+4). The square represents the edges of the map for round earth purposes.
Playtesting starts!! Full game video here!
The Red Death hit the Golden Rose twice (eliminating two of her crew) before the Golden Rose round earthed back towards the Pirate HI. The Devonshire went 0/3 against the Black Phoenix.
The Black Phoenix couldn’t finish off the Devonshire thanks to Oliver Blake’s ability of ignoring the first hit, with the Devonshire then escaping to a fog bank. The Red Death round earthed to follow the Golden Rose and dismasted her.
HMS Blue Whale was about to dock home gold when the Black Phoenix got a timely SAT to zoom over and dismast her including 2 fire hits. With no oarsman, the Blue Whale was doomed to burn to her waterline on the English turn, sinking the ship. The English salvaged the situation somewhat by capturing the Golden Rose and landing a firepot on the Black Phoenix when the Devonshire docked home to repair.
The Knife’s Edge is on her second trip for gold when more fireworks erupted in the center. The Black Phoenix got an SAT to come shooting out of a whirlpool, crushing the Red Death even after the BP lost a mast to the whirlpool. This looked like a death blow to the English, who were already far behind in the gold race.
The Red Death was not able to dock home on the next English turn, with her helmsman+oarsman combo of S+S speed coming up just short before she burned to the waterline.
Turns later and the Devonshire has repaired only to be set alight by the Black Phoenix’s fire hits on 6’s ability. Devoid of hope the English attack the Pirates, inflicting some damage on the BP. The Golden Rose has repaired a mast and plans to use Wine to steal a coin from the Pirate HI.
The BP finishes off the Devonshire, leaving the English with only the captured Golden Rose, who docks home to repair. However the Knife’s Edge unloads the final coin and the game ends!
Xerecs’ Pirates: 241 total points in play (200 from gold)
A7XfanBen’s English: 33 total points in play
Observations:
-English need at least one cheap ship (6 points or less ideally) to help them fill out fleets (modifying HMS Hermes’ Sandals would eventually fulfill this)
-As of now the English don’t have access to any extra actions in the set, whereas the Pirates and Dutch do
-Round earth measuring (when round earthing) is wonky/tough to get perfect. Interesting philosophical discussion was had after the game about the physics of round earth, but the rule is more for gameplay excitement and possibilities than any remote amount of realism.
-Lopsided score (not necessarily an issue, but a stark contrast that occurs often when using Points in Play as a win condition)
With August drawing to a close, I played a quick and goofy game to keep my consecutive months played streak alive (playing at least one game of Pirates CSG for many months in a row).
Rules were simple: 3 fleets, build total of 10 points, no forts or terrain, only one wild island. No coin contributions, but the lone wild island would have one coin each of values 1-7 along with two random UT’s.
Fleets in the order of play:
Spanish
El Algeciras (OE version) + captain
El Raton
Jolly Mon + oarsman
French
Le Coeur de Lion + helmsman
Lezard + helmsman
Pirates
Banshee’s Cry + explorer
Mermaid
Carrion Crow
The setup for a Pirate Blitz!
Banshee’s Cry explores the island first, loading Rotting Hull, Davy Jones’ Heart, and the 7 and 6!
She is quickly set upon by the other fleets, with jealousy raging! Algeciras misses both shots against BC but takes out a Carrion Crow mast with a ram. The French establish themselves, with Lezard dismasting BC with a ram and taking her 7, while Coeur loads booty from the island.
Mermaid begins towing BC, transferring the latter’s 6 to Mermaid. Carrion Crow utterly failed against the Algeciras, rolling poorly for both ram and board. The Spanish complete the game’s “domino effect”, taking center stage. The Pirates were the early leader, then the French took treasure on turn 2. Now on turn 3, the Spanish take the lead. The French are rammed out of the game!
Mermaid sees a rare opportunity to escape with gold, and drops her tow to deposit the 6. Carrion Crow rams a mast off Algeciras, but she is rammed derelict by El Raton. El Algeciras goes 0/2 again, as my typically poor cannon luck continues.
El Raton, Jolly Mon and Coeur are the best hope for the Spanish now, with Algeciras rammed out of commission by the Mermaid.
Having seen all the game’s coins from their initial explore, the Pirates realize they must get some of the final treasure home in addition to the Lezard’s 7 (else they’d end up with 13 of 28 gold, with the Spanish having 3 ships to snag the final 3 in play to get to 15/28). Mermaid docks Lezard and both ships grab a coin, leaving the wild island empty. However, trouble is brewing for the Pirates, as a Coeur repair gets her back in action (at S+S+S speed, as she still has her helmsman) and the Jolly Mon won’t be slowed by towing (or a full cargo hold) anymore.
Mermaid re-tows Lezard and makes an effort to get both ships home, even ramming a pursuant Raton derelict in the process. However, Coeur’s speed caught Mermaid easily and with a final ram, the Pirates were taken out!
These games were played on 7/28/2024, the 20th anniversary of the game! July 28th 2004 was the day Pirates of the Spanish Main first hit store shelves. (Friday was Game 1 of the celebrations)
Game 2:
Scores:
Xerecs: 32 gold
FoxTrot: 20
Stormbringer: 20
Ben: 6
Game 3:
Scores:
Ben: 16 gold
Stormbringer: 11
Throughout this decade we’ll likely have additional 20th anniversary games for the set release dates! 🙂
I met up with JW Darkhurst at Game n’ Grounds in LA (Chatsworth specifically) for a rapid-paced trio of casual games. The build total was 60 points and we used the Seattle house rules.
I used a fleet focused on variety and making sure each ship had the Captain ability:
Gale Force Nine + Hammersmith (F&S version), Le Requin, Cannonball Gallows (MI version), oarsman
Le Descharges + captain, helmsman, oarsman
Bazana + captain, helmsman
Griffin + captain
In the first game, Darkhurst used a Spanish fleet with the LE San Cristobal, La Santa Isabel, and La Joya del Sol.
The full setup – we both contributed some mysterious islands.
Gale Force Nine proved valuable immediately, with the S-exploring ability helping Bazana and the Santa Isabel taking damage from the GF9.
Bazana rolled poorly at the MI, allowing Darkhurst to move her away from my home island (HI). However, GF9 got SAT from Le Requin, sailing over to dismast the San Cristobal!
This particular MI ability gave us a new idea – if you simply redocked the enemy ship and they rolled low again, they could get trapped in a “loop” and get stuck at the island indefinitely! However, I think the only way to make sure of it would be to have Runes of Loki with Nemo’s Plans.
La Joya del Sol explored an MI of her own:
GF9 captured the SC, while Bazana decided to take advantage of her hidden Captain and dismast the Santa Isabel! Griffin is headed home with gold, while Le Descharges heads north to cut off the Joya, taking down half of her masts.
I ended up capturing the other two Spanish ships as well, with only the Griffin’s gold getting home before the game ended.
Ben: 12 gold
JW Darkhurst: 0
My luck had been far better… for now.
Games 2 and 3 featured the chess clock, with a maximum time of 20 minutes per player per game. However, we were playing quickly enough that we never ran low on time.
Game 2 featured JW switching to an all-schooner fleet. Since I was traveling (and pressed for time before my trip), I had only brought one fleet and I would be using the same fleet in all games regardless of how many we were able to play.
JW’s Neptune’s Hoard managed to get a quick gold score, while GF9 took on HMS Durham (proxied by HMS Oxford). Taking advantage of round earth to explore in the northwest, Bazana unloads her captain to load an extra coin.
Griffin explored for gold but got saddled with the same negative MI effect as Bazana in the first game. GF9 gets the better of HMS Durham, but Le Requin wants Descharges to tow the Englishman home so he and Cannonball Gallows can go off in hunt of other schooners.
Indeed they did, with Neptune’s Hoard the next domino to fall. However, JW Darkhurst had already unloaded a bunch of gold, including at least one +2 bonus from La Santa Isabel (LSI) and the Barbary Banner UT (worth 5 gold). Bazana gets me on the scoreboard, but Griffin is forced to sail into less friendly waters.
I begin to tow my prizes home, with LSI in pursuit of the captured Durham. However, it wouldn’t matter, as JW had gotten so much gold early in the game that the gold race was already out of reach.
JW Darkhurst: 40 gold
Ben: 36
Game 3 saw JW go back to his initial Spanish fleet with a slight crew change, but with a very different HI + terrain setup compared to Game 1.
Round 1 saw the fleets sail in opposite directions as exploratory efforts began:
San Cristobal got SAT and sailed over to sink Le Descharges!
True to the day’s trend, my luck had completely run out. Overall I had far better luck than JW Darkhurst in Game 1, while Game 2 saw it mostly even (JW getting better gold values while I won the battles). Game 3 was the opposite of Game 1, with my luck horrid while JW’s d6 rolling was better than usual. Requin didn’t give GF9 the SAT, and GF9 proceeded to go an abysmal 0/5 overall (including the ram damage roll), failing to dent the San Cristobal!
Spanish gold begins to pile up as my fleet continues to implode:
At the left, an iceberg nearly hits a docked Joya del Sol. Bazana reaches home safely with gold, but SC has sunk the GF9, leaving Griffin a sitting duck. She redocks, attempting to trigger the 5-6 MI effect (which would have allowed me to move the San Cristobal S+L), but fails.
San Cristobal sinks the Griffin, and the game ends soon afterwards:
Game 3:
JW Darkhurst: 31 gold
Ben: 21
A solid trio of quick matchups at Game n’ Grounds! Nice board game cafe if you’re ever in the San Fernando Valley!
USS America Ship Debut, Golden Seas pieces, and a new “God Piece”
6/26/2024
This was a solo game that got pretty crazy. 4 fleets, 60 points (4×60). It featured multiple debuts – a new ship, a new crew from Golden Seas, and a new monstrosity for the ages….
I used the “Restarting Rules” that will be featured in the upcoming set, Pirates of the Golden Seas. It is a relatively minor rework of the original rules that I also plan to release digitally at some point in the future. Any rule changes relevant to this game will be noted in the battle report as they come up.
Here are the fleets in the order of play! (original game pieces found in the Master Spreadsheet)
English
HMS Devastator + Charlotte Godspry, captain, musketeer, oarsman
HMS Forge + captain, helmsman
HMS Galway
Both of those Golden Seas pieces have been shown in the Pirates community, but here they are for reference:
HMS Devastator
Nationality: English
Collector’s Number: 012
Point Cost: 22
Masts: 5
Cargo: 4
Base Move: L
Cannons: 2L-3L-3L-3L-2L
Link: Captain Armstrong
Ability: This ship’s cannons may not be eliminated (masts still may be). If derelict, she cannot shoot. If this ship hits an enemy ship on a 5-6, also eliminate one cargo from that ship.
Flavor Text: Reinvigorating England’s presence in the North Sea is the Devastator. Capable of a heavy broadside unmatched by most navies, she sails forth proudly from Devon with freshly minted cannons.
Designed by A7XfanBen, artwork by Gigi
Charlotte Godspry
Faction: England
Point Cost: 6
Ability: Helmsman. This ship’s crew cannot be eliminated unless she sinks.
Flavor text: A determined woman who rarely smiles, Charlotte Godspry had a difficult upbringing and had to claw her way into the Royal Navy. She performed well as a helmsman for many years before taking on her current advisory role. Seen on dozens of ships throughout the year, she trains sailors in many areas, including survival skills. She survived a number of intense battles by dodging falling debris and always knowing where the safest place on the ship would be.
Designed by A7XfanBen
Faction: Pirate
Point Cost: 3
Ability: Parley. This ship gets +1 to her boarding rolls if she did not initiate the boarding party.
Flavor text: Concealed by mask at all times, this stealthy captain identifies more with pirates than with its own people. Time will tell if that allegiance can be tested.
Designed by A7XfanBen
Americans
USS America + captain, helmsman, shipwright, oarsman
Nene-nui + captain
USS Quigley + captain, helmsman
If you haven’t seen her by now, here is USS America!
USS America
Nationality: American
Collector’s Number: USA (ship is not part of any set; a limited-time, Limited Edition ship)
Point Cost: 23
Masts: 5
Cargo: 4
Base Move: S+L
Cannons: 3L-3S-2L-3S-3L
Link: John Barry, John Paul Jones
Ability: Friendly American ships within L of this ship get +1 to their cannon rolls. French crew can use their abilities on this ship.
Flavor Text: When the French were not able to take delivery of the first American-built 74-gun ship of the line due to British blockades, she was welcomed back to the United States with open arms. The mere sight of her produces joyous crowds, exuberant over their earned freedom and eager to pay homage to those who died in the Revolution. A new paint job and armament upgrades make her the finest ship in the fledgling United States Navy.
Designed by A7XfanBen
Now through 11:59pm PST on the Fourth of July, you can buy USS America and get 20% off the other items you order! After that, both the ship and the deal will be gone.
Barbary Corsairs
Wicked Kareen + captain, helmsman, explorer
Marrakesh + helmsman
Griffin + captain, helmsman, explorer
Morocco + helmsman, explorer
Pasha’s Delight + captain, oarsman
Fleets were allowed to place 3 terrain each, including up to 1 oversized terrain piece. Terrain selection included some rocks that I haven’t used before – similar to other obstacles you may have seen in past reports.
Each fleet contributed 8 coins, with 7 being of any value or type and 1 being a UT of their choice. This led to a little strategy, with the Corsairs choosing a bunch of 7’s (with a gold-oriented fleet) and the Americans choosing lower values given their wolf pack attack strategy.
8 wild islands with 4 coins each:
The Americans set sail, with their brand-new flagship ready for action:
The Corsairs are the first to explore:
An overhead view from the southwest, showing the Pirates and Corsairs scattering while the English warships go west via round earth:
The Cutlass fires the first shots of the day! However, both miss the Marrakesh. Neptune’s Hoard reveals Coconut to explore; his Reroll ability should help the NH keep an adequate pace throughout the game. Not a good ship, but a funky crew setup of combos I wanted to try out.
Wicked Kareen sails over and delivers a broadside to the Cutlass, just barely missing on two cannons. Marrakesh explores, leaving behind a single coin.
By now the Corsairs had brought home multiple treasure loads from their other ships, Griffin and Morocco. This netted them a healthy sum of gold, which they would now utilize to construct one of the most epic and crazy game pieces I have ever had the great fortune of bringing to life!!
Behold:
THE LIGHTHOUSE OF ALEXANDRIA
In my timeline, this Ancient Wonder of the World was not destroyed by earthquakes in the 1300’s….
It survived and has now been repaired and resurrected by the Barbary Corsairs!!
Rarely have I been this excited about a specific custom game piece. I conceived of this concept of an “alternate history” and bringing this epic idea into the game earlier this year. I was ecstatic to find 3D printable models of it, and quickly developed the concept of a new “god piece”. It is absolutely meant to rival game pieces like Paradis de la Mer or even the Zeus. Doing it justice requires a big vision, and this grand display will not disappoint. The lighthouse concept originally comes from my friend Jeremiah, but I wanted to expand on his Lighthouse keyword and make a wild version of it that could potentially see some crazy uses in future campaign games.
Here are the stats and rules I used for it in this initial “playtest” game:
The Lighthouse of Alexandria
Collector’s Number: 1032 (an LE in my fantasy set, Pirates of the Epic Seas)
Faction: Barbary Corsairs
Gold Cost: 6
Cargo: 5
Cannons: 3L-3L-3L-3L
Ability: Grand Lighthouse. Forward Observer. Mortar. The cannons of this lighthouse are measured from each of its four corners; the cannons may be rearranged as cannons are lost. The bottom segment of this lighthouse does block its own lines of fire. If this lighthouse loses its light, it has additional segments that must be eliminated before the lighthouse can be eliminated (3 total not including the light). Each piece represents a cannon – one for the light, one each for the top half sections, and one for the main tower. When this lighthouse has at least its bottom 3 segments, once per turn you may choose one enemy ship within the lighthouse range (L+L+L) and roll a d6; on a 4-5, the target’s controller replaces one of her masts with a fire mast. On a 6, the target’s controller replaces two of her masts with fire masts.
Keywords: Grand Lighthouse:
Building lighthouses follows the conditions for building forts. Gold used to build the lighthouse is placed face-up next to the lighthouse and still counts towards a player’s total for victory conditions. A lighthouse cannot use its abilities on the same turn that it is built.
If the Lighthouse has its light, a friendly ship within L+L+L of the Lighthouse gets +S to its base move once per turn (a yellow L+L+L tool can be used to indicate the range of this effect, or a light yellow plastic can be placed under the lighthouse).
Two hits from the same shoot action are required to eliminate the light; when it is eliminated, remove it from the lighthouse. Once a lighthouse loses its light, it loses the L+L+L effect but retains its other abilities. The light is considered the first segment of this lighthouse; once the light is eliminated, the other segments may be eliminated with each successive hit (which do not need to come from the same shoot action). The segments of this lighthouse must be eliminated in order from top to bottom. A lighthouse is eliminated when all of its segments have been eliminated. When a lighthouse is eliminated, the gold used to build the lighthouse remains on the island (face down).
Enemy ships cannot load treasure or drop off crew or equipment from this island. Enemy ships may dock at this island and try to capture the lighthouse. When an enemy ship docks at this island, either player may initiate a boarding party; if so both players roll a d6. The lighthouse controller adds the number of segments remaining and the number of crew in the lighthouse. If the ship wins, the lighthouse is captured. If the lighthouse wins, the enemy ship is considered undocked and loses two masts.
If a friendly ship is docked at the island, it can give up its turn to give a repair action to the lighthouse.
If a lighthouse has cargo space available, shipwrights and musketeers can use their abilities inside a lighthouse. (based on Jeremiah’s Lighthouse keyword)
Forward Observer: Each friendly ship within the light radius of the lighthouse gains +1 to their cannon rolls. A ship must be within the radius when the cannon roll is made. This ability does not affect ships that move out of the radius and then start shooting. (designed by Jeremiah)
Mortar: This lighthouse gains a rank 3 cannon with a range of L+L measured from any part of the lighthouse base. This cannon may only shoot once per turn. (designed by Jeremiah)
Flavor text: Expanding their coastline eastwards to Egypt, the Corsairs were stunned to find this nearly forgotten Wonder of the World in fair condition. Conducting extensive repair work and equipping it with modern weapons, they have turned it into a terrifying monstrosity. It is now considered one of the great strongholds of the Mediterranean, commanding presence for miles around.
Since it is a historical fiction game piece and not accurate to real-life events, I have put it in my Epic Seas set.
As night falls on the ocean, who knows what terrible fate may befall those who dare challenge the newfound power of an Ancient Wonder of the World….
A quick glance at the massive L+L+L range (I’ll abbreviate to 3L for this report, not to be confused with a regular 3L cannon). The Archimedes heat ray ability is already in range of USS America! Hence why I added the “cannot use abilities on turn it’s built” clause. XD The Corsairs did pay for the lighthouse on time, I just forgot to put the 6 gold face up on the island at first in my excitement to take pictures. 😀
The reach of Corsair influence is now greatly expanded, as the lighthouse commands an incredible presence on the seascape.
A massive triumph for the Corsairs! Given their proximity to the city of Alexandria and their lack of forts, they felt like the most appropriate faction to give this “god piece” to. I’ve thought of it in my mind as “the Corsair answer to Paradis de la Mer”. I’ve also started thinking about making a superpowered campaign game variant, possibly to base entire scenarios around.
I think that reveal deserved a full “intermission”; now let’s get back to the flow of the game!
The Cutlass can’t escape via the fog bank she launched her attack from, so the Pirates go for broke! Her attack on Marrakesh mostly succeeds, but the boarding result is a tie! (Restarting Rule: winners of boarding parties choose which result happens and which treasure to take if applicable; losers choose which crew is eliminated)
The first Corsair turn with The Lighthouse of Alexandria is a success! Wicked Kareen sinks the Cutlass, with Marrakesh arriving home to unload and repair. Morocco will be giving the Weapons UT to Pasha’s Delight, who is playing the role of lighthouse keeper. At the upper right, the extra S segment shows that the extreme range of the lighthouse is already benefiting the Griffin on her journey southwards.
The heat ray ability missed on both of its first two rolls – first on Nene-nui, then against HMS Devastator, arriving near home on the right via round earth. HMS Galway found the Maps of Hades UT, but managed to avoid its negative effect. The English started the game with just 4 cargo spaces open, but they’re making a killing in the gold game with massive values. HMS Forge carries two 7’s, with a third on the way from the Galway. HMS Devastator loaded a 3 after Forge explored in the west, giving them a nice total of 24 on just 4 coins if they can get it all home next turn.
After the lighthouse was built, the Americans turned around and headed northwest towards an unexplored island. This speaks volumes about the deterrence factor of the lighthouse against even a combat fleet. With USS America providing a heavy escort, USS Quigley docks there with Nene-nui on the way. With the Morocco’s spying ability, the Corsairs have already seen all the coins on the island and know it’s a hefty sum. NN found the UT Cotton’s Parrot. Ningpo takes an L+L potshot at NN with her sniping ability, but misses with a 4.
Indeed, the north is where the action was at this point in the game. USS America and her support gunships keep the northwest calm, but the northeast will be devolving into skirmishes. Griffin (Corsairs) and Asp (Pirates) both had designs on the island, with Griffin exploring first and taking a 5. The Corsairs offered to leave the 3 on the island for the Asp to pick up in return for the Asp not attacking them, but the Pirates didn’t take them up on that offer with both Forge and America lurking so close by (they probably didn’t believe them either, but the Corsairs were being truthful about the values).
The Asp initiated a boarding party to steal the 5, rather than getting blasted by Forge after exploring to load the 3. However, Wicked Kareen has followed the Griffin through the whirlpool and into the area, further complicating the situation….
The Galway probably would have joined her English comrades going north, but instead a terrible event has befallen her….
Maps of Hades allows the Americans to control the Galway for a move action, sending her into range of the Lighthouse of Alexandria! The heat ray magnifies the sun’s rays and lights up the Galway’s foresail!
Pasha’s Delight comes over to finish her off:
Griffin launches a counterattack on the Asp, hitting both shots. However, her crew’s attempt at a boarding party is a disaster, with the Asp ready for hand-to-hand combat.
Wicked Kareen lived up to her flagship billing for the Corsairs, shooting off the Asp’s final mast and boarding to steal the 5. Asp’s crew were exhausted after boarding the Griffin twice, and could only muster a feeble resistance (1 roll).
However, the dominoes were not done falling in the northeast. It was finally time for the English to start flexing their might!
HMS Forge surges forth, sinking the Asp (which would end up being fa key moment) and damaging the Wicked Kareen.
The Corsairs fled with their gold, content to let the English take the remaining 3. They knew they could outpace the English and went to the south via round earth. The Pirates only have two ships remaining – NH is slowly grabbing a single coin, while Ningpo escorts her. Ningpo’s captain thought about going north to take another potshot at the Nene-nui, but thought better of it given the looming power and striking distance of USS America.
The fleets bring home gold and regroup in a calm pair of turns:
At this stage of the game, it was clear that the Corsairs were likely in the lead given the sheer quantity of coins they possessed. In addition, they had a massive deterrent on their side in the Lighthouse of Alexandria. The English and Americans decided to agree on a plan. They would form an alliance, with the goal of taking down the massive lighthouse. After the destruction of the lighthouse, all bets were off. This speaks to the immense power of the lighthouse – not even the two most well-armed factions in this particular 4×60 game felt comfortable trying to take on the Corsairs alone. The Pirates got wind of this plan and were eventually included in the coalition, making it a potential 3-on-1 fight.
The Corsairs didn’t know about such talks of course, but with Morocco’s spying ability they had now seen every single coin on the home islands and felt comfortable with their position. Here is how it stacked up:
Corsairs: 34 gold, with 6 in the lighthouse
English: 27 gold
Americans: 26 gold
Pirates: 18 gold
Knowing this information, the Corsairs were in an enviable position: theoretically they should win either way. Even if the lighthouse was destroyed and the English OR Americans got all 6 of its gold, the Corsairs would win either 34-33 or 34-32. As a result, they felt confident in their ability to come out victorious. However, there was one thing they didn’t know about… a crew they couldn’t spy on, and an outcome they would not have predicted….
The Americans and English jockey for position. They were massing on the west side of the map, in order to get as close as possible to the lighthouse with their combined forces before surging west across round earth for a full-scale assault.
The Americans proposed a new clause in the Anglo-American agreement: since the English were ahead of the Americans (they had truthfully disclosed their HI gold totals to each other) and the English HI was closer to the lighthouse island, the Americans should take the northerly attack route. Else the English might have a very quick trip home with all the lighthouse gold – if they could snatch it up of course. The English thought this fair and agreed to take the southern half of the attack formation.
Knowing they were unlikely to win, the Pirates launch a distraction to help their allies on the other side of the lighthouse. However, Ningpo misses both snipe shots against Morocco. She is now within range of the lighthouse…
… and promptly gets blasted!
I think now is a good time to explain the Pirate motivations here as the endgame phase began. With almost no shot at winning, the Pirates were looking to play kingmaker. They had a favorite horse in this race – the Americans. Earlier in the game, Ningpo had shot at the Americans, who still haven’t returned fire at the Pirates at all. The English sank the Asp, making the Pirates dislike them. The Pirates despise the Corsairs, having gotten into intense skirmishes and scuffles with them. As a result, the Pirates would much prefer the Americans win the game instead of the Corsairs (especially) or the English.
Ivory Mask (still face down!) hatched a plan: he could intentionally get shot at by the Americans later in the game and then activate Parley to transfer Pirate gold to the American home island. It would require the Americans to survive the upcoming battle, but the Neptune’s Hoard could hang back from the conflict and tell the English about the plan instead if the Americans were eliminated (just to make sure the Corsairs didn’t win).
In the meantime, Wicked Kareen dismasted the Ningpo, dooming her to a fiery fate. The other Corsair galleys gather around the lighthouse, with the other fighters (Griffin and Pasha’s Delight) ready to defend against the eastern onslaught.
TIME TO ATTACK!! An epic climax was in store as new game pieces and concepts clashed in a wild fray!!
USS America is the only ship capable of getting more than 1 cannon in range of the lighthouse (2 hits from the same shoot action to eliminate the light), but she only shoots 1/3 for no damage! This did not bode well for the attackers….
The Corsairs score massive damage! Another blast from the heat ray lights a blaze on USS America, who takes damage from the Griffin as well. HMS Devastator loses masts to a mortar shot and a perfect 2/2 from Pasha’s Delight, who I believe benefited from the Forward Observer ability heavily in this game. Given that they probably didn’t need to retain the lighthouse gold to win the game, the Corsairs went all-out in their attack, boarding recklessly and losing three generic crew.
In a surprise to the Ivory Mask, Wicked Kareen surges northwest and attacks the Neptune’s Hoard! The Pirates were expecting the Corsair flagship to join the fight in the east, but the Corsairs were in full “barbaric mode”, simply attacking anything in sight! Too scared to reveal his Parley capabilities, Ivory Mask stayed face down as the NH began losing masts.
Indeed, the entire game was quickly turning into a bloodbath, and to make matters worse, night was falling on the grisly scene. Luckily the combatants had the lighthouse to guide their efforts.
But not for long!! HMS Devastator unleashes a full broadside (6 shots when including Musketeer), shooting poorly but still managing to hit the lighthouse twice and finally extinguish its light!
Some hours later as many hours of fighting pass….
As the sun rises, the tide is turning. USS America’s hardy crew managed to keep her fire at bay even as her cannons blazed. They dismasted and captured the Morocco as the lighthouse tower began to crumble amidst the cannonade. HMS Forge used her short-range cannons to dismast the Pasha’s Delight.
USS Quigley got in on the action and contributed a hit against the lighthouse, with part of the upper tower crashing down and nearly hitting the ship.
The Nene-nui was next up, the last of the 5 ships mustered by the Anglo-American alliance. She dealt a final blow to the lighthouse, sending it crashing down into the ocean and sending shockwaves through the game!!
The coalition was successful in destroying the lighthouse… but now we would see the true desperation of the endgame phase….
This final chunk of the game was an utter mess that lasted longer than I expected it to. The teeter-totter nature of a typical Pirates CSG endgame was on full display.
The Corsairs continued their boarding attacks, with the Pasha’s Delight and Nene-nui losing their captains.
Wicked Kareen continued to attack NH, with the Ivory Mask growing more and more worried that the plan wouldn’t work out.
Bedlam!! Shots from Griffin and Forge make the survival of USS America doubtful, but the Americans counter by building Thompson’s Island where the lighthouse stood in hopes of salvaging their flagship! Due to the timing of a fire mast scuttle, USS America rows at S+S to the island, where the captured Morocco is able to dock. However, the fort was built at the end of the American turn, so the flames don’t extinguish automatically upon the fort’s construction. HMS Forge has captured Pasha’s Delight, while Quigley eliminates two masts from HMS Devastator! Quigley’s crew killing ability is negated by Charlotte Godspry’s Crew Protect.
At the upper left, NH fights back against Wicked Kareen continuously, and the battle is about evenly matched:
USS America is sunk! HMS Devastator dismasts Quigley, who is towed by the captured (American) Morocco.
The fort sinks HMS Devastator! Now all three “superweapons” are gone, leaving the outcome of the game up to the supporting casts of each fleet.
In a semi-miracle, Marrakesh goes 2/2 with a pair of 6’s to beat up the Nene-nui! (on cannons of 4S and 5S) Griffin continues to harass Forge, while NN has shot at Griffin.
Incredibly, Neptune’s Hoard has won her fight against the Wicked Kareen! The Corsair flagship has lost all her masts and can only row around, with no way to eliminate the final mast on NH. Ivory Mask (still face down!!) breathes a sigh of relief. He nearly emerged to use his defensive boarding bonus in an attempt to save Coconut, but none of the boarding scores were close enough for it to make a difference. His identity still hidden, he lies in wait, only to reveal Parley at the opportune moment so as not to alert the Corsairs to a possible alternate winner….
HMS Forge finally gets off a perfect broadside, slamming the fort and dismasting the Griffin. Pasha’s Delight captures Griffin, both of whom are now part of the English fleet.
Morocco narrowly avoids getting wrecked on the reef to bring Quigley back into the fold. The cannoneers on Marrakesh continue their best day in recorded history, shooting near-perfect to almost sink the Nene-nui! Thompson’s Island takes a mast off the Forge, meaning that Marrakesh is now the healthiest ship in play. She also appears to be the strongest in combat right now, making her one of the most unexpected “beast ships” in my history of games.
HMS Forge destroys the fort and dismasts Quigley with a ram! Pasha’s Delight rows in to dock at the island, meaning the English can automatically dock the towed ship (Griffin) as well. Griffin gets an explore action, but only loads the 1 (vs. 3 and 5 coins) from the island because the English realize she has a low chance of getting home with any gold. Ivory Mask watches from afar, hoping the Americans can somehow pull out of the area with a seaworthy vessel despite no masts or fort flags currently standing in their fleet. He decides to let the Americans in on his plan….
The shenanigans continue! Just rebuild Thompson’s Island! XD
The best play for the Americans is to build the fort again, providing firepower in an increasingly weak area as well as a key repair base. The continual fort construction is slowly draining their HI, but they’re hoping Ivory Mask will keep his word and help them out with gold in the long term.
After taking some damage, the new Thompson’s Island counterattacks and sinks HMS Forge with great shooting! Morocco and NN repair, while the English basically accept defeat (in the area at least) and attempt to row their captured and damaged galleys out of the debris field. Forge captured Quigley before sinking, but the latter probably won’t be an asset with how long it will take to make her serviceable.
Griffin rows towards the whirlpool but is just barely caught and rammed by the Wicked Kareen! With the help of the Weapons UT, the Corsairs manage to tie the boarding score at 6 against a valiant effort from the Griffin’s English prize crew. Marrakesh finally ran out of luck, abandoning her anti-American crusade after losing two masts to the fort and/or NN.
Thompson’s Island sinks the Wicked Kareen with a well-placed shot, while Marrakesh is dismasted by NN. With the Corsairs off their tail, the English successfully navigate the whirlpools to arrive in calmer waters near home. The multi-stage battle is finally over.
NN unsuccessfully chases Marrkesh around in a whirlpool dance. In a strange outcome for the English, Griffin is able to dock home her 1 coin as the English reconcile that they will likely finish the game with 3 captured ships and no English ships in their possession.
Morocco picks up some gold from the fort, one of which is the 5 used to build the Lighthouse of Alexandria. She heads northwest to rendezvous with the Neptune’s Hoard, who has been patiently waiting for quite a long time now.
Morocco’s gunports open, with her pitiful 5S cannons about to open fire on the last Pirate ship remaining in play. Ivory Mask finally reveals himself, and the wealth transfer begins. Over the course of a few turns, the Americans get the Pirates to Parley 4 of their coins to the American HI. The Pirates feel decently confident that they’ve ensured a non-enemy will win the game. They break off the gold siphon with just one coin left to avoid getting shut out.
At this point, the English were gearing up for a three-ship attack on the new Thompson’s Island, while the Marrakesh was considering reefing herself and hoping other players would get eliminated so they could finally count.
Normally the game would go on due to the fort gold being available, but the Americans decided to end the insanity and reveal their entire portfolio of goodies. A whopping 44 gold now sat on their HI, which was more than any other faction could lay claim to. The Americans argued that even if the English or Corsairs got the 3 gold still in Thompson’s Island, it would not be enough to catch the Americans (closest possible score being 37 for the Corsairs). With no home island raiders in play, there was effectively no way to decrease the American gold score. (short of capturing Ivory Mask on the NH and somehow looping in a third party for another intentional Parley transfer to swing the gold race, which would truly be shenanigan central)
With that, the other factions agreed to this sort of “inevitable/stalemate forfeit”, ending the game at last.
The scores:
Americans: 44 gold (47 including Thompson’s Island)
Barbary Corsairs: 34
English: 28
Pirates: 2
What a game! The first phase saw a dominant Barbary Corsair fleet aided by a powerful new game piece, but the second phase saw it unravel at the hands of a 3-fleet coalition. The endgame was wild, as we saw all the factions duke it out in chaos with the Pirates eventually being able to essentially choose a winner via Ivory Mask’s Parley ability.
Given its massive power and ability to influence a game, the following changes were made to The Lighthouse of Alexandria: Cost of 8 gold (instead of 6); the “Archimedes’ heat ray” ability will now place a single fire mast only on rolls of 5-6, instead of one fire mast on a 4-5 and two on a 6.
Very happy to debut USS America and the Lighthouse of Alexandria! I expect to see both of them again in some future games. Hope you enjoyed the new stuff and the Golden Seas pieces. Thanks for reading!
With Tournament #3 over and a winner declared, it was time for them to face the winner of Tournament #2 in the ultimate competitive matchup. This is about as meta a matchup as I can imagine!
With that, it is clear that most matchups between these fleets will come down to the luck of who goes first.
UPS 2 has proved its mettle as arguably the greatest fleet in Pirates CSG history! Even against the toughest competition it can succeed, and it scored 12 gold in its Game 1 loss – more gold than the GT fleet scored in its two losses combined.
The game and fleet process has been so gamified that most of these “hyper meta” matchups will likely come down to luck more than anything else. As a result, this might be the last competitive series I play for a while. I do have a few more competitive matchups I’d like to play in 2024, but they will probably be 1-off games.
A peek at the setup:
Thanks for reading! The competitive play in the first half of 2024 has been fun and informative, and now I feel pretty much completely satisfied with it. The results speak for themselves, and I think I’ll mostly move on to other game types/formats now. (more fleets, other build totals, some house rules, etc.)