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.
For the first time ever, I played Pirates CSG on Christmas Day! Big thanks to kogz03 (Stefan) for hosting! In this 2 player 100 point game, we used the Vegas house rules with the exception that we would place 5 terrain each instead of 3.
Kogz rolled to go first, leading to me picking a home island in the north. He settled just east of me and we were ready to go!
Kogz03’s Pirates
Revenant + Captain Mysion (F&S version), captain, helmsman, shipwright, oarsman
Black Pearl + Calico Cat (SM version), Hammersmith (F&S version), crew
Raven’s Neck + Le Requin, captain, helmsman, crew
Recreant + helmsman, 2 crew
Bloody Jewel + Genny Gallows, explorer
Banshee’s Cry + silver explorer
Jolly Mon + The Hag of Tortuga (CC version)
A7XfanBen’s Americans
Blackwatch + Commodore Matthew Perry, captain, helmsman, stinkpot shot
New Orleans + captain, helmsman, oarsman
Nene-nui + helmsman, explorer
Tombstone + helmsman
Kentucky + Commodore Edward Preble, captain, helmsman
Julius Caesar + captain, explorer
Coins: Grease Barrels, Runes of Thor, Jack’s Compass, 1,3,4,5,7
I lucked out with Preble on turn 1, giving an AA to Nene-nui so she was able to zoom out to the center island and explore in the first round. I found Rum and 7,3,1 at the island, with Rum stopping the ship for a turn but bumping the overall haul I could take to 14 total gold. Kentucky, Revenant and Recreant redocked, but many other ships scattered.
Raven’s Neck got SAT from Le Requin and shot a couple masts off Nene-nui with her first move action, then ducked into the fog bank with the second move action. Revenant and Recreant approached the middle, leading me to pounce. Kentucky and Blackwatch teamed up to sink Recreant, while stinkpot shot froze all of Revenant’s crew for the next Pirate turn! At the upper left, Julius Caesar and Tombstone have drained the northwestern island of its treasure (Runes of Thor + 4,1,1), but the Black Pearl looms via round earth….
With Revenant hitting on her 2L jib cannon and Raven’s Neck getting another SAT, Blackwatch is sunk!
I started a pivotal turn by rolling for Preble’s AA, but neither roll worked (Reroll via Kentucky). This prompted me to flip Runes of Thor and force the roll to a 6, giving me a much-needed AA to speed the Nene-nui back home with her impressive gold haul. I then went all-or-nothing with the Julius Caesar. Black Pearl (BP) had dismasted Tombstone, and the JC’s best shot to dismast the BP was with a Broadsides Attack. It missed with a 2, all but ensuring I would lose the western battle. I didn’t expect my cannon luck to improve, and so the Kentucky and New Orleans docked home for safety rather than pressing the attack on the Revenant + Raven’s Neck. I thought about building Thompson’s Island to help JC and repair Tombstone, but didn’t want to risk losing the fort gold to a BP double shoot via Calico Cat’s SAT.
Sure enough, the Black Pearl unleashed a devastating cannonade on Kogz’ turn, sinking both American ships at the island and sending 6 gold to the depths!
With half my fleet sunk, it would be tough to get much of the last gold scraps remaining, with Bloody Jewel and Banshee’s Cry having emptied out most of the southern islands. BC had already used Jack’s Compass to get home and still had Grease Barrels for a little boost on the next return trip. Raven’s Neck explored the middle island, with Revenant acting as escort.
It seemed as though my best play was to get eliminated to force an earlier gold count, since Kogz still had some coins on different ships. However, this process was started too late. I also thought about building Thompson’s Island in the southwest on a theoretical final turn of play to secure the last coin on that island, but BP could outrace Nene-nui there. Kentucky and New Orleans doubled back and opened fire on Revenant.
Revenant went in guns blazing, but felled two of her own masts via Mysion’s gunners backfiring! It was a Vegas-style gamble of a shoot action, with two 1’s rolled before the final cannon hit Kentucky for double damage on a 6! Raven’s Neck pulled up and finished off Kentucky, leaving New Orleans to battle alone.
Black Pearl sinks the Nene-nui!
New Orleans did manage to sink Revenant, but Kogz had already turned the tide. Various sources of income were all over his home island – Perry’s Ransom payout, silver, and Genny’s bonus in addition to regular gold.
Black Pearl sinks New Orleans to end the game!
Scores:
Kogz03: 22 gold
A7XfanBen: 14
The Christmas Pirate reigns supreme! A well-earned victory that saw him win on gold and completely eliminate my fleet as well. The final SW coin was a 2, so snagging that with a fort play wouldn’t have changed the results. Even hitting on that crucial Broadsides Attack may not have been enough for me to win. I was really happy to use stinkpot shot successfully and use the Runes of Thor to force an AA to work at a good time. Hopefully I’ll be able to use the ability of New Orleans next time I use her.
How Stefan stole Christmas! ;P Haha! After playing on Christmas Eve in 2017 and having a Sleigh game last year, perhaps it was time to play on 12/25. Happy Holidays and thanks for reading!
First time in Las Vegas for Epic Scale Pirates CSG!
11/26/2023
Captain Randy and I met up at Sunset Park in Las Vegas for the first Epic Scale game ever played in Nevada! The Epic Scale fleet has a new home after my move from Washington state. We did a draft to make 80 point fleets. As usual, we’d be using the Las Vegas house rules.
Video introduction:
Randy rolled to go first, so I picked my home island (HI) first. Here are the mixed fleets!
Captain Randy:
Revenant + captain, helmsman, musketeer, oarsman
HMS Interceptor + explorer
Crocodile + captain
Grinder + explorer
HMS Sea Phoenix + helmsman
Ben:
Muninn + captain, helmsman, firepot specialist, oarsman
Emerald Rose (custom made by PDXYAR) + Lawrence, captain, helmsman, oarsman
Terror of Gibraltar + helmsman
Fathom + helmsman, explorer
Le Coeur du Lion + helmsman
-I’ve been wanting to change up my fleets and strategies a bit, so here I was looking to run gold with the Fathom by cancelling the Mercenary keyword with Lawrence. He could use his abilities on the Emerald Rose due to her “Free Ride” ability to let crew of any nationality use their abilities on the ship. For the draft, Muninn was my first overall pick as the main warship. Terror of Gibraltar is a bit of an underwhelming ship, but helped keep the minor faction theme and added another oared ship. Coeur filled out the points since I was getting tight on cargo if I added more crew to the main ships.
4 coins per island and we were ready to start playing Epic Scale for the first time in Las Vegas! Ironically there was a bit too much wind for the ships to handle in the first half of the game, but we were able to weigh down the coins and islands/terrain with some objects as the game went on.
My fleet completely scattered away from my central HI location, while Randy had two groups of ships. Revenant, Interceptor and Sea Phoenix headed “west”, while Grinder and Crocodile went south.
I was in the mood for some decisive action! Muninn emerged from fog to blast away at Interceptor and Revenant, but only shot 2/6! She did manage to set the Interceptor aflame. Making matters worse, it appeared that my poor cannon luck would be in full swing today, as Emerald Rose shot 0/3 to completely miss the Sea Phoenix! Overall it was 2/9 shooting on cannons with an average rank of <2.5. The Muninn also failed to do ram damage on the Interceptor, making it a very poor combat showing.
As expected, swift retribution followed! Revenant used her ability to shoot through the Interceptor, and was aided by the English to sink the Muninn.
Fathom docked home a couple coins after Lawrence cancelled her Mercenary keyword as planned. Terror of Gibraltar stole a coin from the Grinder after the latter explored in the east, but took some damage for the gesture. Coeur du Lion is exploring at the outskirts. Captain Randy looks at coins with feigned despair as HMS Sea Phoenix explores for the first time.
What I lacked in cannon luck, I made up for with fog bank exit location rolls. Terror of Gibraltar (ToG) got a perfect roll to dock home her stolen loot. Emerald Rose shot a few masts off the Revenant, with HMS Interceptor struggling to contribute due to her shipboard fires. Fathom dove underwater in anticipation of chasing down HMS Sea Phoenix, who had 3 coins aboard.
From another angle:
Revenant stayed put to not have her captain cancelled by Lawrence, shooting at Emerald Rose. Emerald Rose was crippled, but managed to dismast Interceptor on the next turn. Coeur gets home with a couple coins, while Crocodile struggles to get into action with no helmsman to boost her speed. Fathom and ToG both have their sights set on HMS Sea Phoenix.
Fathom surfaces to ram and board the Sea Phoenix! A 5 is stolen! ToG gets another ideal fog exit roll and does the same, grabbing a second 5! Interceptor is doomed to burn as Revenant is dismasted by Emerald Rose. A turning point in the game (with the benefit of hindsight, and if there were stats such as predicted gold score on each round).
Grinder rams ToG to steal back a 5!
The late-game excitement continued, as HMS Sea Phoenix came to my HI to steal a 3! This marked the second time in as many days that I was robbed at my HI by an English ship! (my favorite faction) Alas, perhaps that’s a bad idea – karma against A7XfanBen doesn’t work too well. 😉 For I had the gold advantage with the goodies that Fathom brought back – her 6 gold (an extra 1 from Sea Phoenix ramming her back to try and steal the 5) transferred to Coeur (who then explored my HI) would make a big difference. Coeur then rammed the Sea Phoenix to steal the 3 back, dismasting her in the process and effectively ending the threat. Revenant was able to row at S+S and shoot her musketeer since she wasn’t derelict, but her and Crocodile couldn’t quite do enough to win the endgame. I think Sea Phoenix stole a 1 as well that got transferred to Crocodile, but I was content to let it slip away, especially with darkness falling on the game by this point.
Scores:
Ben: 20 gold
Randy: 14
Blackbeard’s descendant showing off his haul:
What a contest for the Epic Scale fleet’s first time in Las Vegas Nevada! This was one of the better Epic Scale games I’ve played so far. It had a good amount of combat and piracy in it, and if things had just gone slightly differently, Randy would have won. I was really happy with how all of my ships contributed to the victory – Muninn didn’t last long but helped neutralize Interceptor, ToG and Fathom both played essential roles exploring and stealing gold, Coeur quietly added to my total and had a clutch transfer (from Fathom) and a ram of Sea Phoenix at the end, and Emerald Rose was a workhorse throughout.
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I met up with Stefan (Kogz03) to play at this meetup in south Las Vegas! We were able to teach 2 new interested players, making it a 4×80 game! (4 players, 80 points) We used the Las Vegas house rules. I made a couple quick beginner fleets for the new players. Stefan and I probably had an advantage with our named crew, but we didn’t know if anyone would want to join us (fleets made in advance) and I think it can be best to avoid named crew for a player’s first game. Here are the fleets in the order of play:
Marco’s Frenchmen
La Ville de Paris + captain, helmsman
Tepant + captain, helmsman, oarsman
Cleopatre + captain, helmsman
L’Intrepide + explorer
La Courageux + captain
Le Bon Marin
Ben’s Spaniards
El Corazon Dorado + Victor de Alva (F&S), helmsman, Contessa Anita Amore (23)
El Neptuno + captain, tribal chieftain (24)
La Santa Ana + Dominic Freda (LE version), captain, helmsman, oarsman (22)
Concepcion + helmsman, explorer, oarsman (16)
Spanish native canoes
Coins: Rats, Fireworks, Weapons, 5 0’s
-My strategy was to bump up the 0 values with my gold bonus ships, which works better in a 1v1 game due to the 0’s taking up a greater percentage of the total coins in play. Rats would hopefully make it an even more low-scoring game that I could benefit from while hurting an opponent. Fireworks would be quite useful on any of my captained ships (especially Neptuno!), unlike something like HMS Gallows that already has essentially perfect cannons. I’ve always loved the high-cargo Spanish 4 masted square rigged ships, which evoke themes of Spanish treasure galleons from the Age of Sail. I often like to use them in tandem, with the Neptuno acting as a third galleon of sorts, but with some armament as well.
Spice’s English
HMS Goliath + captain, helmsman, oarsman
HMS London + captain, helmsman
HMS Sultan + captain, helmsman
HMS Lady Provost + helmsman, explorer, oarsman
HMS Bletchley
The English draw first blood! HMS London blasts masts off the Concepcion after she loaded some loot.
Fleets scattered about, with L’Intrepide snagging coins from the middle, leaving a 0 coin for HMS Bletchley to find. The Lady Provost has explored for 4 coins, denying the Spanish native canoes that island as HMS Sultan also round earths to provide escort protection. The Divine Dragon starts her night by shooting poorly, but eventually manages to dismast the Courageux.
The Tepant wades into the fray, deepening the Franco-Cursed conflict:
Both of my “bonus galleons” got home with 3 coins apiece, while the Neptuno explored for 3 coins of her own. El Corazon Dorado had her hands full watching both the London and Sultan. My canoes scattered, unlikely to get any gold with how fast it was flying off the wild islands. In the east, the Cleopatre takes a third mast off the Flying Dutchman while Intrepide docks home her coins. The Cursed have Grinder and Sea Duck explore.
With the nearby Spanish 4 masters all docked at home, HMS London heads east to continue her cannon barrage! She shoots 3/4 to sink two canoes and dismast the Bon Marin!
Victor de Alva didn’t give his Corazon Dorado an extra action all game, but that didn’t stop him from blasting 2 masts off the London. Concepcion is looking to “plus up” a 0 she left behind on her first gold trip. Neptuno is looking to offload her gold to Freda’s Santa Ana (to get the +2 bonus on at least one coin) and receive the Fireworks UT in return, potentially setting up a deadly weapon where Neptuno could hit on 4-6 at L+L range. HMS Lady Provost gets the English on the board, while the Goliath searches for treasure of her own. The eastern firefight has calmed down slightly – Tepant shot masts off the Divine Dragon, who explores rather than continue the bloodshed. The Cleopatre raids The Cursed home island (HI) of a coin, but is staring down a bunch of 2L cannons on the FD and Grinder.
Unfortunately time was running out, so we had to call for a last round – Stefan would get the final player turn so all players could have an equal number of turns. With this knowledge and the multiplayer rule that gold on ships counts towards victory, it got more desperate in a hurry. The following picture shows the second to last round of play.
London pivots to starboard and shoots at Corazon! Lady Provost makes a beeline for my home island, with a raid imminent! That would wreck my plans of having a gold factory and getting Neptuno set up for firework carnage (since I wanted to offload the gold but also stop Lady P if possible). Maybe the combo will work another time!
On the final round, the Spanish desperately tried to maximize their gold score while denying Lady P from stealing anything. However, Corazon only shot 1/3, and Neptuno missed all 5 shots at L+L range, with no 6’s rolled. She did dock home her 3 coins, while Santa Ana sped north to load the final coin from her previously explored wild island, in case it would matter in the final count. With 1 mast standing, Lady P was able to sneak around Corazon at S+L+S speed and steal a coin, which would count for the English in the scores.
The carnage continues out east! Cleopatre was dismasted by a Broadsides Attack from the Flying Dutchman! This allowed Grinder to capture the Cleopatre, but Tepant and Ville de Paris were on the scene to make sure The Cursed didn’t get their stolen coin back. Both ships were shot to the ocean floor! Overall the French had very good cannon luck in this game – lots of their shots hit, while a lot of enemy shots against them missed. Alas, they had only explored one island and it wasn’t very valuable.
Nearly at an end:
On their final turn, The Cursed broadsided the Ville de Paris and had Sea Duck pick up a final coin that would count towards victory.
Scores:
Spanish: 26 gold
The Cursed: 22
English: 14
French: 3
A rousing adventure to start two new pirate careers! This 4×80 game featured shooting, stealing, and plenty of good action! The gold bonuses proved key, as I believe they accounted for at least 6 of my gold. Stefan also found the Rats UT, which took a couple gold off his total. The Lady Provost’s raid only stole a low-value coin – if she had snagged the 5 instead, it would have been a very close 22-21-19 Cursed victory! However, the Spanish made up for their lack of EA and cannon luck with a big gold haul. I feel like a bunch of recent games have seen UT luck not go my way, so it was nice to have that strategy pay off a bit – I might even use a similar fleet in the future to try the Fireworks combo again. Neptuno using it could be spectacular, but Santa Ana or Corazon Dorado could have made good use of it as well.
Thanks again to all who played! For anyone reading that wants to play, let me know if you’re in Las Vegas! 😀
Kogz03 English
HMS Titan + Thomas Gunn (RotF version), Lawrence, Administror Scott Bratley
HMS London + Hermione Gold (RotF version)
Aberdeen Baron + helmsman
HMS Hound + explorer
Ben’s English
HMS Phoenix + Admiral James Norrington, helmsman, oarsman (20)
HMS Lord Kenyon + captain, helmsman (15)
HMS Rye + explorer (10)
-towing Gibraltar (7)
Honu Iki + explorer (8) (for a lot of battle reports I just paste my fleet notes from a document into the BR, which is why sometimes there are point totals for me but not opponents)
Due to the limited table space available, it would be a tight setup. However, this promised to make the games fast and furious, and made it far more likely we’d be able to finish a second game before the Panera Bread closed at 9.
First turn carnage!! Hound and Aberdeen snag 7 coins between them, but I had to pounce to stay alive in the game. Rye snagged the final coin from the southwestern island, with Gibraltar dismasting the Hound! (I intended to capture for her gold) Phoenix (who redocked to stay safe), and Lord Kenyon (LK) teamed up to nearly dismast the Titan! Norrington’s cannon bonus was irrelevant against a fellow Briton, but LK was devastating, eliminating the maximum 3 masts from her shoot+ram barrage.
Honu Iki has explored the southeastern island.
Aberdeen couldn’t quite reach home, leaving her open to a cannonade from the Gibraltar flotilla, which knocked out 3 masts but wouldn’t prevent her from docking home her booty on the next turn. HMS London dismasted the Honu Iki, while the Titan docked at home.
Rye captured Hound after dropping her tow of the flotilla. LK risked getting a 1 on her ram roll of HMS Titan, but the gamble paid off. The Titan’s final mast fell overboard from the concussive impact, allowing Phoenix to capture the ship! (I was also gambling that the final face down crew on the Titan was some kind of captain, not an oarsman, which proved to be Thomas Gunn)
Aberdeen Baron docked home her coins. HMS London arrived on the scene to contest my capture of the Titan, but couldn’t get all cannons in range of Phoenix and took out 2 masts. This allowed Phoenix and Gibraltar to dismast London my turn, with Titan firmly switching sides with a double repair after getting towed home. Bratley would be worth 5 gold to me, but I wasn’t finding any good values even with my capture of the Hound. Since Rye had no helmsman but LK did, LK took up towing duties of the Hound while Rye went off to get meager loot from the southeast and possibly rescue Honu Iki.
With the English being my favorite faction, it felt strangely cathartic to capture some of my favorite ships in the game (Hound and Titan) and nearly snag London as well. However, the gold race was not in my favor, with Kogz finding the 6 and 4 he had contributed, among others. Hound and all the southeast gold was mine, but Aberdeen was able to get the northwest island’s gold home in just a couple short turns, with LK not wanting to dismast and end the game since I would prematurely lose. (almost nothing on my HI until the final round)
Kogz English: 26 gold
Ben’s English: 17 gold (12+5 from Ransom)
What an interesting game! I’ve had games similar to this in the past where one player can dominate the combat but lose the gold race, but usually it’s not this lopsided. (usually either a closer gold score, or the combat winner is able to control the endgame and win)
For our second game, Kogz switched to an all-Guichuan setup. I only brought one fleet and would be running the same setup. I answered a few questions about Kogz’ fleet beforehand; both players knew the entire crew setups of the other fleet before the game began.
Kogz’ Guichuan
Guichuan + The Headhunter, Davy Jones (DJC version), El Fantasma (OE version), helmsman, shipwright, explorer, oarsmen x3
We redid the island setup and actually remembered to add terrain! I rolled to go first this turn, and tried to pick a home island that had quick access to 3 of the 4 wild islands.
I did reach 3 islands on my first turn, but could only explore 2 of them since LK had no explorer. However, Fantasma was ready for slaughter, saccing to dismast Rye and then round earthing to dismast the Phoenix!
I made sure to have a huge homecoming party and all-out attack on the Guichuan! Rye rowed into position where she was within S for cancelling, but also got all of Gibraltar’s dangerous cannons in range. Combined with LK, 3 masts were shot away. Honu Iki dropped off 3 coins, while Phoenix rowed for home at S+S but couldn’t quite hide behind LK and was likely doomed.
Sure enough, Guichuan stayed in the fight and sank the Phoenix. Fantasma sacced another oarsman to repair and shoot, with Gibraltar’s flag being shot off. Fear affected both Rye and LK (6’s to limit their base moves to S on my next turn).
The English spent another turn blasting away, taking the Guichuan down to 3 masts. Fantasma sacced again to explore the northeast island and then round earthed to deposit the coins. This allowed Rye to dock home her coin and repair, while LK looked to get the rest of the gold that the Rye had found on turn 1.
Guichuan repaired two masts in a double action. LK and Honu Iki have drained the southern islands, while Rye has designs on round earthing to the northwest to snag the best coin from the final unexplored island!
Rye was able to grab a coin while Guichuan was busy copying Extended Range to blast away at the LK. We took a look at how much gold each of us had, knowing that we had contributed the same 38 total gold between us as the last game. I calculated that I could just edge out the win if I held steady with the gold currently in my possession, thankful I wouldn’t have to risk going back to the northwestern island again.
Guichuan cleaned out the NW island and LK and Rye managed to make it back with their loads!
English: 20 gold
Guichuan: 18
A very close finish! I think going first and being able to divert my ship resources across the map made up for the early loss of the Phoenix and not having any extra actions available in my fleet.
A nice pair of 60 point games! We both won, and got to use some pieces we’d been looking forward to playing. Catch us soon in Vegas for more adventures!
PS: A quick heads up that we’re planning a big Pirates weekend at Dice Tower West from 3/8-3/10/2024. Let me know if you’d like to attend and hope to see you there!
Today marks the 15th anniversary of the final set’s release! Savage Shores came out on November 5th 2008, so Captain Randy and I decided to play a quick little 2 player 60 point game to celebrate, using almost exclusively SS game pieces. It would be the first of many games we’ll play together in Las Vegas!
We used standard rules with the exception that whirlpool rolls would be bad on 1-3 instead of 4-6. The only non-SS game pieces permitted were terrain, and generic crew from any faction or set.
Randy rolled to go first with this mixed fleet:
Valeroso + captain, helmsman
Libellule + Capitaine Baudouin Deleflote
Speedy Return + tribal chieftain, oarsman
American native canoes
I followed with a Cursed American fleet:
Soul Crusher + Wraith, captain, helmsman
Frontier + tribal chieftain, helmsman, oarsman
American native canoes
We placed 3 SS mysterious islands each, then 3 terrain each. I put Randy’s home island (HI) in the far west, while he put me in the northeast. His canoes are on the far right, with mine just southwest of them.
I recorded Randy’s first turn:
Randy had a canoe head west, while Frontier loaded a big load of booty from the first island. I unintentionally was using game pieces that would effectively bypass the mysterious island docking criteria, since Frontier’s hoist arm and the canoes already being at an island when the game started made docking less important for my fleet to get gold.
Soul Crusher got in action and took on the other Turbine! However, all my shots missed, and only after winning the boarding party (which would normally massacre the Spanish crew) did we remember that Valeroso has Crew Protect built in. However, the ram damage took out a mast.
Various ships explored, with my canoes finding the Necklace of the Sky and Manawa no Kowhatu (which was ignored with no crew on the canoe of course).
Randy took two of his canoes with two coins each through the whirlpool to arrive in home waters. Valeroso was unable to escape Wraith’s wrath (which could be a fun ship name), with Soul Crusher ramming off her final mast. True to form, my cannon d6 rolling was abysmal as usual, as I believe I went 0/6 with Soul Crusher. I used the American native canoe ability to transfer a 7 from one canoe to a different canoe that had Necklace of the Sky, warping to the east to get away from Randy’s approaching canoes.
Valeroso was able to whirl home on turbine power, with Libellule and the canoes also returning to make for a gold-laden homecoming. However, Soul Crusher was busting up some canoes as Frontier unloaded another coin for me. Speedy Return was not living up to her namesake with no helmsman aboard.
Soon afterwards the final coins were unloaded!
Final scores:
Cursed Americans: 33 gold
Mixed SS alliance: 20
A solid quick 15th anniversary game to get us started on what should be a great year+ or many years of playing Pirates CSG in Vegas! It only took about an hour to play out, which might be a theme we experiment with over the long haul. We’ve got plans for a wide variety of things, including using timed turns, playing scenarios, and playtesting customs. Thanks for reading and we hope you stay tuned for more seafaring adventures from the desert! If you know anyone in Vegas that likes pirates and/or this kind of board game, feel free to let me know!
Lastly, feel free to grab some Savage Shores from eBay – affiliate links like that and my Patreon are some of the best ways to support my efforts to keep this game alive and hopefully revive it as well.
I met up with Pirates veteran collector DJesse19 at Mugu Games in Everett Washington! We played a 2×40 Revolution sealed pack game. We used the usual PNW/Seattle house rules. We each opened 2 packs of Pirates of the Revolution, getting nearly exclusively American ships and named crew! Jesse had pulled 2 of the Jarvis, so I traded the Julius Caesar I pulled for one of them.
We set up for a basic game, Jesse’s first in quite some time. He rolled to go first, fielding Jarvis and Julius Caesar with 2 crew on each ship. I had Bonhomme Richard + firepot specialist, Jarvis + explorer, and the Rattlesnake. It would be an all-American showdown!
We were ready to set sail!
Ships headed in all different directions, meaning that each island was likely to be explored relatively quickly. Kikowa helped Jesse’s Jarvis reach land slightly faster.
Neither of us had pulled any captains, so it felt like one of those old-school “newbie fleets” matchups in a way. Julius Caesar (JC) and Bonhomme Richard couldn’t get close without losing the first strike advantage, so they both docked at a wild island instead.
JC shot a mast off the Richard instead of exploring the island, with Richard exploring the island and finding 11 gold and the Neptune’s Trident! In the meantime, Jesse’s Jarvis was home with a pair of coins and my Jarvis and Rattlesnake were busy exploring.
JC kept busy, shooting another mast off Bonhomme Richard, then ramming to knock down a third mast and boarding to take the Trident! I mulled whether or not Bonhomme Richard should ram and board back to try and steal back the UT, but knew I needed the regular gold more. Bonhomme Richard docked at home, while Jarvis (who had deposited a load of 10 gold the previous turn) headed out to play some offense. However, the boarding party resulted in a tie.
This left my fleet wide open to a devastating tidal wave attack!! O_O Jesse unleashed Neptune’s Trident, knocking out 8 of the 12 masts that had been standing moments prior! With one blow, 66% of masts in the game are decimated. Luckily my Jarvis was intact, while Bonhomme Richard could soon repair.
Jesse’s Jarvis rammed my Jarvis, making her derelict. Bonhomme Richard repaired, keeping my hopes alive. However, I had a feeling I was up on gold, so I wasn’t worried if I got knocked out of the game at any moment.
Jesse’s Jarvis touched the JC, who explored to receive a shipwright from the Jarvis. However, this began the second “swing” of the game, as Bonhomme Richard swooped in to capture the JC who immediately repaired as a member of my fleet. The first swing was the Neptune’s Trident play, where Jesse stole it and used it to nearly eliminate my fleet in one go. With the capture of Jesse’s derelict and associated shipwright, I suddenly had the numbers advantage again, which only grew larger on the following turns.
With likely no way to win the current situation, the Jarvis headed back west to pick up some of the final coins in play. I set to work getting my fleet healthy again, with the JC giving the shipwright to the Rattlesnake and my Jarvis getting towed home. After a repair, Rattlesnake was able to dock her loot at my home island. Eventually all 4 ships in my fleet were sailing again (some still in various states of disrepair), as Jesse’s Jarvis sped over to a southern island in hopes the Bonhomme Richard might abandon it. However, I had already explored it and grabbed the 1 that still remained, with Jarvis and Bonhomme Richard going home to unload the final treasures.
Ben’s Americans: 31 gold
Jesse’s Americans: 18
A fun sealed pack game! I got better pulls overall and was able to explore 3 of the 4 islands in play. Hard not to get pulls from Revolution that are at least decent, as we both were able to use some good ships. The Jarvis catch-22 was a funny one to think about during the game, as the ships could only really engage each other by ramming.
We each used something we stole from the other to swing the game in our favor. The Trident blast devastated my fleet, but through the captured shipwright I was able to re-establish a numbers advantage.
It was finally time to debut the Maelstrom map that my friend Gino got me for Christmas! 😀 Two games at 60 points would be played, both using the Maelstrom house rules. The first was a Maelstrom of Gold, with the second being a quick deathmatch before we ran out of time. We played at Laughing Dragon MTG in Issaquah Washington. It was a really fun meetup – I got to see Luke for the first time in a while, with Xerecs (Billy) and Kyle getting the opportunity to play against Luke for the first time. This was also the second day in a row where Xerecs got to play a fellow PNW pirate for the first time. This was the first test of the Maelstrom house rules, so it was a bit of an experimental “wild west” game, with a couple small clarifications needed during the game. However, I was pleasantly a little surprised by how well it went overall.
We still used the Seattle house rules for any non-Maelstrom stuff. Here is the setup! (fleets are below)
If you’d prefer to check out parts of the game in video form, here is all the footage I recorded:
Here is a quick peek at the fleets in play order – all game pieces found in the Master Spreadsheet.
Xerecs was using Le Gaule, Longshanks+Calypso, and HMS Cordwainer (unreleased ship)+Lord Mycron.
Kyle went all English, with HMS Oxford, HMS Durham (FN), and HMS Granville among his ranks.
I felt it had been a while since I used a fleet with only minor factions in it, so I went with a relatively basic Corsair Mercenary fleet (alternatively called Barbary Mercs/etc).
Wicked Kareen + captain, helmsman (15)
Queen of Sheba + captain, helmsman, explorer (12)
Tasmanian Devil + captain, helmsman, fire shot (20) (should not have had fire shot due to only 2 cargo)
Shaihulud (13)
Luke had the Americans, bringing the Intrepid, Carolina towing Minuteman, and Rattlesnake.
After Xerecs passed giving actions on his first turn, the counterclockwise movement of fleets began. My Queen of Sheba and Wicked Kareen explored on the first turn, loading up a bunch of valuable gold.
Looking from the southwest, you can see the English have split up. Intrepid stays at home.
I was seated in the east, so most of the pictures will be from that perspective. Intrepid got a second action, whirling “backwards” after one move action to slam the Oxford! She took the English schooner down to 1 mast, but they were quickly ambushed by Le Gaule, who received an assist from Calypso to whirl into the combat area. OE Jordan Dumas was aboard to let Bonny Peel captain the ship, and she was ready for action. With the help of Lord Mycron and S-boarding, Bonny Peel managed to nab both 7 point crew from the two ships – Hermione Gold from Oxford and Montana Mays from the Intrepid! We were in for a swashbuckling adventure, with things just getting started. At the right, Queen of Sheba has explored another island and exchanged her lowest value coin from the previous island for the best coin of that island. Wicked Kareen has emerged from fog, not getting the 50% chance roll that she would end up on the wrong side of the fog bank and therefore “stuck” in the fog bank with no way to sail against the strong counterclockwise current. However, Kyle was making some good points about intentionally staying in fog until the coast was clear, since there was a lot less freedom of movement emerging from fog banks than usual.
The Americans have explored two islands. Intrepid returns home for repairs, while Le Gaule returns home for repairs and to unload Bonny Peel’s valuable hostages.
With two 7’s aboard, I was desperate to get the Wicked Kareen home (especially with no visible HI raiders present). She emerged from the fog bank and took a whirlpool shortcut into home waters, losing a mast in transit. In the northeast (far right), Tasmanian Devil and Shaihulud take up escort positions surrounding the Queen of Sheba. I believe the galley had even more gold on her than Wicked Kareen (I think 7,6,4). Intrepid and Gaule repair, while Kyle continues playing a very patient game.
Minuteman shot a mast off Wicked Kareen on Luke’s turn. He tried to position Rattlesnake to block incoming shots from hitting the Carolina/Minuteman.
Le Gaule takes center stage once again! She whirls into action, dismasting the Wicked Kareen and capturing her captain! Wicked Kareen rows S+S towards home but cannot reach it. HMS Durham got an extra action from Admiral Morgan and has switched fog banks, sinking the Rattlesnake on her way there.
Carolina ditched Minuteman to whirl home, with the flotilla shooting masts off Le Gaule. HMS Durham sank the Wicked Kareen! Intrepid is now fully repaired, but Le Gaule will have to pull into port for another repairing session. At the top, my close trio is making full sail towards the whirlpool in the northwest.
I was being way too aggressive with the setup, sending my trio of ships through the whirlpool towards home in an eager attempt to get Queen of Sheba’s gold unloaded safely. However, Kyle used HMS Durham coming out the back end (normally suboptimal) of a nearby fog bank to shoot and sink the galley! At this point I knew I was out of it, with only a loaded Mercenary ship and a 0-cargo sea monster in my fleet.
Luke was using the Intrepid to look for gold, using his amazing “schooner swing” tactic to move pseudo-backwards in a clockwise direction.
Le Gaule ended up aflame from a brutal engagement near the center, but Xerecs managed to come away with the Intrepid from it!
In the background, HMS Oxford is home repairing, the Longshanks has sailed out on her own, the English 3 masters have returned to a familiar fog haunt, and my Mercenary pieces are now out to hunt rather than escort.
Le Gaule became a full inferno, but the Longshanks managed to save her with the help of Lord Mycron giving an action to allow Longshanks to tow the Frenchman home. HMS Durham has captured the Carolina, while the Tasmanian Devil engages the Granville.
By this point, Luke was out of the game. Kyle (and the rest of us) wanted to get the second game in (we were approaching less than 45 minutes until the store closed), and sent his final ship through the center of the Maelstrom to become the second player out and end the game!
Scores:
Luke: 21 gold
Xerecs: 17
Kyle: 5
Ben: 1 (from taking out a Ransom crew)
Congrats to Luke on an interesting victory! Xerecs had a gold capture worth 5 gold on Le Gaule when the game ended, so he would have won if the game had gone on much longer. However, this was Luke’s first game in a while and possibly the last game I’ll play with him that I’ll be able to document, so it was somewhat fitting.
The second game had to be played at absolute mach speed, with players picking up their area in between turns. The Maelstrom of Death awaited!
Luke went first in this deathmatch, with some proxies in his fleet. The flotilla represents Death’s Anchor, while the other 1 master is the Lizard’s Sting.
I couldn’t resist using one of the ships involved in the movie battle. 🙂
Golden Medusa + Hammersmith, Anamaria, Eternal Gus Schultz, F&S Lenoir, oarsman (30)
Black Pearl + captain, helmsman, firepot specialist, stinkpot shot, oarsman (22)
Fancy + captain (8)
Kyle went with the same 60 point fleet from the last game. Xerecs went with HMS Grand Temple and the SCS Santa Ana, both with large crew complements of course.
The fleets began the process of circling each other, with Kyle and I not getting closer to the center except for the mandatory 1 ring closer at the end of each of our turns.
Xerecs caught Luke and crushed his main ship. My Fancy was sunk by Luke’s Fallen Angel/flotilla combo, but the others were fast enough to stay out of range.
Once the ships entered the center 3 rings, the game quickly devolved into an abrupt shooting match. Various ships were sunk, with the Black Pearl doing heavy damage to Kyle’s fleet once she caught up. Gus Schultz’s Eternal triggered on the Golden Medusa, sending the ship to the outer ring. The problem was, nobody else had Eternal, so it was kind of hard for me not to win. :/ (I figured at least one other person would bring something with Eternal, and didn’t realize it would be such an auto-win if they didn’t, due to the “countdown” nature of the maelstrom sucking ships towards the middle) We didn’t really have time to play the rest properly but I won since I had a fresh ship that would take many turns to “re-sink”.
I’ll rework at least one of the deathmatch rules, namely Eternal. Perhaps the ability gets “transformed” into something else that costs a similar amount of points, such as +1 or +2 to boarding rolls. In addition, there is a pretty severe incentive in the deathmatch rules to stay on the outside and avoid conflict as long as possible, letting aggressive players burn out and hit the center before you do. It would lead to everyone just biding their time and never approaching the center on purpose. Perhaps a more free deathmatch scenario would work better, where ships are not forced towards the middle and certain death every turn.
In addition, I’d like to experiment with opening up the movement around the maelstrom to go in either direction, especially for a regular game with gold. However, I’d say that the house rules generally worked pretty well, especially in the first game. Thanks again to Gino for the map, and thank you for reading!
Xerecs was in town for BrickCon, which is where he got the hat from!
Lastly, please consider supporting my efforts with this game by buying through my eBay affiliate links whenever you would normally buy Pirates CSG stuff from eBay. Purchases made through the links will give me a small commission which helps out the website and the things I do to help keep this game alive. Thank you!
In this fun night of pirating, I met up with former Wizkids employees and players from both Washington and California! We played the evening of September 9th, though this is being published on Talk Like a Pirate Day 2023. We met at Uncle’s Games in Redmond, with not a single table at Mox Boarding House Bellevue available due to what looked like multiple tournaments happening on a busy Saturday.
As usual, we used the Seattle house rules. Phillip rolled to go first, followed by Xerecs, Chris, then me. Here are quick snapshots of the fleets in play order.
Phillip went with an all-Junk Cursed fleet. Among others, Guichuan had OE Davy Jones and Divine Dragon had OE Fantasma.
Xerecs and Chris happened to bring fleets with similar strategies. Xerecs had Intermediario, Behemoth, and Seleucis along with the San Cristobal, Le Superbe, and Paradox. Paradox carried multiple chieftains, with Xerecs bringing in 15 native canoes! That included the Cursed canoes, along with the unreleased sets of English and French canoes from Return to Savage Shores.
Chris also had Intermediario, Behemoth, and Seleucis! However, his supporting cast was different, composed of Pequod, L’Intrepide, Gog-Cloctoth, El Toro (OE), the 2 masted Nightmare, and 10 native canoes!
After enjoying the success of the kraken cancelling in Tampa after Gasparilla, I wanted to try them in an even larger game, knowing that a ton of crew would likely be in play. However, Behemoth’s copy ability would allow me to have not two but THREE sources of kraken cancelling, making it quite likely that I would be able to shut down crew every turn. O_O
The Kraken (24)
Kray-Kin (21)
Behemoth (19)
Frontier + OE Montana Mays, RotF Gus Schultz, Wayne Nolan, helmsman, oarsman (29)
Plague of the South + helmsman, explorer (13)
Le Bon Marin + helmsman, oarsman (9)
Banshee’s Cry + Jonah, Captain Davy Jones, navigator (12)
Le Coeur du Lion + Princess Arii Auraa, Capitaine Baudouin Deleflote (11)
Bloody Jewel + Calypso (12)
UT’s: Curse of Davy Jones, Jack’s Piece of Eight
The Plague of the South was a fun combination of some cool stuff I’ve gotten from friends – the deckplate was made by Gazerbeam543 (who features in some of my 2022 battle reports), while the model was 3D printed by PirateCaptainAndrew.
I also got to meet Jason Mical for the first time! He was one of the primary flavor text writers for the game, and you can learn more about that in the podcast we did together. Mike Mulvihill was there too!!
Mike also brought along Seth Johnson, who mostly worked on other Wizkids games back in the day but did a little bit of flavor text and playtesting for Pirates. A full pirate crew!
The former Wizkids folks stayed to watch a few rounds and then headed to dinner. The four of us were ready to set sail! There was a fun little prize pool for the winner too – Xerecs’ brother JW Darkhurst put up a Crimson Coast pack as a reward, while Jason put up a Bloody Throne + Scrye the Explorer pack!
The San Cristobal wipes out some hostile canoes as Xerecs’ canoes round earth towards his home island (HI):
Fleets headed out, but the kraken cancelling slowed them down.
Both Xerecs and Chris would be using Seleucis as a kind of “monster Mycron”, often giving the squid’s move action to Intermediario or Behemoth.
8 of Xerecs’ canoes are in fog. Kray-kin surrounds Sea Rat, while Plague of the South and Le Bon Marin explore nearby islands. Frontier gets a double action via Deleflote to go through a whirlpool, load gold with her free action hoist explore, then return home via whirlpool.
I had found both UT’s I contributed, but between the krakens and 3 of my ships already carrying gold, I knew I would be a big target.
Rules gaffe on my part: I’m still getting used to how the krakens and their cancelling works, so I forgot that although you can select which players’ turns you roll for the cancelling on, if it works (on a 5 or 6), it still cancels the abilities of ALL crew in play, regardless of player. Kraken cancelling hit on the very first turn (Phillip), which affected all the Jonah-type abilities in play, meaning that ships overloaded on crew/equipment would have to toss people overboard to make setups legal. As a result, by the time this picture was taken, Deleflote and Captain Davy Jones should have already been out of the game (they would soon be tossed). Sorry! However, I don’t think this affected the results much if at all, partly because of what happened next. Next time I make a kraken fleet, I will make sure that no ships are overloaded with Jonah/Auraa/Robinson/etc helping out. 🙂 The early-game crew chaos also affected Xerecs’ fleet, since Paradox had to toss chieftains which restricted his ability to move canoes throughout the rest of the game.
Phillip’s crew are able to function on round 2, allowing Divine Dragon to go nuts! She sinks the Frontier (revived with Gus Schultz’s Eternal) and dismasts the Plague of the South. This took out 3 coins when the Frontier’s treasure was removed from the game.
On the next turn, although Plague of the South wasn’t able to reach home, Frontier got her gold home via hoisting it to land. Kray-kin sank the Sea Rat.
Long shot of the ocean:
This was a game filled with tentacles. 3 Behemoths, 2 krakens, and additional squids. At some points, this area of the map looked like a sea creature party!
Delusion gets some gold home as the west settles down:
The Kraken was able to chain over and eliminate one of Xerecs’ gold-carrying canoes. San Cristobal heads home for repairs. As expected with this many points in play and still only 8 coins contributed per player, the loot was drying up quick. The Pequod had some of the last available coins in play, prompting me to get Kray-kin back in action. To the right of them, I believe that’s my Behemoth that has been nearly killed after surfacing to sink a canoe carrying a coin. As the endgame began, it became more and more worth it to risk big assets in an attempt to influence the gold race. Ships and crew became more disposable as the gold dwindled. Remarkably, there were no home island raiders in play, meaning that gold was safe once on HI’s.
Phillip was eager to get into more fights with The Cursed, sending the Guichuan and Divine Dragon further and further east in search of targets. He got one of his main wishes, killing Kray-kin! With a perfect 5 roll, Fear cancelled the beast’s Kraken keyword, allowing Guichuan to send it to the depths! DD has captured Pequod, but they will face further challenges if The Cursed want to get any of her coins home.
A Behemoth rams the Guichuan head on!
Between Sunken Treasure and numerous coins getting +1 to their value by his Spanish canoes, Chris was looking like the clear favorite to win.
Carnage intensifies as Chris and Phillip go at it. Guichuan loses masts to El Toro and Behemoth, while Intermediario rams the Divine Dragon.
From very early in the game, Xerecs still controlled one of the last coins in play – one coin on a Cursed canoe.
The Cursed were eventually crushed, with Guichuan going into a fog bank and Divine Dragon dismasted.
Intermediario had stolen a coin or two from the DD, prompting The Kraken to surround the squid! A tentacle battle!
More shots ring out, with my creatures taking injuries:
As we approached the end of the game, Xerecs massed nearly his entire fleet in the far west in anticipation of escorting his final coin home from the canoe-heavy fog bank.
With little else to fight over, the area quickly became popular again. Gog-Clocthoth has rammed San Cristobal, while other ships and creatures begin flocking to the scene.
The middle area is a confusing debris field.
With his heavy escort providing cover, Xerecs was finally able to get the double action he needed to yank the coin from the canoe and get it home!
Scores:
Chris: 40 gold
A7XfanBen: 21
Xerecs (Billy): 19
Phillip: 7
That concludes the 4×150 game! It was an interesting game, with some good lessons for the future.
-Krakens should probably not share fleets with ships that use point reducers for crew overstuffing.
-I think with build totals this high, the game could use maybe some additional coins in play, or possibly more islands. No players were close to being eliminated, and various ships didn’t really see as much usage or play interaction as one might like. However, both of those things would make the game take longer, something that players could discuss in house rules well in advance of the game.
-The game’s results felt static throughout the game – this was probably partly a fluke and partly because there were no HI raiders in play. However, it felt like only the first third or so of the game mattered – I think the standings were basically static for the entire second half of the game, with limited chances for each player to move up or down in the gold race. I think 100 or 120 might be a good upper limit for games where the setup is mostly standard (3 islands per player and 8 coins per player). Once you get to 150, it’s a lot of points for maybe not enough gold. The longer length of the game could be mitigated by limiting the player count (ex: 2 or 3×150 with more gold), or changing up the parameters a bit. (ex: 4×120 with 5 or 6 coins per island, or 4 coins per island but 4 islands per player instead of 3)
I actually haven’t done much game theory thinking about point totals compared to islands/gold in play and the ratios for each. However, this game got me thinking about it and I’ll probably try to do more analysis of that kind of thing in the future. (for reference, 4×100 is a personal favorite of mine, so perhaps it’s a good guide for the ratio of points in play to gold available. Similar ratios would be 5×80, 6×60, 3×150, etc.)
I did record a few combat situations, though just a little bit of raw footage.
Lastly, please consider supporting my efforts with this game by buying through my eBay affiliate links whenever you would normally buy Pirates CSG stuff from eBay. Purchases made through the links will give me a small commission which helps out the website and the things I do to help keep this game alive! Thank you!