Great competitive game with Xerecs . Really love this game. Funny enough, in this modern age of playing, using no house rules and just duking it out is super underrated in my opinion. All game pieces used found in the Master Spreadsheet.
Category Archives: Battle Reports
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.
Pirates in Tampa – 3×60 game on January 29th, 2023
Pirates in Tampa – 3×60
1/29/2023
Pirates in Tampa continued with the second game of our post-Gasparilla Pirates CSG Sunday. It was a 3 player, 60 point game with no house rules other than events being banned. Personofsecrets and Dholub1 had to leave and the game store quieted down at the same time, making for a much quieter and smaller scale game than the first. All game pieces can be found in the Master Spreadsheet.
Here are the fleet outlines in turn order:
Ben – English hybrids
HMS Goliath + CC Bratley, captain, helmsman, firepot specialist
HMS Victoria + RotF Thomas Gunn, explorer, oarsman
HMS Durham + RotF Hermione Gold, RotF Trevor van Tyne, explorer, oarsman
Terrain: Sargassos
Coins: Castaway, Wolves, Wine, Knights of Malta Banner, Poseidon’s Breath
Sean
Crewless fleet consisting of Neptune’s Hoard, La Vengeance, Peacock, Louisiana, Yankee, and Julius Caesar. (now that I’m looking at it, looks like 72 points – oops!)
Marshall
Enterprise, OE Constitution, Banshee’s Cry, Coral (all with generic crew)
The setup was pretty basic with HI’s on the edges:
The beautiful HMS Victoria:
HMS Durham was my first ship to explore, but gave her best treasure to the Goliath so she could continue to the center and combat the Wolves UT, found by HMS Victoria. The Goliath’s firepot specialist embarked aboard Durham to make more room on the Goliath. All 6 wild islands have been explored, with Sean’s Peacock finding Wine.
With no captains on his ships, Sean’s 4 masted schooners would be no match for England’s naval might.
My issue was that Marshall and Sean had both already brought back most of 2 wild islands each, while the only one I had on the way back wasn’t very valuable. TvTyne missed the Wolves, and the Durham and weakened Victoria now faced likely American opposition even if they could load up the protected coins in the near future.
With the Constitution lurking and Enterprise on the way, TvTyne couldn’t afford to miss!
Alas, the Wolves were a tough customer, making me a bit desperate. The English built Ramsgate on the island, trying to ensure the gold would at least stay protected even if Trevor was killed.
The Americans pounce, sinking the Victoria and destroying the fort!
Staying at the Wolves island was a suicidal play for the Durham (who had 2 masts shot off while docked), and I knew that I had the only musketeer in play. The Durham fled the scene, looking to steal the Wine UT and come back to the Wolves after the other players beat each other up a bit. My chances of winning were slim to none but I wasn’t in the mood to concede. At the lower left, HMS Goliath moves towards the final coin on the southern island. Sean and Marshall have sent their gold runners back out.
Marshall sinks the Julius Caesar with his 5 masters while HMS Durham steals the Wine UT from the Peacock:
HMS Durham makes a break for Marshall’s HI, with one cargo space open to load a stolen coin.
The Enterprise gets another extra action and devastates the field! La Vengeance is sunk en route to the Durham, who gets both her remaining masts shot away in a second broadside. She rows onto a reef but cannot wreck herself, leading the Enterprise to sink both her and the Peacock on Marshall’s next turn with yet another EA! HMS Goliath gets 1 gold home via whirlpool travel, but the Wolves gold will remain untouched.
- Marshall: 22 gold
- Sean: 10
- Ben: 3
Congrats to Marshall for a win in the second game! The Pirates in Tampa will now rest for a while, but we plan to be back no later than next year for Gasparilla weekend! 😀 We’d love to see you out for it!
Forgot to mention last report – thanks to Personofsecrets for the surprise acquisition of the Empty Sky! 🙂
Tampa Pirate Invasion! 4×100 Pirates CSG game the day after Gasparilla – January 29th, 2023
Tampa Pirate Invasion!
100 Point post-Gasparilla Chaos!
1/29/2023
After some planning and coordination, I met up with various members of the Pirates CSG community in Florida for a Tampa Pirate Invasion! This took place on the day after Gasparilla Pirate Festival (which happens on the last Saturday in January), which I really want to build an annual Pirates CSG event around. It was awesome to see the Jose Gaspar pull in along with the parade. We continued the festivities into Sunday with a 4 player, 100 point game! I have to thank Marshall for getting my initial interest going in a Florida meetup dating back to March 2022, when he posted a comment on my youtube channel talking about his annual meetup near Punta Gorda/Cape Coral/Naples (unfortunately it didn’t happen in fall 2022 due to Hurricane Ian). From there we gathered other local members of the community, with Marshall bringing his friend Sean, while I reached out to Personofsecrets from the Discord server and legendary collector Dholub1 (who just wanted to meet us and observe). We met at Critical Hit Games in St. Petersburg for a memorable time. If you play Pirates in Florida, contact me so I can add you to the FL Pirates messenger group!
The only house rule we used was a ban on all events, along with a few proxies. We ended up contributing 8 coins for 15 gold per player, just like in the 1v1 standard rules. Fleets are below and you can see all of the game pieces in the Master Spreadsheet.
Ever since retrieving all my krakens when I was in my hometown in New York State back in November 2022, I had started thinking about using what I think of as a “classic” fleet – Woelf’s Denial of Service Attack fleet. O_O This was a fleet that Woelf himself posted on Miniature Trading way back in 2010, and it became not only a Fleet of the Week, but according to lordstu, the 2010 Fleet of the Year! I voted on it back in 2012, made a comment in 2016, and finally acquired Cursed Captain Jack in 2022 to complete the final piece needed to play the fleet. I came close to playing it in the 4×100 game on 12/30/2022, but was desperate to try out my three headed dragon fleet in that game. And thus, 2023 Gasparilla weekend would be (as far as I know) the debut of Woelf’s old fleet. He told me that he still hadn’t played it, and I thought it was high time it saw some real action. Big thanks to Woelf for making such a fun concept for a fleet, and for saving all his fleets before MT sank in 2019. I swapped out the events for the Coeur du Lion and Dervish, and don’t have a Tunis in my Washington collection so I used the Belle Poule instead. (additional comments on the fleet at MT: page 2, page 3)
However, I had a few concerns I had to sort out before using the fleet. I asked Woelf in private to clarify a few rules questions I had about it, in the off chance that one of the other players would remember the fleet and be tipped off about what I was planning (if I had posted the questions in the Rules Thread). To summarize the Q&A exchange:
- Both the kraken crew-cancelling ability and Cursed Captain Jack’s (CCJ) abilities are optional. “The key difference is that Jack’s can only be rolled on your own turn but the effect lasts until your next turn, while the other can be rolled on every player’s turn and only affects that specific turn.”
- Cancelling the Kraken keyword while it is locked onto a target via Captain Davy Jones (CDJ) does not “unlock” the kraken and does not remove the +S movement bonus.
- The krakens do not violate the No-Duplicates Rule.
The answer to #1 was especially surprising to me, as I figured at least one of the two “global cancellation” abilities would be mandatory. The krakens being optional really opens up some crazy possibilities with this fleet, and clearly makes these krakens better and more playable overall. I would be able to roll to cancel all crew on my opponents’ turns, but I wouldn’t have to on my own turns! O_O
Behold!!
Alright, let’s get to the game! Here are the general fleets, in play order:
Evan (Personofsecrets)
Evan used a slightly modified version of my old Delusion fleet, swapping out the Fallen Angel and firepot specialist for the Grinder. This meant I would be playing against one of my fleets while I played with one of Woelf’s fleets! 😀 This made me quite happy I went with a rather diabolical fleet, partly because I know how much of a beast the Delusion can be with a nasty crew setup, and because Evan’s fleet was extremely reliant on crew to be successful – a perfect target of the kraken cancelling. The Soul Crusher was used as a proxy for the Grinder.
Ben
Denial of Service Attack! Coeur would carry the navigator so the Bon Marin and Belle Poule could load up on gold, while CCJ is the face down crew on my home island (HI). Since I planned to use the navigator a bunch, I removed Celestine’s Charts from my UT’s. I ran out of time to find disembodied kraken segments in my big box of Pirate ships in NY, so a few segments from A Fearsome Creature were proxied in (with cannons still correct).
Marshall – the OE Constitution was used, but with the RV model proxying. Not sure how Lady Baptiste ended up on her, but we can just pretend she’s Wayne Nolan. 😉
This shows Marshall’s fleet before Evan moved his cards due to the home island location selection process.
I think this was the first multiplayer game in quite some time where I used the regular home island selection rules. Once mine had been picked I was able to put Marshall’s fleet way in the northeast, hoping it would spark conflict between him and Evan’s goliath.
Fleets scattered in the first round. Marshall docked at an island in the northeast. Sean got off to a fast start, loading gold. I saw his high cargo capacity as a big threat to my long-term gold game (with my fragile and slower gold runners), and used Captain Davy Jones on the Black Pearl to declare La Monarca a target of Kray-kin! The krakens started shutting down crew on individual opponent turns, which would not be the last we saw of them….
The Delusion got in action!
With a solid double action, the Delusion beats up Marshall’s 5 masters, with both the Enterprise and Constitution losing 3 masts. (Delusion was built based on her deckplate order of cannons, which we realized after was incorrect)
Seeing four coins on Sean’s Bon Marin, Captain Davy Jones switches the target of Kray-kin to the French sloop, who gets promptly surrounded!
Seeing no crew on Sean’s Wasp, I realized my Bon Marin could dock at the center island in a location where she couldn’t be rammed. Her and Belle Poule loaded up 7 coins between the two of them, though not without some of my own nasty UT’s included in the mix. In a perfect find, Natives wouldn’t slow the crewless Belle Poule; however, Maps of Hades and Enemy of the State made the Bon Marin’s haul less than stellar. I would have to do some serious support in order to get the latter ship home with her 6 gold intact. The Coeur’s navigator created a trade current for The Kraken, who may have been targeting the Wasp with CDJ’s help. I was hesitant to move the Black Pearl away from my home island for fear of the Delusion – if the krakens didn’t shut down that monstrous crew setup, she was an easy send through one of the many whirlpools to potentially devastate the BP.
Sean had gold on La Monarca and was headed home, while the Bon Marin shot a tentacle off Kray-kin. At the upper right, Marshall has returned home with the Constitution and returned fire on the Delusion, but only hits 1/4 between the Enterprise and Bloody Jewel. I was heavily rooting for Marshall for most of this fight (worried about what the Delusion would do to my fleet if she truly ran amok), and selectively only rolled for the kraken crew cancelling on all of Evan’s turns, but few of Marshall’s turns (at least during this battle). This game really opened my eyes to how powerful The Kraken and Kray-kin can be – I was affecting a battle from afar that I had no business being apart of, able to influence it in my favor by hindering one opponent while my “favorite” to win the fight could play without restriction. O_O The puppetmaster continues their antics….
A partial round later, with the Bon Marin sunk by Kray-kin (taking 4 coins with her!) and Wasp surrounded by The Kraken. Bon Marin and Belle Poule were headed home, with CDJ hopeful they would both reach my HI with all loot accounted for. He was still in charge of the fleet, with Cursed Captain Jack simply lying in wait on my HI. Overall, the krakens were so effective at shutting down crew in this game that CCJ was mostly unnecessary. In addition, CCJ’s effect is far more impactful – it shuts down ALL abilities (including forts and UT’s!), not just crew, and lasts for the whole round, meaning I couldn’t use it selectively on only opponent turns.
Another example of the horrific logistics of trying to operate a fleet with no crew doing their jobs:
Krakens doing work. The inability to shoot at them unless you’re surrounded played a big role, as they could simply encroach upon Sean’s territory, surround only weak gold runners, and operate with relative impunity.
The Wasp hit 2/2 on Sean’s turn (making him 3/3 overall against the krakens on less than 50% expected accuracy!), but it was still no match for The Kraken, who sent it to Davy Jones’ Locker.
Frustrated by my fleet, Sean sent Seleucis through a whirlpool where she eventually rammed the Black Pearl, but only after getting cancelled to the surface by (still face down at that point) Tia Dalma and losing most of her remaining segments (she lost one in a whirlpool as well). Belle Poule has returned home with 3 coins while Dervish blocks her from danger. In the background you can see that Maps of Hades has gotten the best of my Bon Marin, with Evan moving the ship out of the fog bank and onto a reef to the east. With little need for trade currents right now, Coeur goes out to try and rescue the vessel – or at least, her treasure!
I was after more of Sean’s gold! Using the “chaining” effect to surround one ship within S after another, Kray-kin grabs hold of La Monarca!
Sean was looking to split up his remaining ships and gather gold from different islands with them, splitting treasure between at least 3 ships in the hopes that at least one or two could get home unscathed from the kraken slaughter. Carolina, Salte el Tiburon and Peacock all whirled into the south, heading for islands I figured that the Grinder and Dervish would have explored by now. (just shows how much even basic playing expectations can change during a game) In the northeast, Marshall has dismasted the Grinder!
Maps of Hades allows Evan to move the Bon Marin again, this time sending her into a sargasso sea – the bane of 1 masted ships. The Coeur is already safe in fog and decides to pivot on her plan to save the Bon Marin, instead creating a trade current to speed up the Belle Poule and Dervish, who head southeast after the Carolina in pursuit of loot. Seleucis is killed by the Black Pearl and La Monarca is sunk by Kray-kin, whittling Sean’s fleet down even more.
Marshall finds the Wolves UT on the island south of his HI, furthering his bad luck. Grinder has whirled away from the battlefield, allowing Delusion to take up towing duties of the Death’s Anchor flotilla.
On the next turn, the krakens failed their rolls, meaning the Delusion had all her crew available to go nuts!
The Delusion and Death’s Anchor combo sank two of my gold runners, with the Belle Poule and Dervish sent to the depths. Captain Nemo captured Captain Davy Jones, meaning there was likely to be no more kraken targeting for the rest of the game. However, the Black Pearl struck back on my turn, dealing good damage to weaken the Delusion. With a good point from Evan about the order of operations, the Black Pearl dropped her crew on my HI after the shooting to protect them from potential Nemo boards for the next round.
The Kraken continues southwards, while Kray-kin lies in wait off Sean’s HI, anticipating some gold-laden ships to appear out of the whirlpool at some point. Sean gets busy exploring in the south, loading treasure onto different schooners and avoiding another instance of the nasty Natives UT (Evan put one in too). Salte dumps her captain. Evan’s Grinder returns to the Cursed HI. My Bon Marin was stuck in the sargasso sea, with a low likelihood of being able to return home successfully.
Sean explored with the Carolina and divided the southern island’s treasure between her and the Lynx. His Spanish 4 masted schooners started heading home, though the Delusion whirled into the area on Evan’s turn. I got a 6 with the Bon Marin to free her from the sargasso sea, but she still had an arduous journey home due to the influence of the Maps of Hades. With the help of another trade current from the Coeur’s navigator, the Black Pearl arrives on the scene to blast the Carolina. However, I was hoping she’d hit 3/3 to dismast the ship, but instead left her with 1 mast remaining. She may receive assistance soon though… from… The Kraken!
Sean decided to go on the offensive, successfully ramming the Black Pearl with both the Carolina and Lynx! It was a solid move, given that neither ship could reach the whirlpool west of them and both were now moving at just S+S speed. However, I was able to swing the situation back in my favor during my turn, with the Black Pearl dismasting the Lynx and The Kraken surrounding the Carolina! The Coeur emerged from the fog bank to move S+S+S over a trade current to the empty wild island. My intent was to capture both American gold runners and tow them home for their gold – The Kraken was simply to dismast Carolina, then move away and let her be captured by the Coeur. In the northwest, a similar scene was unfolding. Kray-kin surrounded the Santa Isabel, a ship I had been wanting to blast since early in the game. This would allow the Salte el Tiburon to return home with a couple coins, but Kray-kin didn’t have time to surround both.
Maps of Hades allows Evan to put the Bon Marin back in the sargasso sea. XD
At some point during one of the kraken crew cancellations we realized that when Sir Edmund was cancelled, crew on the Delusion would have to be thrown overboard to restore the ship to a legal point cap. In addition, Captain Nemo being shut down meant that some of his 3 captures got thrown overboard! The krakens were having a devastating effect on the game, especially in Evan’s fleet.
However, probably the biggest moment of this round was when Marshall finally explored the northeastern island with the Executioner. He found Bad Maps and Pandora’s Box! Importantly, the order of UT contributions (and reveals) would in this case be exactly the same as the play order: Sean-Evan-Ben-Marshall. Sean didn’t bring any UT’s, and after a recent conversation with Woelf in advance of last October’s PNW weekend marathon of games, it made more sense for him to not contribute any:
I would say no to forcing a player that didn’t have any extra UTs of their own available to use ones from some other player’s collection, because that would be too easy to abuse. For example, a player who knew their opponents usually didn’t bring along anything extra to the game sessions could throw Pandora’s Box into the mix and then purposely only bring additional UTs that would help them specifically, like Blood Money for a Spanish-only fleet. The other players shouldn’t be stuck picking from an intentionally-limited selection; it would be better to just not place anything at all.
He was welcome to use some of mine or Evan’s, but the game was already taking many hours and he was fine not contributing any.
Evan then shocked even me… by contributing another Pandora’s Box!! O_O This meant we would have a “Pandora’s Box Loop”! It’s a fascinating concept that could be used as an epic stall tactic – continually put in more Pandora’s Boxes, triggering another round of UT’s to be brought in from outside the game! However, it seems illegal due to the No-Stacking Rule. Confusing stuff, but either way we played it out in this game for better or worse. Thus I knew that I had at least two UT’s to contribute before even choosing my first, which gave me an idea…. I had a brief private conversation with Marshall where I asked him if he wanted to take out the Delusion (knowing I had both Runes necessary for an Odin Missile ready to rock and roll). He said no, as it was one of the only things capable of keeping my fleet in check. XD I put in in Plague and then Explosives, in the hope that at least one of them would make it to the Delusion at some point. Evan actually had a third copy of Pandora’s Box ready to go, but didn’t put it in. I had my own copy in my tin, but didn’t want to extend the loop any further for a variety of reasons. I believe Marshall gave himself a Cross of Coronado and Castaway, which was used to bring in a musketeer with the goal of killing the Wolves!
La Santa Isabel battles Kray-kin:
The Black Pearl brings the Lynx home, netting me a coin. The Kraken dismasts the Carolina. Grinder repairs while Delusion heads towards the immobile Bon Marin.
Carolina captured, Black Pearl and Grinder furiously repairing. (picture taken before we hit the “undo button” on the Constitution whirling south)
At this point various masts were not being taken out, but Santa Isabel has been made a derelict by Kray-kin. Coeur lets Lynx tow Carolina, while the former heads to a whirlpool in the hope of towing home a different prize – the Santa Isabel and her coin. Marshall’s Nightmare rams a mast off the Grinder but gets herself pinned in the process. The Kraken heads east to combat the Delusion, who might soon be making off with the Bon Marin, but it could be an ugly fight with Christian Fiore still aboard and no way to guarantee the global crew cancellation that would keep The Kraken reasonably safe. The Delusion rammed the Bon Marin but rolled a 1! She also managed to accidentally steal the Maps of Hades….
I finally flipped Cursed Captain Jack on the Black Pearl, and I believe rolled a 6 on the first try. O_O This meant that no abilities at all could be used for a full round.
However, I quickly realized the error of my ways, as this meant the krakens could not surround, and not only that, but they could be shot at normally even without surrounding an enemy. Plus, The Kraken’s Eternal was shut down, so the Delusion could potentially eliminate it for good if they got tangled up with the Death’s Anchor firepower providing some leverage.
Unsurprisingly, it turned into a relatively uneventful round. Evan managed to capture both the Bon Marin and Nightmare – the Bon Marin’s mast was shot away at some point by the Delusion, who had stopped towing Death’s Anchor. I generally decided not to use CCJ again in the game, and might even use iterations of this fleet in the future without him.
With the Salte and Kray-kin duking it out, the Coeur swooped in to capture the Santa Isabel. However, she had company, as the freshly repaired Grinder was whirling into the area. Lynx docks home the captured Carolina, while the repaired Black Pearl heads north to protect my new prize. Delusion fogs out with Bon Marin, while The Kraken searches for a new target. After a Plague exchange, Marshall finally deposits some gold on his HI.
Evan appears in full force! The Delusion has whirled into the area, and just beyond her final remaining mast you can see the stern flag of Bon Marin, putting more gold in the area.
Coeur is dismasted, Santa Isabel is captured by the Grinder, Salte is sunk, and the Black Pearl and Constitution are on the scene even as Delusion flees it! O_O
The above pic shows some kind of gaffe, as Maps of Hades was accidentally triggered “retroactively”, meaning a thing or two had to be undone. I think Sean chose to leave the Bon Marin behind when he moved Delusion. Either way, the Bon Marin was surrounded by Kray-kin, who I intended to use simply as a shield to keep the sloop safe in the beast’s clutches until one of my ships could recapture her and get her gold home (only one coin remained though I believe, with her 2 being lost in whirlpool travel). Grinder has made off with the Santa Isabel through the whirlpool. I seized my chance to stop the mighty Delusion, with the Black Pearl doing her job and eliminating 3/4 remaining masts. The Lynx looked like a lock to dismast with an easy ram, but rolled a 1! (just like Delusion against Bon Marin) At the upper right, Marshall is finally ready to take on the Wolves with his “castaway musketeer”. However, that island contains some of the last gold in play, which means I have designs on it too, with The Kraken and Carolina both making steady progress towards the area.
At the left, I think the Lynx I captured from Sean has rammed Marshall’s Lynx derelict. I was very happy to capture the Delusion (her oarsman having been sacced long ago), and did a crew swap to put the Ex-Pats on the Black Pearl with Tia Dalma and the BP’s captain joining the Delusion to make sure BP didn’t exceed her point cap. With the Constitution bearing down, I could only expect one ship to survive, and that was the Eternal one – Delusion. Fiore cancelled the Constitution’s captain, but in my efforts to capture a mighty prize, the BP was becoming more frail, having lost her captain ability.
In the east, Evan docks home the Santa Isabel to get on the board with some treasure. Executioner’s musketeer misses the Wolves!
The pictures don’t tell the full story here, but I think BP shot at the Constitution because she couldn’t dock at my HI with the Ex-Pats aboard. Constitution shot at BP and just barely managed to dismast her! (the 2 hit because of the ship’s +1 cannon bonus against Pirate ships)
The Wolves are shot dead, much to my delight! Some turns ago I figured I had no chance at this gold or the eventual fight for it, but now I was threatening to increase my score with it. The Kraken has surrounded the Executioner, but Grinder and Coral will provide some opposition for the Carolina.
The desperation of the late endgame was upon us! Lynx tows Black Pearl, while I silently hoped for Constitution to trigger the Delusion’s Eternal. In the middle, it looks like the Santa Isabel lost her lone remaining mast in whirlpool travel and has become a derelict. In the northeast, Executioner is sunk as Carolina loads 7 total gold.
Staying out of Fiore’s cancelling range, Constitution moves to sink the Lynx and Black Pearl!
The Delusion was also sunk, triggering Eternal and returning her to my HI now that no Ex-Patriot crew (and therefore the Mercenary keyword) were aboard!
The Carolina was sunk by either Grinder or the Coral, with the Grinder stealing a coin before being enveloped by The Kraken as the beast chained its way around the wild island to surround its final target. At this point it looked as good as over, so I simply sank the final gold in play (on the Grinder and Bon Marin) to end the game. I partly wanted to simply protect it since both ships were in the clutches of my krakens, and then repair the Delusion so she could go try to get the gold home after releasing the derelicts, but it was simply unnecessary and would extend the game quite a bunch.
- Ben: 14 gold
- Marshall: 7 (3 or 4 units in play)
- Evan/Personofsecrets: 7 (1 unit in play)
- Sean: 3
Wow! What a wild, long and memorable game. I definitely got lucky with the kraken crew-cancelling, hitting it a large percentage of the time. The krakens absolutely devastated Sean and Evan’s fleets. I mostly left Marshall alone until the end because he was a counter to Evan for a while, until at the end Marshall looked like a threat to beat me (he would have tied my 14 if he had gotten all the “Wolves gold” home). Sean had a nearly crewless fleet but his gold runners couldn’t escape the endless kraken attacks. Evan played well but was foiled by my 5’s and 6’s, making waves but coming up short in gold. Marshall mostly stuck to the northeastern quadrant, fending off a Cursed attack and ending up in second place.
Congratulations to Woelf for making such a cool and unique fleet! It performed quite well, severely limiting other players and allowing me to take home the win and the custom “Florida Pirates” trophy that comes with it. Marshall made this up before the meet and I will make efforts to return for Gasparilla weekend next year! 😀 Thanks to everyone who played, and for Dholub1 for the commentary and insights from the sideline! Really glad we had an awesome time and definitely excited for next year! There is a group that meets near Jensen Beach and hopefully some of the broader community might fly or drive in for the festivities of Gasparilla and Pirates CSG! Until our next Tampa Pirates Invasion!! 😀
Now to bring up… the Gong….
Dragon Slaughter – A Pair of 4 Player Games (December 30th, 2022)
Dragon Slaughter
A Fitting Finale
12/30/2022
I met up with Witch, Phillip and Chris at The Game Shelf in Kent WA for our final games of 2022! The first game would be the main one, with a build total of 100 points. We used these house rules and all game pieces can be found in the Master Spreadsheet. It would be the “Washington finale” for my friend Witch (for now), as he is moving to Portland Oregon in the new year.
I was hyped to use one of my “scariest” or most potent gimmick fleet ideas – one I developed from a fleet I used last December. The idea was to abuse not one, not two, but all THREE of the Mycron-type named crew, with the “American Mycron” crew of George Washington LeBeaux (GWL) from Return to Savage Shores (RtSS) with the three sea dragons that exist. It really is a perfect storm of “dragon slaughter” – three dragons, and three essential named crew to allow ALL of them to be given two actions every turn. O_O I knew the fleet wasn’t likely to be very effective at winning since I had 88 points invested in the grand combo, but I had been looking forward to trying it out for months.
Three Headed Dragon Fleet (100 point version) “Blue Eyes Ultimate Dragon Fleet”
(55) Dragons: Angelica, Shal-Bala, Raptor Maw
(10) Patagonia + Robinson, Lord Mycron
(13) Le Coeur du Lion + Princess Arii Auraa, Capitaine Baudouin Deleflote, Didier Vidal (look for cancellers/etc.)
(12) Banshee’s Cry + Jonah, Anamaria, RtSS GWL
(10) Dragon + Lucky the Parrot, helmsman, explorer
UT’s: Missionary, Wolves, Curse of Davy Jones, Enemy of the State, Bloody Gold, Savage Natives, Scurvy, Monkey’s Paw
Normally I would use Annapolis with GWL for the final “home ship”, but I don’t have the Annapolis in my WA collection and BC would make for a better gold runner if I needed her to snag some. The two spyer crew were specifically included to look for cancellers, as cancellers can completely nullify dragons by cancelling the Sea Dragon keyword which prevents them from moving at all. Dragon is a nice gold runner that kept things very on-theme, but made for a few confusing moments during the game. The UT’s were all negative, as my main goal was dragon slaughter. It was my first time using both Bloody Gold and Savage Natives, the LE versions of the RotF UT’s Blood Money and Cursed Natives that have the negative abilities of the latter but without the faction biases (and therefore can hurt everyone). The scariest part about this fleet was that I could basically sic the dragons on a single target out of nowhere and there was very little they could do about it. In a full-scale assault, I could put 12 shots on a single target with guaranteed first-strike advantage. O_O Add in their abilities, and those shots might eliminate up to 4 cargo and 1 crew as well. I’ve also been rewatching The Hobbit movies lately, so it was even more thematic!
It also brought back fun memories from childhood. 😀 In reality, I knew the “dragon slaughter” theme was likely a double entendre, as there might be dragon slaughter at some point, but the dragons were also very likely to get slaughtered. This became even more evident after seeing the opposing fleets. XD They can be quite fragile and of course cannot repair.
The night before the game I thought of something new to me – leaving crew on the home island during the first round or until you need them to avoid spyers like Lucky the Parrot being able to see them (especially on opponent turns when you go last).
Witch went first with the Jade Rebellion (dice represent quantity of crew per ship):
Chris came with BOTH Savage Shores 10 masters:
Phillip came with an impressive Pirate fleet:
I was actually ecstatic to go last, as it meant I placed the final terrain and picked my home island (HI) first. I put a fog bank right next to the island I wanted, which the “home ships” would duck into early in the game to basically guarantee that I preserved my ability to give double actions to the dragons for as long as the dragons survived. My “Blue Eyes Ultimate Smaug” trio set up in intimidating fashion, but these 10 masters would be a LOT to handle.
I quickly got to work spying 2 crew on every player’s turn, revealing this on the Zeus: Captain Blackheart, OE Calico Cat, Tia Dalma, explorer, firepot specialist, helmsman, oarsman x2. Within the first few rounds I also spotted a captain on the DHII, explorer on Cassandra, and (for Chris’ fleet) MI Eileen Brigid O’Brien and shipwright on the Celtic Fury, and Lawrence, SS Shap’ng Tsai and explorer x2 on the Shui Xian. There were also two copies of Christian Fiore in play, on Witch’s Virtuous Wind and the Celtic Fury. Basically, four cancellers that could all individually freeze any of my dragons in place if they got too close. The spyers were really paying dividends, but they were revealing some nastiness the dragons might not be able to contend with.
At least they had a target in the first round! The Neptune’s Hoard was sailing separate from her Pirate counterparts, and therefore got a taste of the dragon slaughter – dismasted with all her crew killed!! O_O
However, the Dragon (ship) found Wolves on the island closest to my HI, meaning it would be quite difficult for me to get much gold at all. The Virtuous Wind only went 1/3 against the Celtic Fury in the southwest corner, and was followed by an unsuccessful attack by the Grand Mountain, whose captain was cancelled by Christian Fiore. The dragons fly back home to allow all three of my home ships to duck into the fog bank for protection. The Dragon is looking to capture the Neptune’s Hoard and give me another gold runner. The Noble Swan and Antelope have explored.
Shui Xian comes through the whirlpool and dismasts the Dragon! Captain Nemo captures the ship’s helmsman!
More dragon slaughter as Angelica gets a move+shoot double action to sink the Tiger’s Breath! I had used spyers to see her carrying a 7 and 4, which was likely to get “plussed” to a total of 17 gold with the Pirate Sea Crane at Witch’s HI (who I had also spied, finding Genny Gallows aboard). The TB was one of the most isolated targets this round, and I just couldn’t let her get home with all that. Shal-Bala and Raptor Maw teamed up to sink the Noble Swan, eliminating even more gold from the game!
Gold runners are having a horrific time so far today!
The “actual” dragon slaughter begins – Grand Mountain gets an EA from Count Gustov to take three segments off Angelica!
The dragons regrouped in the southeast, near a wild island my Banshee’s Cry might try to grab gold from (especially now that Angelica was so weak that it might not need as much support from GWL/etc). Shui Xian captured the Dragon and towed her to Mercenary home waters in the northwest. I was reluctant to pursue them because Celtic Fury was very nearby due to round earth, but even more because I didn’t want to expend the dragons in a futile attack on a 10 master. At this point I had 9 “cannons” left between the three dragons, which is obviously less than a healthy 10 master, and my historically poor shooting luck made me want to conserve assets. I also have found it disheartening to lose combat assets early in a large multiplayer game, as opposed to keeping them safe long-term and being able to exert more influence over the endgame. There were also some rumors of an anti-dragon collaboration, and I wanted to get some gold if at all possible. So, the dragons could just guard the SE island until the BC could arrive. Celtic Fury has explored the SW island, allowing the Grand Mountain to regroup with the VW and repair with a shipwright.
Fleets regrouping:
The Banshee’s Cry dumps Anamaria and GWL on my HI as Raptor Maw escorts her to the southeast via round earth. Phillip has begun repairing the Neptune’s Hoard at his HI, but Cassandra finds a second copy of the Wolves UT in the north.
This was not a fight I liked my chances in….
I decided to chance it with Banshee’s Cry, knowing she wouldn’t make it. I was very curious about the coins on the island. My negative UT’s struck again, as Bloody Gold prevented the ship from loading either coin worth value. Zeus dismasted her afterwards.
With a swoop and a slam, the partially repaired Neptune’s Hoard is sunk by Shal-Bala and Angelica! More dragon slaughter! The endgame was near, and it was time to go all out.
However, before Phillip can get any revenge, Chris and Witch appear on the scene! The Celtic Fury carries Yeshaji Angria, and looks to raid Phillip’s HI! The Shui Xian sails over round earth to make a threatening display! The Grand Mountain and VW appear in the SE corner, making a massive climax likely inevitable!! O_O There’s something that can overshadow a three headed dragon triple threat – three cancelling 10 masters!
DHII shot 1/4 against the dragons, with the Zeus sinking the Antelope and crippling the Celtic Fury!
Shal-Bala and Angelica are given actions to swoop attack the DHII and then fly back to my HI. The DHII got swooped! Another Pirate ship dismasted.
The captured Dragon then rammed the Zeus and blew her up with the Explosives UT!! O_O
Angria had designs on Pirate gold, but they are dashed as the dragons rush to the scene! The CF is dismasted as the dragon slaughter continues!
The Jades capture my Banshee’s Cry, but Bloody Gold demands a hefty sacrifice to give up either of the island’s coins. A combination of cannon fire, dragon fire, and explosive fire has brought total wreckage to Pirate home waters.
Rather than risking a dicey trip home with gold unlikely to win the game, Witch goes the bloodthirsty route and slams the Shui Xian, taking her down to 3 masts standing after Lawrence and the VW’s Fiore cancel each other out. The carnage continues to mount!
The dragons continue swooping, this time dismasting the Cassandra and eliminating Phillip from active contention. Angelica sinks the Celtic Fury and the Mercenary HI raider threat of Yeshaji Angria. Shui Xian docks at the SE island.
Grand Mountain attacks the dragons, killing Shal-Bala and injuring Raptor Maw:
Shui Xian sacrificed Captain Nemo and Lawrence at the Bloody Gold island to load both of its coins (5 and 4), then took the whirlpool back home to the northwest. However, the dragons coveted the gold with a deep sickness, and couldn’t let it fall into human hands. Angelica and Raptor Maw used the last of their strength to fly over and dismast the ship with another swoop+fire attack! Dragon slaughter yet again!
With both Phillip and Chris out of the game, the “half or more” endgame condition was triggered!
- Phillip: 23 gold
- Chris: 14
- Ben: 0 (4 units in play)
- Witch: 0 (2 units in play)
Wow! An interesting game with an unsurprising ending, as Phillip had snagged the Spices UT and some other treasures early in the game. Despite being a target of the dragons throughout, he managed to pull off a victory. Chris had a very intimidating fleet and was in the running the whole time, but dragon slaughter proved to be too much as they dismasted the CF before she could HI raid, and sank the SX before she could return gold home. If the “bloody 9” had gotten home, I think Chris would win a 23-23 tie based on units in play.
Although I wanted to get some gold, my own negative UT’s (Wolves and Bloody Gold) fittingly spoiled that goal. However, I was extremely happy with how I was able to utilize the dragons, crushing various gold runners and sinking some ships. I was very happy with how long they all lasted too, with all three influencing the endgame and finishing the game with two (barely) alive. Someday I might try a 150+ point fleet that can more competitively utilize this gimmick idea!
Game 2
We had time for a second game at 40 points. I didn’t have a second fleet ready, but it was easy to scale down to one multi-action dragon with similar gold runners. Phillip went first with the Zeus the cheapest Pirate ships in the game (BC, Rover, Mermaid, Jolly Mon), while I went second with this:
Raptor Maw
Patagonia + Robinson, Lord Mycron
Dragon + helmsman, explorer
Banshee’s Cry + explorer, oarsman
Witch went third with HMS Granville, HMS Hyena, and the Mermaid. Chris went last with the Speedy Return and American native canoes. The setup was tighter overall, with heavy terrain clustered around the middle archipelago of close islands.
Phillip was sick of dragons and rammed the Patagonia with the Zeus, winning the boarding party to kill Lord Mycron! Raptor Maw swoops to eliminate two masts while the Dragon shoots off a third. Patagonia and Banshee’s Cry flee into the fog bank.
What a scene!
The Mermaid found Wolves near the middle as fleets scattered for treasure:
Zeus scares off the Raptor Maw who flies to the south by my gold runners. The canoes load up, finding 9 gold via Sunken Treasure.
The Zeus whirls into the south and sacs, but only goes 2/7 against Raptor Maw! My forces flee to avoid the hulking behemoth, living to fight another day. Chris gets some gold home and becomes the early favorite to win.
Zeus sacs again to chase down the Speedy Return, who engages to no avail, missing all shots!
The Dragon returns home 11 gold for me as the Patagonia captures the Jolly Mon after the latter rammed her mast off. At the left, Witch has eliminated the Wolves via Trevor van Tyne (“TvTyne” as I like to call him), allowing the Hyena to load the island’s gold. Blackheart tries to blast the Speedy Return, but is cancelled by DNT.
Speedy Return dismasts Witch’s Mermaid, my Banshee’s Cry loads the Mines UT, and in some bizarre setback of horrific luck, Zeus finds the Ghostly Encounter UT and Phillip rolls four 1’s in six rolls to eliminate nearly all of the ship’s crew!! O_O (including Captain Blackheart and the helmsman, completely crippling the ship)
The Speedy Return went after my Banshee’s Cry and did dismast her, but at the cost of her 3S cannon when the Mines exploded (it’s a trap!). My Banshee’s Cry still had her oarsman, but could not reach the safety of the huge fog bank and settled for the whirlpool instead, which unfortunately killed the oarsman and left her derelict in the northeast. Dragon speeds east with the help of SM Calico Cat, who the Dragon found (via the Castaway UT) earlier in the game. Raptor Maw guards her the best it can. In the northwest, Zeus has loaded gold but is harassed by the American canoes on her long journey home. Granville and Speedy Return engage each other in a lengthy fight, but neither is very successful between inept gunners and the Speedy Return’s defenses. (Speedy Return was a powerhouse in this game, with an impressive setup of DNT, OE Montana Mays for SAT+Crew Protect, Wayne Nolan for Reroll, plus Captain Charles Richard, helmsman and chieftain.)
My ships (including the captured Jolly Mon) scrounge around for gold scraps as the action continues in the west, with both Speedy Return and Granville taking some damage.
With an SAT from Mays, the Speedy Return zoomed over to take a mast off the Dragon and got within S of Raptor Maw to cancel the Sea Dragon keyword, effectively dooming the beast. The crippled Zeus arrives in home waters via the whirlpool.
Sea dragons and cancellers don’t mix!
With the help of Calico Cat, I believe I was able to board the Zeus 3 times in the last 2 rounds to try and steal her treasure, but couldn’t win any of them, allowing the Zeus to dock home her gold (including Ghostly Encounter, which was only worth 2 gold after it took a huge toll on Phillip’s flagship).
- Witch: 30 gold
- Chris: 29
- Phillip: 19
- Ben: 15
It was a fitting end for Witch in likely his last Washington game while living here, pulling off another super tight multiplayer win. He did get extremely good coins, but Powder Pete also made a difference aboard HMS Hyena, showing once again that gold bonus abilities are incredibly good.
With that we bid him farewell for now and look back on a great year of playing the game against a multitude of amazing opponents. 2022 had by far my most plays since 2017 – thank you to all who indulged in this great game with me this year! With that I turn my attention to other projects and ambitions, but I will be back on the seas playing again at some point….
Tactical Games against Witch – December 28th, 2022
A Trio of Tactical Games
12/28/2022
I played a trio of tactical games against Witch, a formidable opponent and good friend. He will soon be moving to Portland Oregon, so we decided to have a few 1v1 games after a memorable year of playing together. The build totals would increase each game: 40, 60, 80. We use these house rules with a couple mentioned exceptions, and all game pieces can be found in the Master Spreadsheet. The fleets for each game are listed in the order of play.
For the 40 point game, we agreed to use standard treasure rules with each player contributing 8 coins worth 15 gold – mostly because it was possibly the only time we’d ever face each other in a 1v1 40 point game (as close as we would get to standard).
English Pirates (Witch)
HMS Dauntless + Commodore Peregrine Stern, Dr. Clark Lewis, Brother Virgil, Countess Diana Doone (SM version), helmsman, oarsman
Banshee’s Cry + Lucky the Parrot (proxied by Lightning)
Mermaid
Guide Grim to the Goodies (Ben)
Cassandra + FN Grim the Savage, RotF Crimson Angel (common version), helmsman
Morocco + helmsman, explorer
Le Coeur de Lion + Jules de Cissey, captain, helmsman
Coins: 2×7,1
Terrain: Fog!
This is actually a dumbed-down version of the original fleet I made which I still haven’t finished. In a competitive or standard environment the Coeur and her crew would be swapped for things like Hidden Cove or more gold runners/etc. The idea is to “guide Grim” by spotting up to 4 coins per round with the Cassandra and Morocco’s abilities. Through a filtered search of the various game pieces, I found that Cassandra is one of the most optimal ships to carry Grim the Savage in a small game – very high cargo, decent speed, proper faction that only needs one cargo space to bring him aboard with the “Free Ride” ability, and a cap of at least 11 points so a helmsman can fit as well. This version of the Coeur is obviously inferior overall compared to the “du” version, but she’s one of my favorite French ships and packs a decent punch.
I knew I wanted places to run in the case of a Grim hoard, so I placed 3 fog banks for my terrain.
Witch had a spyer of his own, using Lucky the Parrot to spot the various crew in my fleet. Dauntless used an early EA from Stern to snag a couple coins from the middle island, with the reef a joke to Dr. Clark Lewis’ navigation expertise. Mermaid and Morocco have deposited gold, while the Cassandra round earths towards the Banshee’s Cry (BC).
At the top left there is a 0 coin on that NW island. Morocco has checked out some leftovers from the Endeavour and found a pair of 2’s, which would bring me to 10 total. I explore the SE island with Cassandra, finding Kharmic Idol (Witch wanted to knock out any UT’s I contributed, but I put in none tonight!) and three more 2’s. This alerted me to the fact that I should win with 16 gold if I could just get Cassandra back safely. As a result, the Coeur went on a heroic mission to sacrifice herself for the cause, blasting a mast off the Dauntless and blocking her path south as much as possible.
Jules de Cissey was killed in action to give Witch 1 gold, but the victory was completed soon afterwards.
- Ben: 16 gold
- Witch: 15
Game 2 featured some “D-tier” ships, as we had both agreed to a game between rather silly fleets. We had also agreed to not use our normal gold house rule, instead opting to try out Redgoat’s realistic gold doubloons that he gave to me back in August 2022. They were chosen randomly, with no UT’s present.
Spanish (Witch)
Napolitana + Capitán Alarico Castro, Castro’s Loyalists, RotF Luis Zuan, helmsman, oarsman
El Duque + helmsman, explorer
El Minnow + Fernando Sanchez, oarsman
Picador + Duque Alfonzo de Castilla, Duque Marcus Vaccaro
This was a pretty bizarre fleet that really shocked me with the placements of Alfonzo and Fernando.
“Island of Misfit Toys” (Ben)
Burning Man + captain, helmsman
Asp + Bonny Peel, helmsman, oarsman
HMS Bletchley
Le Colibri + helmsman, explorer
Terrain: Reefs!
My fleet is listed in the order I chose the ships, though realistically the Asp was the flagship. Burning Man is just a terrible LE that I will have a hard time justifying in any other kind of game. Her and Asp are some ships I’ve been wanting to try out though, with Asp being the lesser half of the RV SR ships as Star of Siam gets all the attention. Her 11 point cap was perfect for a basic Bonny Peel setup, with the +1 to boards hopefully helping the ship capture some crew. Bletchley and Colibri are very ineffective gold runners I had convenient, so they were included to have a bit of a 1 master and L-immunity theme. A bit of a random name for the fleet, but fitting for the Christmas season. I also want to get back into the habit of naming my fleets more often, as it makes them a bit more fun to wield and can get into some fun lore and flavor experiments.
One of many amazing gifts from Redgoat – as close to real pieces of eight as I’m likely to use in this game! They have a pretty authentic feel to them, and make satisfying clink sounds.
Various ships scattered for gold:
I had a rather expensive fleet (SR, DJC LE and two rares), but would it be remotely effective?
Picador shows no fear but gets slammed by my gunships in the west! She loses a mast, but more importantly Bonny Peel captures the Duque Alfonzo de Castilla in the boarding party!
Colibri and Bletchley return to the “reefed” island for additional loot, but to my surprise Fernando Sanchez has been hiding out on El Minnow! O_O He steals a 5 from my HI! Napolitana stands guard while Duque ferries coins from the northeast.
I was going hard on Picador to not only capture both of her crew for a total payout of 10 gold via Bonny Peel, but to capture the ship as well. Burning Man was wise to try and stay clear of Napolitana’s impressive striking range in the case of an SAT.
It took a bit of time but Bonny Peel had both her captures along with the Burning Man taking Picador as a prize. Napolitana has rammed the Bletchley, but the latter just repairs the mast on my turn.
I was relieved when Asp and Burning Man docked at home a few turns later, netting me 10 gold from the Gold Capture/Ransom payouts. However, of the 10 actual gold I had unloaded from coins, Fernando Sanchez had already stolen half. With no HI raider of my own, I had some catching up to do in the gold race, and might have to rely on a fort if the Minnow’s L-immunity and turtle shell panels proved to be too much against my meager firepower.
With an SAT from Castro, Napolitana zoomed all the way down the ocean from the north and rammed Colibri derelict. However, I made sure to scare her off on my turn, with Bletchley ramming a mast off and building Paradis de la Mer.
However, this prompts Witch to build a fort of his own – Fortaleza Dorada. In a game with such small-scale firepower, the forts represented huge challenges and made it increasingly unlikely that the game would end with the “all gold unloaded to HI’s” condition. I partly felt the need to build the fort to deter El Minnow, who still came back for more and stole a 1 before getting rammed (unsuccessfully) by the captured Picador. One oddity I thought of when building Paradis was that I only had 5 (unspectacular) ships in my fleet, but they were each from a faction that have forts available to them, meaning I could build any one of the 10 forts in the game. I thought about building a second fort after potentially ferrying some gold back to my HI, but decided it was too risky against the Napolitana since then my fleet would have to be split defending two forts instead of just one.
I was tentatively hoping to suicide my fleet while the Duque was carrying gold home from Fortaleza, as it looked increasingly unlikely that I would be able to win with gold long-term. However, I still had 5 ships and some of them were 1 masters that would probably need enemy help in order to derelict/etc. Picador shoots 2/2 to smash the Minnow’s turtle panels. I turned the rest of my fleet around, knowing that even a full-scale assault on Fortaleza was unlikely to succeed with such crappy cannons (and some unable to hit the fort due to its L-immunity).
My extreme ineptitude with ramming and boarding the Minnow continued, as various 1’s were rolled much to Spanish amusement.
With even the Minnow’s stolen 1 looking like a lost cause, I decide to play for a gold count as fast as possible. Asp gets dismasted by Napolitana, while Bletchley heads to Fortaleza to face her 3S cannons. The Minnow saga continues, with me choosing to eliminate a crew (Witch chose Fernando Sanchez) partly to see what he would do with the choice between him and the oarsman.
Duque got her coins from Fortaleza home, likely dooming my game. I managed to capture the Minnow (recapturing my 1 coin) but lost the Asp and Colibri to the Napolitana.
Witch played into my desire to end the game ASAP more than I thought he would, eliminating my fleet from active contention, but it was in vain!
- Witch: 36 gold
- Ben: 26
The Spanish had acquired some valuable loot, which was plenty enough to overcome Bonny Peel’s early game gold captures. Each fleet ended with a fort in play, and I believe that no gold was lost to the depths in this game. Witch had won the misfit match!
Game 3 featured the highest build total (80 points) and probably the most competitive fleets.
Spanish Treasure Galleons (Ben)
CC La Santa Ana + LE Dominic Freda, helmsman, oarsman
Concepcion + SM Castro, Duque Marcus Vaccaro, RotF Luis Zuan, helmsman, explorer, oarsman
Acorazado + Sebastián Rojo (RtSS), captain, helmsman, shipwright, oarsmen x3
Coins: all 0’s!
Terrain: Fog + whirlpools
I’ve been wanting to use a fleet with all 0 coins for a while, as this year I finally have enough (minimum eight) to use exclusively 0’s. I’ve thought about doing it in a multiplayer game, but 1v1 provides the best opportunity to influence the total amount of gold in play, which I was trying to minimize here. The 4 masted galleons would use their +2 bonuses on as many coins as possible, while the legendary Battleship would stand guard and ruin any foes with a potential “surprise Sac”, an ability unavailable to the Spanish in regular expansions.
French (Witch)
La Corse (DJC version proxied by Le Bourbon) + Amiral Louis Cartier, Mademoiselle Josephine Godiva, captain, helmsman, shipwright, oarsman
La Lyon + CC Lenoir, captain, helmsman, oarsman
La Dijon + helmsman, explorer
L’Intrepide + Maurice Aristide
Carcharodon (custom version for 8 points with no Massacre ability)
There is also a whirlpool just southeast of the French HI which isn’t visible in some of the pictures but played a large role in the early game positioning meta.
Santa Ana found a strange island just south of my HI: Cannibals, Wine, and two 0’s. The Cannibals ate her oarsman, but the Wine could come in handy. Of course, the 0’s were no issue for Dominic Freda, who later unloaded one of them for 2 total gold. I made a gaffe with the Santa Ana by taking both 0’s initially, later re-exploring the island to dump one of them because I really wanted to +2 every coin I brought home (or at least all the 0’s because they’d be worthless without it). Castro was fully in league with me tonight, as he must have been sick in the prior game while serving Captain Witch. He came out of the the gate in this game on fire, as I may have gotten the first 4-5 SAT’s in a row with him here (with help from Duque Marcus Vaccaro rerolling of course). The first SAT helped the Concepcion speed out to the SW island and back with a 4, which was turned into a 6. The other coins on that island were 4,4,0, making it a prime target of my efforts in the early game. In the southeast, the Intrepide is about to find the Wolves UT, as Witch’s UT inclusions backfired a bit. Of course, he did have Dijon to trade it away. The French gunships round earth to the west, though they are still close to the eastern whirlpool and therefore a threat to anything near my HI that isn’t docked.
Castro got another SAT and I had to ponder my options for a bit. Eventually I settled on zipping to the south via round earth to load both of the 4’s in the southwest (free transfer to dump the explorer at home before moving), hoping Witch wouldn’t get an EA for La Corse. He did though! La Corse rounded the island, shooting and ramming to take off 3 of the Concepcion’s 4 masts and steal one of the 4’s!
However, my luck held strong as I gleefully sped into the giant fog bank, then used an SAT and rolled a perfect 2 in order to emerge next to my HI and dock home a 4 for 6 gold! Santa Ana had been busy too, just at a far slower pace. La Dijon had traded a coin away from the NW island earlier in the game, putting what must have been something undesirable on the island just south of my HI. Fearing Plague, I dumped Santa Ana’s two remaining crew (Freda and helmsman) and went back to explore the island. It was just a 0, so I had been wrong about finding a negative UT. Having no reason to load the coin and bring it home only to unload it for no value, Santa Ana wasted turns simply going back home, loading up her crew, and ferrying the coin home. She was doing her job… just extremely cautiously. XD
The French are now trying to maximize their own bonuses, as coins are individually transferred to the Intrepide so Aristide can up their values by 2 each. The Dijon has flung the Wolves to the NW island, giving the French access to the other coins in the southeast! With both players knowing the value of being cagey, neither fleet is willing to risk a double action attack through the whirlpool to interrupt each other’s progress.
The guarded and cagey strategies continued on both sides – I know Witch too well to get into a hasty fight with him and lose, and he’s way too good of a player to make simple mistakes that open the door for me. At one point he had the last “non-Wolves” gold in play about to return to his HI, at which point he was assuming the game would end, with neither player having a musketeer or Marine. However… the only revealed crew on the Acorazado at this point was the helmsman. Rojo had been lying in wait the whole game, and I wanted to get as many other coins “plussed” as I could before risking my entire fleet on the Wolf-hunting gamble. This late in the game though, the time seemed right. Acorazado slowly sailed behind the Santa Ana, who by now had done a large crew swap with the Concepcion, leaving the Concepcion with just a helmsman and explorer as the Santa Ana took aboard Castro, Vaccaro and Zuan to optimize her for a late-game Wine raid.
Rojo is finally flipped, the Wolves are killed in one shot, and the Santa Ana loads the final coin!
The problem now was that I had no clue who had more gold, so I needed to make victory more likely by not just getting the 0 (+2) home, but using the Wine effectively to do a dramatic flip in the gold scores. This seemed very risky and difficult to pull off with the French still fluttering around their HI. Santa Ana transferred the “final” coin to the Concepcion for safekeeping, with the latter immediately sailing into the huge fog bank that helped her earlier. Welcome to Pirates with Ben (in fog)! XD
The French then seemingly charged my HI, which allowed the Santa Ana (with yet another SAT from Castro!) to whirl to the French HI and exchange the Wine for a 7! Acorazado followed for protection.
Cartier failed to give La Corse an EA on the French turn and the French couldn’t reach the Cassandra effectively. I believe Castro then got another SAT and sped home with the 7, with the Concepcion emerging from fog to up my score by an additional 2 gold. From the coins I saw on the French HI, I knew it was essential to steal with the Wine. The game was over, though we had a brief fight afterwards just for kicks since almost no combat occurred during this game. Acorazado had her captain cancelled by Lenoir (aboard the Lyon! I was leaning more towards Corse) but sacced with Rojo to deal just 2 hits. The French would have sunk her partly due to a pin from Carcharodon, but it didn’t matter.
- Ben: 27 gold
- Witch: 16
The game was far closer than the scores suggest. Before the Wine and the final 0 (+2 via Concepcion) were resolved, Witch was winning 23-18. It could have been 23-20 in Witch’s favor if the Concepcion had simply come home. Once I had the 7 on the Santa Ana and saw Witch’s score drop to 16 (against my minimum of 18), I knew I was likely to win since I would try to sink the 7 if I couldn’t return it home. Witch had been worried all game that an HI raider was on the Acorazado. I was worried that Lyon had a double action crew as well, or that the F&S version of Lenoir was on the Corse (either way Acorazado wouldn’t be able to fight both at the same time without a canceller of her own).
This was a pretty interesting game that saw both players extremely cagey and cautious, each of us knowing that the other had some nasty facedown crew ready to wreak havoc if a full-scale fight occurred. Perhaps it’s fitting that we won’t be able to play each other much more in 1v1 games, as I think this result is somewhat inevitable between such evenly matched players. It arguably comes down to the simple luck involved, which was completely on my side in this game. I would estimate Castro’s SAT worked something like 10/13 times, while my fog exit locations avoided the big reef and even Witch’s UT’s didn’t help him at all. Cannibals was inconsequential, Wine won me the game, and crazy enough I randomly had a Marine ready for Wolves even though I didn’t contribute it and there were no other ways to eliminate them.
Thanks for reading about these tactical games full of gold and crew intrigue! The PNW Pirates will be playing our final game of the year on Friday 12/30 – an epic 100 point multiplayer match!
Santa Slaughter – Christmas Evil! (December 18th, 2022)
Santa Slaughter – Christmas Evil
12/18/2022
For years I have wanted to play a holiday themed game in December using the Sleigh and Captain Whitebeard. I’ve never liked the game pieces because they’re broken and illegal to use, but it’s been on my bucket list for long enough and I finally acquired them a year or two ago. However, in addition to the house rules normally in effect, this game would feature some more:
-Sink the Sleigh, 25 gold is put on your HI and can’t be removed from it. Eliminate Whitebeard (separate from sinking), and receive 10 gold that also can’t be removed.
-Sleigh starts with 10 random non-UT’s. Each non-Whitebeard fleet can contribute a UT or two but the rest of the gold was random to save time.
Without further ado here are the fleets in the order of play! All game pieces can be found in the Master Spreadsheet.
Cursed
Behemoth
Sea Rat + helmsman, explorer, oarsman
Nightmare + helmsman, oarsman
Americans
Jarvis + BC DNT (canceller), RotF Ralph David, captain
USS Maryland + DJC George Washington LeBeaux, Wayne Nolan, helmsman
English
Cygnet + RotF Hermione Gold, BC Bratley (canceller), oarsman
HMS Rye + explorer
-towing Gibraltar
Pirates
Wicked Wench + F&S Hammersmith, oarsman
Red Curse + Tia Dalma, MI “Cannonball” Gallows, captain, helmsman
Whitebeard’s Raiders
Sleigh + Captain Whitebeard
Captain Whitebeard had the unfortunate distinction of rolling poorly and would go last, which got the other factions excited about what could happen with all of them doing their best to hinder the Sleigh throughout the first round. There was a massive amount of factions scheming together and trying to come up with ways to best the Sleigh and Santa. However, each faction had their own goals of winning in mind as well, so not every ship or crew choice was solely with “Santa Slaughter” in mind. I did take some inspiration from Xerecs’ game in December 2020.
The Cursed aimed to copy the “Ho Ho Ho” ability with Behemoth to freeze the Sleigh in place, but had a couple gold runners including a home island raider. There was some HI raider prevalence, because the factions anticipated that as soon as the Sleigh got an action, Whitebeard would redock the Sleigh to unload his 10 coins for a 1st turn windfall. Talk about unfair! XD As a result, some HI raiders found their way into the fleets in anticipation of stealing from Santa’s hoard after he gets taken out. The Pirates went with a pair, but still made sure they had a canceller as well. The English were the most hardcore about taking down Whitebeard, stacking their fleet with two cancellers, a ship that can’t be hit by the Sleigh’s L-range cannons, and a flotilla to pour in a heavy fire. They looked intimidating but started the game with only 1 cargo space open. With the Cursed opting not to include one of their L-movers, the Americans nearly felt obligated to include GWL as a way to move the Sleigh away from her home island. Wayne Nolan would be there to assist, likely making the Maryland a camped out support ship in the early game. After those 16 points were spent, they had just enough to add a nice combo – the Jarvis can’t be hit by L range guns, has a canceller to cancel the Sleigh’s defenses, and Eternal to boot.
Here is the setup at the end of island and terrain placement. The 4 factions who don’t call the North Pole home all teamed up and collaborated – islands close together to minimize the Sleigh’s base move and cannon range, with whirlpools peppering the map so the various cancellers and L-immune ships could reach the Sleigh as early in the game as possible to try and force a decisive group action to take down Santa. Whitebeard placed 3 fog banks, seeing the odds stacked against him. Knowing he would pick his home island (HI) first, he put a couple near an island in the southeast but they were quickly covered with terrain from the other factions.
Fleet area:
Whitebeard chose his HI to be near the undisturbed fog bank (which he placed as the last terrain of course), but was quickly seeing Pirate and English flags very close by. With Santa surrounded so quickly in the setup process, the Americans and Cursed felt a little more freedom to branch out and surreptitiously give themselves a better chance in the long term gold race. There was a lot of fear and anticipation around what Whitebeard was capable of, so each decision felt like a potential mistake – would all four factions have to surround him to give themselves a chance?
Some closeups of the fleets in play order!
The Sleigh in all her glory! How would she perform in her first game for me? I definitely anticipate this being a rare occurrence, though maybe I’ll try to bring her out every other holiday season or something.
The Cursed got things started by copying the Rye’s cancel ability and whirling into position off Whitebeard’s HI.
Then the Maryland flipped GWL and rolled for L moving! The first roll wasn’t enough but Wayne Nolan bailed him out with a 6! The Sleigh is moved L away from her home island, straight towards the waiting cannons of the English!! O_O
SANTA SLAUGHTER!!
With Bratley and the Rye canceling the Sleigh’s defenses, the Cygnet and Gibraltar shoot a combined 5/8 (coming down to the last shot!) to sink the Sleigh and Captain Whitebeard!!
The English thought about trying to capture the Sleigh, but figured Behemoth would cause problems for them if they attempted it. Besides, they now had 25 gold permanently on their HI and the Sleigh went down with 21 gold on her, less than what fleets were expecting.
With that, the game had been reset on the very first round. Although the English now had a decided advantage in the gold race, it was basically a regular 4 fleet game from then onwards. At the right, both Pirate ships and Cursed gold runners have docked at wild islands.
The second round featured the Pirates getting scared, but for good reason. The submerged Behemoth whirled near their HI, with Canceller copied for pretty much every round of the entire game. In this case, Red Curse had no explorer and would likely have her helmsman cancelled to prevent her from returning with gold from a wild island even if she didn’t get hit first. Complicating matters was the Cygnet sailing north, who also had a canceller aboard not to mention S+S+S speed with some firepower. The Red Curse simply returned home, hoping the Wicked Wench would find good treasures on her island. The Jarvis explored, finding a 6 for the Americans while HMS Rye heads north in the west. The Sea Rat docked home a nice haul of 13 gold for the Cursed on three coins.
GWL strikes again! However, this time it is far less consequential (compared to being instrumental in the English sinking of the Sleigh), with the Nightmare being pulled away from the Cursed HI so the Jarvis can shoot her. The Jarvis only goes 1/3. The Sea Rat is taking the safe fog route to the “terrain island” down south, while Behemoth heads east to make sure the Jarvis knows her place.
Sea Rat finds some goodies! The gold is boring, but the UT’s could be huge – Cursed Conch essentially gives the Cursed a Mycron, which they’d love to put on the Nightmare as she is less valuable than the Sea Rat. Runes of Odin is probably not the only rune in play… although they were included with the goal of taking down the Sleigh with an Odin Missile, perhaps the combo can still be pivotal….
Wicked Wench did indeed find an incredible island – Runes of Magic,+6,6,2! She returns the 14 gold as the Red Curse comes over to grab the rune. The Pirates and Cursed don’t know that the other has half of the epic rune combo, but they’d both like to have them entirely within their control….
The Rye found some good coins in the northwest, returning one of them home. She also dumped her explorer to open up her other cargo space, as she anticipates making trips back to that same island to slowly drain it. Cygnet explored the island Red Curse originally wanted, but is full and can’t take any coins, turning west for a possible American threat. The Pirates see that door open and send both of their ships west, happy to finally have their home waters free of big threats. Behemoth has chased away the Jarvis and the Nightmare repairs from the attack. With L-moving options fewer than on the first turn or two, the Maryland drops GWL to open up a cargo space and search for treasure.
Whoa! The Cygnet turns around to go back east, and is joined by the Rye and Gibraltar as conflict looks imminent! The English want to protect the gold on that island the Pirates have headed back to, and build Ramsgate on it right in front of the Pirates’ faces!
With the islands so close together, Ramsgate’s L+L cannon is able to blanket the Pirate HI. However, unbeknownst to them, the Cursed and Pirates were hastily making a deal….
ODIN STRIKES AGAIN!! An icy Odin Missile descends from the heavens and blows up the Cygnet!! One big play followed by another! At the beginning of the Pirate turn, the Cursed agreed to flip Runes of Odin to bring in the iceberg, then the Red Curse flipped Runes of Magic to move it into the Cygnet. The English had gotten out to an early lead and were still looking very strong, so the other factions certainly felt the need to knock them down a peg or two.
Then the big Pirate gunships close in on the fort, but only hit thrice in eight tries!
Almost like Pirates of the Caribbean, with a “future Black Pearl” firing on an English fortification:
Sailors on the Rye look on in horror as their flagship is sunk by an unholy iceberg and their new fort is smashed by cannonade:
The Americans may have a slightly wonky fleet, but they came to play! Premeasuring that the Sea Rat can dock at their HI and steal their 6, DNT (still facedown) orders the construction of Thompson’s Island now that the Jarvis has explored the far southeastern island. Knowing that Behemoth now has a range of at least L+L with the Nightmare giving her actions to Behemoth via the Cursed Conch, the Maryland has moved over an island to distance herself and has explored as well, loading a 4 and the Wine UT. This means that 3 out of the 4 remaining fleets have HI raiding capability.
Well-trained English gunners ring true again as Gibraltar and Ramsgate go a combined 5/6 to sink the Red Curse!! (Tia Dalma and Rye cancelling each other out)
With just one ship left and no way to give it extra actions, Hammersmith (on the Wicked Wench) realized the Pirates were basically screwed. Since it’s not the ship being given the move action, a flotilla can shoot immediately after exiting a whirlpool. Therefore, even if the Wicked Wench (WW) whirled towards home, the English could follow and blast her. They could stick it out and fight the English, but Wicked Wench could not get enough cannons in range to sink Gibraltar without Hammersmith’s captain ability being cancelled by the Rye. It seemed as though the best option was to whirl to the southeast and overlap the fog bank upon exit, getting sucked in automatically. WW lost a mast in the process but lived to see more rounds.
With no gold to steal from the American HI, Sea Rat settles for some leftovers the Jarvis found.
The Rye returned home with the best coins from the Ramsgate island, which happened to be a pair of 6’s! This increased their HI gold score to 38, even more than the Cursed may have been anticipating. The Cursed made a public announcement that they had equal to or less than the amount the English had before the Rye’s dropoff (26), in the aims of getting some allies to fight or steal from the English with. They were telling the truth, though they had exactly 26 gold lol. Because of this, the Cursed and Pirates agreed to team up once again. The Cursed promised not to loose Behemoth on the Wicked Wench and even assist the WW in destruction of the Ramsgate fort if the WW could raid the English HI and thereby decrease their gold score. At the right, the Sea Rat, Jarvis and Maryland have all returned home with some coins.
The Americans were included on the anti-English coalition talks, and they did agree to be a part of it… but they weren’t exactly eager to get into a brawl with the Rye and Gibraltar. Besides, they had more local gold to secure! USS Maryland found Turtles on the last island to be explored! I finally have 10 copies of the UT (made by Woelf for the Fire and Steel set), and can play it as originally designed! (the UT was supposed to be printed with 10 turtle coins, but something changed before the set was printed – I’m thinking that a designer realized that the “game in every pack” would be a bit confusing if someone had only turtles for coins!)
Jarvis also gathering gold:
Top down view looking west showing ship movements:
Wicked Wench and Behemoth team up to destroy Ramsgate! With the coalition building momentum and the English looking weaker, DNT and Ralph David (both still facedown!) agree to pilot the Jarvis over round earth to assist as well. Maryland has actually L moved the WW closer to the English HI, a rare instance of the ability being used to “help” an opponent. All three captained ships now in play are all in opposition to the Rye and Gibraltar, who had ducked into a fog bank for safety to see how things play out. Things were rapidly becoming more complicated as the endgame approached, so much so that I had to pause and think about the “geopolitical situation” a few times, despite the fact that only a handful of ships remained in play. The English were hoping that WW would raid the English HI, get unlucky on the random coins taken (the coins being 6,6,4,4,2), and then get immediately set upon by the Jarvis and/or Behemoth, with the Rye and Gibraltar possibly able to clean up the scraps and recoup some gold. However, there was a much different option – triggering the “half or more” players eliminated endgame condition. If the Cursed or Americans backed out of the coalition and sank or captured the WW, 2/5 original fleets would be out, needing just one more to trigger the end of the game. Rye could drop Gibraltar’s tow in the fog bank (making it lost forever and removing it as a unit of play that can be given future actions), ram the iceberg to derelict herself, then scuttle (needing a 5-6 though) and hope to sink next round.
For a few reasons, the English decided to simply return home and attack. This was because as soon as the WW raided 3 coins from the English HI, that gold swing alone might lose the English the game, especially if the gold fell into the hands of the Cursed long term. By attacking the WW directly, the English were also hoping to speed up the endgame by potentially eliminating the Pirates themselves, though it would take an additional turn since Gibraltar’s 4 shots could only dismast the WW and not sink it.
The Rye has returned! Gibraltar shoots 3/4 against WW!
The Wicked Wench has just enough movement (L+S) to dock at the English HI for a raid, but her helmsman is cancelled by the Rye!
The Cursed knew better than to finish off the WW, loosing Behemoth on the English with a double action to sink the flotilla and dismast the Rye!
The coalition stays strong as Jarvis moves in to capture the Rye and the English are eliminated!! O_O The English plan backfired, as all three members of the coalition needed to eliminate the English specifically and none of their own in order to keep their chances of winning the game alive. With the English HI gold up for grabs, things were about to get interesting. The coalition has been a success, but now the members will inevitably turn on each other. Complicating the situation is the “half or more” endgame rule – all three factions now have the same goal of threading the needle between making sure they have enough gold to win, before potentially eliminating any one of the three remaining fleets in play.
Due to the positioning of two ships ramming the Rye last turn, Wicked Wench has no place to dock and raid the English HI! Hammersmith simply turns for home to repair, or to hinder the Sea Rat, who was sneakily making progress on the former Ramsgate gold. DNT is finally forced to reveal himself to cancel Behemoth, further complicating the situation overall since the Americans now have 2 cancellers in the area with the addition of HMS Rye.
Maryland drops GWL at the American HI for the second time and makes a beeline for the Cursed HI with Wine aboard! (note that all the turtles have swam ashore 🙂 )
Behemoth sinks the Jarvis, but Ralph David reveals himself to save the ship from a watery doom! Behemoth sank the Rye soon afterwards.
Perhaps Behemoth sinking the Jarvis could be a small blessing in disguise, as the ship repairs at the American HI and is on the Maryland’s route back home if she can transport the stolen 6 safely!
Not a chance! The Cursed Conch and the whirlpools have given the Cursed impressive striking power, as Behemoth whirls into the area and dismasts the Maryland! The white straw on the Maryland is a reminder to myself that the Americans rolled well to scuttle her, but the Cursed will make sure they get their 6 back. Sea Rat whirls home to avoid the WW but loses a mast during transit.
The Cursed expected to keep the Nightmare in fog the rest of the game to keep giving Behemoth double actions, but since Behemoth can’t tow, the Nightmare would be more valuable this turn. She emerged to capture the Maryland, with Sea Rat docking home more than 6 gold on her own I believe. But the Jarvis sailed over and sank the Maryland – down goes the 6 coin! In hindsight perhaps Behemoth should have stayed on the surface and moved southeast to block lines of fire from the Jarvis, but then Behemoth may have lost 2 segments to Jarvis and I think Jarvis had an angle of attack around the south part of the fog bank to get at least one cannon in range of the Maryland through that route.
As Wicked Wench repairs, Behemoth dismasts the Jarvis and leaves her there to struggle with scuttle rolls! I’m pretty sure the derelict Jarvis with Eternal Ralph David aboard does not trigger the “half or more” endgame condition because the Jarvis can be given future actions (such as repairing, and then moving/etc) once she is scuttled successfully. The Sea Rat repairs her mizzenmast, as her crew prepare for an important mission… the WW is not the only HI raider left in play….
The climactic moment that many factions thought would come sooner in the game! Wicked Wench and Sea Rat converge on the English HI looking for loot!
But Behemoth gives the Cursed a huge advantage! It takes WW down to 1 mast standing, purposely not dismasting the ship or sinking it. Dismasting WW could backfire if her remaining facedown crew is not an oarsman (it is, but the Cursed can’t know that, another aspect of playing solo) and causes the ship to be a derelict too soon, while sinking WW would surely end the game before the Cursed are comfortable with such an outcome. Sea Rat raids the English HI, only getting a 2 on the first coin. With Behemoth copying DNT for Canceller once again (the only one left in play, and luckily for the Cursed, now faceup with the Rye sunk!), the Cursed shut down the WW’s HI Hoard ability!! O_O Access denied!!
At this point the Jarvis was failing all her scuttle rolls, effectively removing the Americans from having agency in the fight over English treasure. Sick of being on the wrong end of the Cursed, the Pirates and Americans team up! At this point they would actually rather have the English win than be bested by the Cursed at the end, so they try to eliminate the WW. WW loses her mast to a whirlpool on her way to be sunk by the Thompson’s Island fort! However, the Cursed go next and see right through this plan, with Behemoth whirling to the area and being given an extra action via the Cursed Conch (on Nightmare) to knock two flags off the fort! The fort’s remaining three cannons boom, but they all miss!!! O_O The WW is still alive!
The Wicked Wench rows into the whirlpool to try and eliminate her oarsman, but rolls to avoid doing so!
That gave the Cursed another turn to redock at the English HI with the Sea Rat, who eventually was able to steal both 6’s from the English HI for a whopping 14 total gold! On the round of her third consecutive theft, WW finally tossed her oarsman in a whirlpool, thus finally ending the game as the round ended and the Cursed would be up next.
The Cursed played a masterful game, dominating the endgame and finishing as the only fleet with masts up – their fleet nearly intact!
- Cursed: 46 gold (14 on Sea Rat stolen from English HI)
- Americans: 35 (25 on HI, 10 in Thompson’s Island)
- English: 32
- Pirates: 14
- Whitebeard’s Raiders: 0
Wow, what a game! In a contest that could have been dominated by the theme of Whitebeard’s Christmas, an early Santa slaughter allowed the other 4 factions to shine instead, making for a mostly normal multiplayer game. The sheer volume of HI raiders and cancellers that Santa provoked in the fleet building process had a big impact on the game, but in the end the Cursed were able to prevail. Cursed Conch helped turn Behemoth into a dominant force, though the beast also benefited greatly from being able to copy an enemy canceller on pretty much every round of the game. Sea Rat did the heavy lifting in the gold race, eventually being the only ship to successfully HI raid (Maryland was sunk) to give the Cursed another multiplayer win. The Americans were really in it, playing the dark horse from start to finish. The English got out to a huge lead early and only relinquished it after being eliminated by a 3-faction coalition. The Pirates always felt like they were on the verge of something big, but were consistently spoiled by the English and Cursed.
Interesting to note that the scores are the same as the play order. I think the game would have been quite different if Wayne Nolan’s reroll hadn’t bailed out GWL on the first round to yank Santa into harm’s way. Here he didn’t stand a chance!
Gaming in Seattle – 5 players, 60 points! (December 9th, 2022)
Gaming in Seattle – 5×60
12/9/2022
This report is a summary of a 5 player, 6o point game played at Oasis Tea Zone in Seattle Washington as part of a U-District Board Game Meetup. We use these house rules, and game pieces can be found in the Master Spreadsheet. Chris went first with the Jade Rebellion, Phillip second with the Spanish, myself third with The Cursed, Kyle fourth with a mixed fleet, and Witch fifth with the Americans. There is bias towards my own position/view on the game.
Due to the table shapes, the ocean was a long rectangle:
The Baochuan gets the first action of the game:
This was my Cursed fleet:
Behemoth
Shaihulud
Pyre + Sargasso Nightmare, RtSS Papa Doc, helmsman
Coins: Plague, Missionary, Wolves, Odin’s Revenge, Curse of Davy Jones, three 1’s
I made sure to pick up some “goodies” on my trip to New York. 🙂 I grabbed some things from my original play collection, including my named crew+UT tin, along with Behemoth and a few other things. It was nice to be able to contribute Odin’s Revenge and to be able to use an expensive beast like Behemoth. I was changing my mind and going with a Spanish fleet before the game, but decided to stick with my original plan when I saw Kyle and Phillip (the players on either side of me) pull out Spanish ships as well (to avoid having so many from the same faction). I believe this was the first time I maliciously targeted a specific player in a multiplayer game, and will likely be the last. Witch has won a shockingly disproportionate amount of multiplayer games in recent months (a testament to how good a player he is), so much so that I’ve been feeling the need to “intervene” and try to give the other players a better chance in one of the 4+ player games. This also felt like the best time to do it since it was Chris’ first game with us and Phillip hadn’t won in our group games yet. In addition, it was a bit of an experiment – would it even work? Or would Witch still come away victorious? I had also been wanting to use an L booster with multiple sea monsters, specifically on a submerged submarine with cancelling so as to make the L booster as immune as possible. With the recent reunion with Behemoth, all the stars were aligned for me to play a simple attack strategy, something I do once in a great while to change things up. However, I do have less fun with it than trying to win normally and this was no exception.
Odin’s Revenge strikes early! However, the timing makes it mostly irrelevant, as most players simply spend the first round repairing at home.
At the right, an island is missing as it’s been yanked away by Bad Maps. Witch was using a custom American 1 master proxied by the Seminole: 1 cargo, L+L speed, 5S cannon, ability: “Once per turn, this ship may look at one face down cargo on any ship.”
The Providence avoids reef damage with Dr. Clark Lewis to explore a nearby wild island. My speedy submerged forces round earth into American waters.
The Baochuan whirls to the other side of the map:
The custom Seminole finds Wolves near the round earth boundary, further restricting Witch’s access to treasure. I had stayed off his HI for a turn or two before getting bored and round earthing towards some wild islands. The Americans seemed scared to leave their HI with the Cursed so close. My combos were fully revealed by this point, with Sargasso Nightmare increasing Shaihulud’s speed to S+L+L and Behemoth to L+L. Combine that with their abilities and it was a frightening trio. Behemoth could copy Shaihulud’s ability to shoot at submerged submarines to target USS Mercury, or copy RtSS Papa Doc to cancel any defensive abilities. Both monsters have all rank-2 cannons and they could surface, move quickly, then shoot (with our house rule) and ram. At one point I copied the spyer ability to see the final crew on the Mercury (11 points of which had been revealed, so still 5 available for canceller DNT), but it was just an oarsman. Commodore Peregrine Stern and Wayne Nolan weren’t having much luck generating EA’s for the Mercury thus far. With the Jades heading east, the competition for gold was elsewhere…
The Baochuan was on a tear, S-exploring islands and stacking up coins in her legendary cargo hold. Phillip and Kyle were doing solid in the gold game but it was becoming apparent that Chris might run away with the game if the Baochuan returned home with all her loot, especially since he also controlled what appeared to be the only HI raider in play (Virtuous Wind).
Shaihulud trades one of its segments to eat the custom Seminole’s rigging. The Americans stay at home to avoid getting slammed by the Cursed.
The Baochuan returned through the whirlpool, meaning she was nearly home! The Tiger’s Eye had taken off some masts but the Jades looked poised for a huge windfall if they could make it through one more round. Behemoth and Pyre moved towards the 10 master, but I kept canceller copied (through Papa Doc) in case I would need it for defense. I could have copied Helmsman to get closer to theoretical cancelling range, but then I wouldn’t have the cancel ability in the first place. Important to note: “-A copied ability remains in effect until the beginning of your next turn.” This is part of why I was so hesitant to copy anything other than canceller, because I would have to spend the other 4 player turns wondering if Behemoth might get cancelled to the surface, or if I would regret not copying it for some other reason. What I didn’t bother disclosing was that I wasn’t really after the Baochuan – I would have much rather fought the Americans. Plus, by this point there was open discussion about teaming up to take down the Baochuan (as is right since the other players wanted to win), which is exactly what happened to me in the 7×120 game in October. I didn’t want an exact repeat of that (with the people teaming up to take down the Bao nearly the same), so I was not really wanting to pin the Baochuan with Behemoth anyway.
With some delicate maneuvering, Chris just barely manages to get the Baochuan home while staying outside of Behemoth’s cancelling range (Behemoth still submerged). This was partly due to making sure to measure the cancelling range of S with the physical white segment on the card, compared to using the full length of the card. This is something I plan to bring up more consistently – I see too many players using full card lengths for measuring purposes when S and L are actually a bit shorter than that. As all players know, that can make the difference between being able to dock at home, take an extra shot, be in range of a canceller, etc. AKA, sometimes the difference between winning and losing. In addition, lately I’ve seen a lot of unofficial measuring devices such as sticks/straws/etc. Those are fine but should be made exact so as to not be longer or shorter than the official segments. For that reason and being more old school with the game than many current players, I will probably always default to using a card in general, though the straws/etc can be extremely useful for premeasuring.
With the endgame upon us, the Americans begin to leave their house at last. The Tiger’s Eye follows the Baochuan through the whirlpool.
Le Bon Marin headed home with two coins. El Rosal’s crew has been killed by the Plague (given to her by another Spanish ship in Phillip’s fleet), while the Virtuous Wind had bad luck with that fog bank, rolling a 4 two out of three times to emerge straight onto a sargasso sea where she got stuck once.
Shaihulud surfaced and avoided reef damage to attack the submerged (and therefore undocked) USS Mercury, landing one hit that was ignored due to the sub’s ability. The Mercury surfaced to return fire and kill the beast! The Providence rammed the Tiger’s Eye, with a desperate endgame likely given the main hoard of treasure was (likely) safe in Jade hands.
The Providence whirled to some action in the east, but Behemoth copied Commodore Stern, got an EA, and followed the Providence and sank her! The Tartessos, Tiger’s Eye and USS Maryland are caught up in a skirmish over some gold that is unlikely to affect the outcome by much.
The Pyre came through the whirlpool in order to give the Sargasso Nightmare’s +L boost to Behemoth, who sank the Bon Marin and her 3 total gold. This left Behemoth exposed to USS Mercury, and in the endgame Stern was catching fire with EA’s, one of which was used here to help the sub kill Behemoth.
That’s the last picture I have for the game, but more events occurred. Chris was masterfully raiding Phillip and Kyle’s HI’s for extra gold with the Virtuous Wind, then transferring the coins to the (mostly) repaired Baochuan for safekeeping. USS Mercury had loaded up the Frond of Fisaga earlier in the game and was nearly able to use it at the perfect time. However, the sub was still out of range to do something meaningful about the final gold remaining in play. The Jades got it home and it was over!
- Chris (Jade Rebellion): 62 gold
- Phillip (Spanish): 18
- Dan (Americans): 9
- Kyle (mixed): 1
- Ben (Cursed): 0
Chris is off to a great start with our PNW Pirates group, finishing with more than twice as much gold as all other fleets combined!
With that, I’ll probably take a break from Team Chaos/Lawful Evil for at least a game. XD
2×60 on VASSAL – December 7th, 2022
2×60 on VASSAL
12/7/2022
This game was Kyle’s first on the VASSAL module! We set up for a 2×60 game using our regular Seattle Pirates house rules. All game pieces can be found in the Master Spreadsheet. He went first with the French:
Le Superbe + Capitaine Arathiel, Jules de Cissey, helmsman, explorer, oarsmen x2
Tepant + captain, helmsman
Le Bon Marin + helmsman
Le Pique + captain
Marianne + Maurice Aristide
I followed with an English fleet from RtSS:
Elthelfleda + Captain Nemo, helmsman, oarsman (got this idea from Ochobrazo2298’s game)
HMS Halcyon + RotF HGold, RotF Trevor van Tyne, 0LR+5 Bratley, cannoneer, oarsman, grape shot
HMS Goodfellow + helmsman, explorer, oarsman
Coins: Weapons, Seastar, Dead Man’s Chest (PotC version), English Royal Decree, four 5’s
The setup:
Both fleets headed out for gold, with the Superbe exploring first and the Pique preparing to grab a coin from her.
Elthelfleda and Goodfellow loaded some solid coins including the Seastar UT, but a French blockade looked to be brewing.
Knowing I had a good amount of “extra firepower” available on the Halcyon in the form of musketeer+cannoneer+grape shot, I charged for home after seeing she would be in range of the Tepant. She went 4/4 to dismast the Eternal Frenchman! I went straight for home with my other ships as well to put as much pressure on the Superbe as I could, forcing her to make potentially tough decisions on what to shoot at.
However, I had been too aggressive with the Goodfellow and wrongly guessed that an action generator on the Superbe would have already been revealed. Capitaine Arathiel took the helm and piloted the Superbe to a game-changing attack, sinking HMS Goodfellow and her 10 gold (+Dead Man’s Chest UT) and then taking the Halcyon down to 1 mast! Great maneuvering by Kyle ensured she stayed out of the range of any potential canceller on the Halcyon. On my turn I weighed various options, with perhaps docking the Halcyon at home being the smartest. However, this would allow Kyle to scuttle the Tepant while I tried to get gold from the Mercenary Elthelfleda to my HI via the Halcyon, and letting the Superbe run wild. He was also amassing good gold through Maurice Aristide, so my chances were dwindling. Halcyon continued the fight, taking a mast off the Superbe and using grape shot to whittle down her sac options a bit. Elthelfleda headed straight for Tepant, knowing it was the key to getting some gold home and/or staying alive in the game.
Superbe sank the Halcyon, then sacced her helmsman to ram the Elthelfleda and take her down to 1 mast remaining! (and stealing her 5) With Mercenary again preventing the E from docking at home, I used Seastar unsuccessfully and then captured the Tepant, who explored the E to grab her oarsman in anticipation of getting home on my next turn.
The Tepant was able to get home rowing S+S (avoiding a sinking at the hands of the Pique sniping at her), but at the cost of losing the Elthelfleda to the Superbe. In the meantime the Bon Marin was transferring another coin to Marianne, who upped its value by 2 with Aristide. The game was all but over.
At this point it was worth counting up the gold on Kyle’s HI and the gold remaining in play. It revealed that I could only hope to ever get 4 gold by some miracle, while Kyle already had way more than that on his HI!
- Kyle: 17 gold
- Ben: 0
A lopsided 2×60 game but a good introduction to VASSAL! Kudos to Kyle and his effective French fleet, using pieces synergistically and saccing to devastate the English position at the opportune moment!
Americans vs. Pirates at 60 Points – November 30th, 2022
Americans vs. Pirates
11/30/2022
I played against a friend in another game heavy on learning and introducing new game mechanics/keywords/etc. We mostly used these house rules, and all the game pieces can be found in the Master Spreadsheet or Tilorfire27’s database.
I rolled to go first with the Americans:
USS Constitution + captain, helmsman, tribal chieftain
Destiny + Wayne Nolan, Brent Rice, captain, chain shot
Hessian + helmsman, shipwright, oarsman
American Native Canoes
UT’s: Weapons, Enemy of the State, Power Cannons, Marines
My opponent fielded the Pirates for the first time:
Raven’s Neck + captain, helmsman
Mystic + captain, helmsman, oarsman
Skipping Stone + captain, helmsman
Bonny Kate
This was the setup!
My goal early on was to keep my canoes at a safe distance so they could get an island’s gold home, likely via round earth.
On turn 2 I sent the Destiny into action for the first time! That’s right, this was my first time using her! However, it was abysmal. Even with the help of Brent Rice and Wayne Nolan motivating the gunners, she went 0/4 (not even at sniping range) – the Skipping Stone didn’t even need to attempt rolls from the Catamaran keyword to ignore any hits!
The “canoe island” held 2 of my 4 UT’s, with Marines doing nothing and the regular coins being a 3 and 2. The Constitution touched the native canoe that loaded Power Cannons, in preparation to explore next turn.
The Skipping Stone slams the Destiny, taking out 2 masts and killing Brent Rice in a boarding party! Raven’s Neck has explored the central island while the Mystic docks in the east. My opponent was spying two coins every round of turns, and thus had a good idea of what coins the Hessian might find soon.
Canceller to the rescue! I redocked the Hessian in order to get within S of the Skipping Stone, cancelling the Catamaran keyword. Then the Destiny reversed her luck, getting consecutive 6’s with her shot and ram to dismast the vessel! She also won the boarding party to eliminate the Stone’s captain. I had also considered just exploring with the Hessian, but with the Raven’s Neck having found Weapons in the center, we both knew Enemy of the State would be on the Hessian’s island. The Destiny likely wouldn’t have done any damage to the Skipping Stone if I hadn’t cancelled Catamaran, so it was better to redock and hope for a reversal of fortune, which I was happy to get.
After another round, the Americans have whittled the Pirate fleet down to 2 ships! The Constitution used Power Cannons to sink the Mystic, while the Destiny captured the Skipping Stone and began towing her towards the newly built American fort, Thompson’s Island! The Hessian finally explored, finding Enemy of the State + 7,4,1, while a single canoe docking a 3 coin at my HI was enough to build the fort. Forts were available to the Pirates this game as well, just not as optimal to build.
The Hessian also dumped her shipwright, but neither oncoming ship would likely need it if they simply repaired at the fort.
I briefly considered dumping the Hessian’s gold in the fort and just protecting it until the Pirates would be eliminated, but then remembered how much I love the special ability of the American native canoes. The Hessian headed for home as the canoes sprung into action, moving the 7 coin all the way to my HI where it was docked by a canoe already headed home! The Skipping Stone was repairing, anticipating a conflict with her old fleetmate the Raven’s Neck.
The Bonny Kate has loaded the coin the Mystic didn’t have room for, but is threatened by the approaching Constitution.
The Hessian couldn’t dock at home due to Enemy of the State, but the canoes solved that issue quickly, yanking her last two coins off to put another 5 gold on my HI. The Raven’s Neck was approaching, while the Bonny Kate and Constitution went west.
The RN rams the Hessian but her captain gets cancelled. The Hessian loses her mast and helmsman in the ensuing chaos, but is able to row away on my next turn as more capable vessels take over the battlefield. One canoe snags the negative UT as a free action while others in range of the RN start blasting away, hitting 1/2. Destiny hits 2/2 (without Brent Rice!) and the Skipping Stone rams to make the RN derelict.
Constitution continues to pressure the Bonny Kate, but can’t quite get in range.
Raven’s Neck is captured but the Bonny Kate gets her coin home. At this point we decided it was practical to call it, because it was extremely unlikely the Bonny Kate would have even gotten a shot in against Thompson’s Island, much less destroy it by herself and get the 3 in it all the way home.
- Americans: 17 gold
- Pirates: 9
A solid game that featured plenty of abilities, UT’s, a few turns of decisive momentum swings and good strategy talk throughout! A few oddities occurred, especially the Destiny shooting far better without Brent Rice aboard. Power Cannons were meant for the Destiny, but the Constitution certainly made perfect use of them, sinking 10 gold from the Mystic. Stay tuned for more adventures!
A Pair of 3 Player Games in Tacoma Washington (November 26th, 2022)
Pair of 3 Player Games
11/26/2022
I met up with Witch and Phillip for some 60 point action in Tacoma Washington! We ended up with a pair of 3 player games, though the second would be short and sweet due to venue hours. Terracrux Games is a great place to play with plenty of table space. We used our house rules.
I went first in Game 1, followed by Phillip (Pirates) and then Witch (English Pirates). I tried out a French fleet that used a trio of my favorite French 3 masters.
Le Descharges + Capitaine Gaston de St. Croix, Madame LaFontaine, captain, helmsman, oarsman
Le Triton + helmsman, explorer
La Bonne Chance + captain, oarsman
-towing Mont Blanc
UT’s: Abandoned captain, shipwright, oarsman, Knights of Malta Banner, four 5’s
Terrain: Whirlpool x2, big fog bank
Le Triton was just in range of docking at an island south of me on the first turn. I wanted to hit that one before Phillip’s gold runners could potentially hit it, especially since his 5 masters were unlikely to brave the reefs to attack me. The island was a gold mine, with treasure values of 7,5,5,4 for a whopping 21 gold. Due to the importance of getting all 4 coins home, Descharges came over with an SAT from Gaston to grab the final coin. Bonne Chance sailed SSE for flexible positioning. Phillip’s turn has begun with La Victoire looking to round earth to the southeast soon.
Witch sails out some of his ships, exploring with HMS Hyena. His Rover uses Lucky the Parrot to spy on some crew. I am very happy to dock all 4 coins at my HI without interference.
Phillip quickly showed his bold and aggressive play style (Witch and I’s first time playing with him), with both 5 masters sailing into action. The Revenant sacced with Captain Blackheart to blast 2 masts off HMS Granville, while the Victoire (led by Capitaine Arathiel) blasted 2 masts off La Bonne Chance to the south. However, retribution was coming, as the Revenant was crippled by HMS Dauntless (with Mercer aboard for a 3rd Sac crew!) after Lucky the Parrot timely spotted Tia Dalma (canceller) face down on the Revenant. Phillip had doubled up on cancellers, with Lenoir aboard La Victoire cancelling the Mont Blanc’s flotilla keyword, preventing it from shooting through itself and the Victoire only losing 1 mast as a result. I sent Le Descharges towards the whirlpool in an attempt to steal gold from Phillip’s Bloody Jewel, but she got stuck in the sargasso sea.
Captain Blackheart goes for blood, saccing to sink the Mermaid with a pair of 2L shots that pass through the Dauntless with the help of the Revenant’s ability.
Likely to be slammed next turn regardless, Phillip’s Banshee’s Cry rams the Granville but rolls a 1! At the top right, HMS Dauntless makes the Revenant a derelict. The Descharges gets free from the seaweed, while Bonne Chance and Mont Blanc emerge from fog to shoot poorly at the Victoire after the latter loaded up some gold from the southeast island.
Victoire turns around and beats up the Bonne Chance and Mont Blanc before saccing to turn for home. Witch sinks the Revenant with the Dauntless.
HMS Granville dismasted the Banshee’s Cry and docked at the northwestern island. Le Descharges rolled a 3 to emerge from the huge fog bank and got her SAT. She went nuts and sank the Hyena and Granville! However, this opened the area for Witch to get revenge, with Mercer saccing so the Dauntless could sail over and dismast the Descharges, who rowed into the fog. Triton is headed northeast for more coins but gets stuck in the sargasso. I flipped the oarsman on Bonne Chance, who is slowly rowing home with the flotilla – which is actually not legal, which I didn’t realize until writing this report. Because flotillas don’t allow any abilities of the ship or its crew that affect its base move to function, Oarsman will not allow a ship to tow a flotilla (The Pirate Code also confirms this under Flotilla). Still learning after 500+ games!
After some repairs, La Victoire gets into a battle with HMS Dauntless! The Bloody Jewel joins in with her abandoned captain but misses both shots.
Le Triton barreling down on my home island with a pair of 1 coins:
The Bloody Jewel had sunk a homeward bound Descharges, which is why LaFontaine’s 1-gold Ransom payout has appeared on Phillip’s HI.
La Victoire emerges victorious and captures the Dauntless! However, the Bonne Chance can contest the final coin in play.
La Victoire finishes the task she started earlier in the game, sinking both the Bonne Chance and Mont Blanc (thankfully before she could shoot anything else, as the flotilla should have been sitting in the southeast). However, Le Triton has sped over to get in on the action, ramming a mast off the Bloody Jewel since she can’t quite make it to the island to load the coin!
I believe La Victoire then sacced Thomas Gunn (acquired from the captured Dauntless) to dismast the Triton, eliminating me from active play. Witch had his Rover go through a few whirlpools to see if she could lose her mast to remove himself from contention so that the final coin wouldn’t count if Phillip hadn’t loaded it onto one of his ships (since at that point half or more players wouldn’t be able to give future move actions), but consistently rolled high to keep the Rover intact. Phillip got the coin home and the game was over!
- Witch: 25 gold
- Ben: 25
- Phillip: 16
O_O Another ludicrously close game, continuing the recent trend! Witch and I both had 1 unit left in play for the default tiebreaker. However, although my Triton could theoretically explore again for me at some point in the game, Witch’s Rover was fully capable of being given a move action had the game continued any longer. Therefore the future action was more available to his ship than mine, and he also would win the masts standing tiebreaker 1-0. I would have to rely on the points in play tiebreaker, at which point I would have won 12-2 (Triton still had her helmsman aboard). However, I think it makes more sense to continue down the units in play default tiebreaker rabbit hole rather than going to other options. If the Triton was capable of movement with 1 mast standing I would have argued harder for the points in play tiebreaker to apply. This might be the first game I’ve played that was decided by a second tiebreaker – definitely a rarity as even when the gold scores are tied, the units in play usually seals the deal without having to look at which units are capable of which actions, or how many masts they have/etc.
Game 2
We only had about 45 minutes for a second game, so we decided on 1 wild island, with each player putting 4 coins of their choice on it. Phillip rolled to go first, followed by Witch and I. Phillip went with a Cursed fleet, Witch brought out some American Pirates, and I stuck with the French but swapped a few UT’s. In hindsight, I should have done different UT’s based on going last, but it would certainly make things interesting.
Phillip’s fleet looked intimidating, with both the Divine Dragon and Executioner. (Grinder was given the first action – no Ex-Patriot crew)
Witch’s fleet had Providence, President, Maryland, Rover and Mermaid.
I placed the last terrain so I was able to put a non-reefed fog bank near my HI. Facing a likely attack from the Executioner on round 2, I hid all my ships to make sure they’d have a chance to do something. (Witch thinks it should be renamed “Pirates with Ben in Fog” lol)
Grinder was the first to explore, getting the Eye of Insanity and Neptune’s Trident! O_O The Executioner had OE Fantasma onboard, and took a couple coins before saccing for home. The Descharges emerged from the fog bank with an SAT from Gaston, getting in shooting (but not ramming) range of the Grinder, dismasting her with a big broadside. I was able to finagle the Bonne Chance into position where her last S move segment flipped the ship around to get a few of Mont Blanc’s cannons in range, but of course I missed with both. Le Triton explored the island to see the final 5 coins, which were all 1’s! This left no doubt in my mind that it was Phillip’s game to lose, and it was likely that Witch and I would have to team up to have any chance at stopping him.
In a huge move, Phillip turned the gold-laden Executioner around to blast the Descharges! The Grinder used Neptune’s Trident to devastate the Bonne Chance and Providence, also hitting the Mermaid and Mont Blanc! (asking in the rules thread if the flotilla should have been affected or not)
Due to the speed of play that was the last picture I took, but here’s a video some Cursed vs. American action shortly afterwards:
Much ramming and boarding happened in the desperate endgame as time ticked down. Eventually the Executioner actually lost both of her valuable 5’s, with the Triton stealing one after dumping her crew on the island. The Triton was dismasted but the Descharges explored to take 7 of her 8 gold, but was later sunk. The Bonne Chance was dismasted but ended up with a 5 she shouldn’t have been able to steal, with the Triton’s helmsman already filling her lone cargo space. Witch grabbed the final two 1’s from the island with the Providence, getting them home. The Maryland stole a 3 from the Grinder, and eventually got it home after stealing it back from the Divine Dragon. The Executioner continued sinking ships as the chaos continued, as Phillip was bent on taking souls. This knocked the total gold in play to a minimum, though the Cursed had squandered their advantage by being so bloodthirsty. In the end, Witch won as usual!
- Witch: 5 gold
- Phillip: 2
- Ben: 0
A fun pair of 3 player games on a cold night! Thanks for reading and stay tuned for more action!