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.
I met up with Captain Redgoat in Portland Oregon! One of the founding and leading members of PDXYAR (also known as “the Portland group” among the Pirates CSG community) for many years, this was essentially a dream come true for me and a bucket list goal accomplished. Although PDXYAR has long moved on from playing Pirates and has been dormant lately, former member Redgoat still had all of the huge foamboard ships and game pieces he made way back in the day! He hadn’t used them in many years and was looking to give them a new home, and thus gave all of it to me! 😀 (I gave him $100 since I didn’t want him to have nothing for it) They are now in Washington where I plan to play games with them at parks near Seattle with my group! 🙂
We did a podcast before setting up for a casual game at 40 points. We drafted the 3 ships each of us wanted, with some basic mixed fleets ready for action. I rolled to go first:
Ben
Grand Path + captain, helmsman
Terror of Gibraltar
La Cazadora
Redgoat
President + captain
Proud Tortoise + helmsman
HMS Sea Phoenix + helmsman
With that we were ready to set sail! Redgoat picked Cathedral Park as the location for the game because it’s where PDXYAR played with the epic scale ships at two of the Portland Pirate festivals back in the day. In fact, you can still see the pictures from 2008 and 2009!
The ships are quite a sight to behold. For reference, the total length of one of the Grand Path’s hull pieces is 24 inches long! The plastic skulls are explored island markers.
(I’m aware the turtle ship is built wrong)
The Terror of Gibraltar sets out. It’s quite a change from the tabletop game since it involves far more exercise. You constantly have to walk around and get down to pick up the ships. Extremely tangible experience every step of the way!
The measuring sticks are fun in their own right. Redgoat said many were broken over the years as a result of the inevitable impromptu sparring matches. How could you not use them as swords??
The Grand Path emerged from fog to hit 3/6 against the President! The schooner dipped into fog, eager to escape the Jade warship’s grasp.
The Proud Tortoise has snagged some coins for Redgoat, but each of my three ships is now poised to explore the other 3 wild islands.
Epic Scale Pirates!!
I was happy to have one of those “homecoming parties” somewhat common in Pirates CSG where a bunch of ships come home nearly at the same time. This was useful for keeping the HI Raider Sea Phoenix at bay.
The President is nearly finished repairing here. I was hoping to get some of the final coins to lock up a probable win, but the Proud Tortoise had grabbed the President’s captain and blasted a mast off the Cazadora!
HMS Sea Phoenix robbed a 5 under the house rule that HI Raiders could look at all the gold and choose which to take. However, she was quickly dismasted by the Grand Path!
Redgoat takes the derelict under tow with Proud Tortoise and hits the GP, but getting any stolen loot back home will require a miracle.
The Terror of Gibraltar finally comes in handy during combat, winning a boarding party to steal back the 5! Boarding is super fun since we just throw the dice at each other. They’re about the size of dodgeballs and of similar weight!
The Cazadora comes home to repair while simultaneously blocking the Proud Tortoise a bit. The Grand Path re-engages the President, dismasting her at last!
The Terror of Gibraltar returns my 5 coin as a Jade civil war breaks out just off the coast!
The Grand Path shot off the turtle ship’s panels and the Cazadora rammed her derelict to end the game! (nothing Redgoat could have done with her rowing around to swing the tide in his favor)
Gold wins the game!
Ben: 17 gold
Redgoat: 13
In a strange irony, the numbers mirror the proposed numbers of Obago Deuces in existence! (since under debate as there may be more out there) Supposedly 17 Obago Deuces went to PDXYAR back in the day, with another 13 in existence that didn’t go to the Portland pirates. Almost spooky!
HUGE thanks to Redgoat for unearthing his epic collection of supersized ships, and for entrusting me with their future! Next stop for them will be Washington! 😀 Thanks for reading and come out to Seattle if you want to play some epic scale Pirates CSG!
It’s been too long since I was teaching a player how to play Pirates! I met up with my friend for her first game. I made both fleets and we would generally be using my Basic Rules that do away with ram damage and change a few other things. I gave perhaps a bit more insight into the strategic elements of the game than I usually do when teaching people how to play the game, which I think it can definitely expedite a player’s learning curve. All game pieces can be found in the Master Spreadsheet.
I rolled to go first with a Cursed Junk fleet:
Death Wind + captain, helmsman
Sea Rat + helmsman
Demon Gate + helmsman
Sailing against me were the Spanish:
El Toro + captain, helmsman
Pescados de Plata + helmsman
La Cazadora + helmsman
I wanted to keep the crew basic. We used terrain and round earth but no UT’s. 4 coins per wild island and the iceberg would move on every single player turn to avoid having it be even more irrelevant than expected.
All four wild islands were quickly explored by our various 2 masters, with the Death Wind and Demon Gate hiding in fog on the way home to avoid getting grabbed and slashed by El Toro.
Those junks got home, but soon the Sea Rat came under attack by the Spanish, with El Toro round earthing to dismast and pin her!
With the gold dwindling to just a 2 on the Sea Rat and a pair of coins on the northeastern island, I decided to have the Death Wind “sprint” for the latter while the Demon Gate would distract and block the Spanish from interfering. However, I made a large gaffe when the Death Wind went from the wild island to the fog bank without exploring to take the gold first! The Demon Gate towed the Sea Rat, but was quickly dismasted by El Toro, with the Pescados de Plata capturing the Sea Rat (the only game piece in play with the HI Raider ability…).
The titan crushes Cursed junks!
The Pescados towed the Sea Rat home through the whirlpool, with the latter losing her 2 coin to the swirling depths. However, the Spanish were mostly just wanting to use the HI Raider ability. Having already been touching the Demon Gate, El Toro captured the ship and then immediately dropped the tow, moving L+S towards the final coins in play. At this point I saw the Spanish as having the better endgame odds, with far more units available and a HI Raider against just my Death Wind. I kinda thought I might be ahead in gold, so I was starting to envision El Toro dismasting the Death Wind and triggering an endgame condition sooner rather than later (though I did brief the Spanish player on the endgame rules, and how people often trigger endgame conditions prematurely without thinking through all the repercussions and how gold is counted/etc).
My gaffe with not exploring the island at the right time became a real issue as the Cazadora came in to load the final two coins. The Death Wind combined a boarding win and her ability to steal both, but a repaired Sea Rat was potentially a bigger problem than any upcoming clash with El Toro on the trip home. Soon afterwards the Sea Rat did steal a coin from my home island, frustrating me as it put another coin in play. El Toro came over and dismasted the Death Wind, ending the game! It was certainly an interesting time to count up gold, as none of the three coins on ships would count for either player.
Hayley’s Spanish: 20 gold
Ben’s Cursed: 17
In the end the Sea Rat capture proved clutch for the Spanish! She took a 5 off my HI, meaning I would have won 22-20 if not for the theft. In addition, various other interesting endgame scenarios could have happened. When the Death Wind dismasted the Cazadora, she hit 2/3 with her 4L cannon missing. If that shot had hit, the Cazadora would have sunk before the 5 could be stolen, ending the game with all available gold unloaded to HI’s! Plus, if the Death Wind had somehow survived, those 4 gold could have mattered in some way (especially if she had grabbed the coins from the island instead of forgetting to do so). In the end, it was a very fun game and a great introduction, with excellent gameplay on behalf of the Spanish for someone’s first ever game of Pirates CSG. Teaching a player how to play this game pretty much made my day. Kudos and as always, more games await! 😀
The latest game at Mox Boarding House in Bellevue Washington was of a similar nature as my previous “Bottleneck Game” – 4×50 (4 players, 50 point fleets) with all home islands on one side of the ocean, with the wild islands and gold only accessible via a bottleneck where two land peninsulas converged. These are the house rules we use, though this was a flat earth game (with hard boundaries you couldn’t pass over) to make sure the bottleneck would be relevant. If you try this idea, I would also recommend banning Ghost Ship and possibly the home island raider abilities – the former to prevent making the bottleneck irrelevant (or at least make ghostly not able to pass through the peninsula landmasses). The peninsulas of the bottleneck can be explored for the purposes of building forts on them.
We used 4 wild islands with 4 coins apiece.
Here are the general fleets in the order of play:
Dan’s Spanish
La Tartessos + Almirante Carlos Pavón y Miranda, SM Castro (SAT), Contessa Anita Amore, helmsman, oarsman
La Espada de Dios + Nemesio Diaz, Bianco’s Haulers (SS), helmsman
Kyle’s Americans
USS Atlanta + Jonathan Haraden, Chief PO Charles Richard (DJC), Commodore Matthew Perry, helmsman, oarsman
USS Sioux + captain, helmsman, oarsman
Carolina
Rattlesnake
Ben’s Sneaky Pirates
Slipstream + F&S Lenoir, Gendarmerie Rene Moreau, helmsman
Raven + Don Pedro Gilbert, helmsman, explorer, oarsman x2
Dragon + Hag of Tortuga, El Fantasma (SM), helmsman
John’s Frenchmen
La Marseillais + F&S Lenoir, Jules de Cissey, captain, helmsman, oarsman
Enfant Terrible + helmsman
L’Afrique + captain, fire shot
Glaive
Were we actually ready for what this setup and fleet gamification would bring upon us?
Dan elected to stay at home for the first round. With Kyle’s mighty American presence next to him, it looked like a smart move. I was originally going to have the Paradox in my fleet as well, but removed it to bolster the Raven. With the help of Don and an oarsman she sped off through the bottleneck at the breakneck pace of 8S. The Slipstream dove underwater and headed west… would she be seen again? The Dragon stayed put, likely the best option with gunships looking ready to swarm the bottleneck area.
The Carolina was waylaid by Dan’s forces, captured by the Espada in the below picture. The Atlanta took a beating from the Tartessos as well. John got in on the action with the Marseillais, but missed all shots.
The Tartessos had a broadside ready against John’s flagship, but Lenoir denied Miranda the chance at a sinking. In the meantime, the Raven had explored the central wild island on the western half, finding three 5’s and Shipping Charts. She only had room for one 5, but I was determined to explore other islands since it looked way too risky to come home anytime soon. The origins of my fleet strategy centered around using Moreau (pretty safe on the submerged, cancelling Slipstream) from underwater to shoot Wolves dead at the opportune moment in a way that would let me dictate the endgame. I was playing the long game, hoping to have Wolves protect the final gold in play and then potentially stalling and negotiating in order to better my position at the end by having total control over when the gold that Wolves guards could be accessed.
Although the main purpose of the sub and Marine crew was to let me dictate the endgame phase, it quickly became apparent that my fleet was by far the weakest and I would probably have to incur some damage to the opposition in order to get the Raven home safely. Thus the Slipstream began ramming nearby ships, first picking on John’s French fleet. An annoying tactic, but one that felt necessary given the circumstances and opposing fleets. More damage probably could have been done if I revealed Moreau, but I wanted to keep the marine secret for longer. I also knew (partly through Shipping Charts) that both Dan and John had cancellers, so if they teamed up the Slipstream could be sunk.
The Dragon had a sad game where she stayed at home, as it was too risky to set sail as she would likely get blasted before she could sail through the bottleneck. The island partially cut off in the bottom left corner has been explored by the Raven, who found a Cross of Coronado there as well as 3,3,2. I was noting all of the gold and crew in play and wanted to know more. John soon found the Wolves I contributed at the island the Glaive is docked at, making me curious as to what they would be protecting. The rest of John’s fleet heads north around terrain, shadowed by the Slipstream. The Spanish and Americans eye each other, with repairs occurring in both fleets. Kyle did have designs on the gold islands, but has been foiled. This is because the Tartessos lurks in wait for anyone brave enough to pass through the strait. It looks as though both the Spanish and Americans will be confined to the home island half of the ocean, making it a very dangerous place for any gold runners brave enough to risk a return journey.
A few rounds later and the pace of play chugs along slowly. Seeing what looked like a long stalemate in the endgame full of fearful maneuvering and home island raiding swaps, I wanted to take some calculated risks to improve my position and keep the game moving. To that end the Raven swerved astern of the Enfant Terrible and rammed her derelict (just out of reach of the Marseillais) with the intent to capture soon afterwards. That happened after she explored that northwestern island, finding Marksman’s Map, an abandoned captain and oarsman, and a 1. Not the best island, but now I had both “spyer” UT’s and could easily peek at what Wolves was protecting without having to explore there. Knowledge is power, and now I was on a quest to know what every single face down cargo in the game was. From there I could make calculations, assess what risks I wanted to take, and determine whether to be aggressive with the Slipstream or make sure Moreau could kill the Wolves at the right time later on. The Atlanta has sniped a few masts off the captured Carolina, while L’Afrique is badly stuck on a sargasso sea.
My assets harass the French. The Enfant may not have a lot of value in the game, but I still want the coins she loaded and it’s always better to have more units available if possible. The more ships you have the more options you have.
Having explored the 3 wild islands I wanted to (and with Marksman’s Map allowing me to see the rest of the coins at the Wolves island), Don Pedro sacs the Raven’s oarsman to allow her to both capture a fleeing Enfant Terrible, and tow her into a fog bank all in one turn. I did this only after knowing (through Shipping Charts) that John had not picked up the abandoned oarsman, since that would have delayed my capture attempt. The west gets a little spicier as Dan sails the Espada de Dios through the bottleneck. Some talk had occurred about Dan and John teaming up their cancellers to counter the Slipstream, so I decided it was silly not to start using Moreau’s Marine ability with the sub still submerged. The Slipstream was definitely an offensive pest to be reckoned with, using a ram + “torpedoes” (submerged Marine shot; term coined by El Cazador) combo to eliminate half the masts from the Espada! I knew the Espada had no oarsman, so if she could be quickly dismasted, a capture of her magnitude might change up the game. Also, just in general I wanted to eliminate one of the opposing cancellers since doing so would mean the Slipstream was essentially invulnerable for the remainder of play.
The Raven has snuck away with a French prize, while the Slipstream can deter opponents from blocking the bottleneck for when the Raven eventually wants to make an 8S break for home….
The Enfant explored the Raven while they were in fog, transferring the abandoned captain to the Raven (knowing that if I revealed it, it wouldn’t count against the point limit of the ship unlike regular crew). I then dropped the tow, knowing the Enfant would likely camp out in fog to protect her 1 coin until it was counting time. The Espada flees southwest, docking to avoid being shot at by Moreau (due to Bianco’s Haulers aboard). John’s Glaive picks up the remaining two 5’s for a whopping 10 total gold, something I am intrigued about getting fought over if the gold moves far enough east.
The Afrique finally got free of her sargasso trap and joined her fleetmates for a fateful trip home. The Slipstream would not simply hang out with the Wolves, knocking down a mast on the Marseillais. The Espada has switched sides on the peninsula, with Dan measuring carefully to stay out of the Slipstream’s L+S ramming range. There was a considerable amount of premeasuring happening each round now, mostly concerning the Tartessos and Atlanta, who looked like they might have a clash of the titans as climax scenarios began to approach us….
The Atlanta was the first ship to blast the French on their journey towards home, taking masts off 2 of the 3 ships. The derelict Glaive was the prize that Dan and Kyle had been waiting all game for. 🙂 Unfortunately for Dan, despite an SAT from Castro on the Tartessos, his maneuvering and options were hampered by the Espada’s positioning and Lenoir’s cancellation sitting in his path to the Atlanta and/or Glaive. At the top right Kyle has accomplished a goal of his by recapturing the Carolina after a risky double ram attack while the schooner was still docked at Dan’s HI.
The French take a stand against the Atlanta but do minimal damage. I believe Castro missed an SAT, meaning the Tartessos didn’t have much range on Dan’s turn. Kyle took advantage, using the Atlanta to snipe two masts off the Tartessos! The Slipstream lurks near the bottleneck, as I heavily consider trying to sink the Glaive outright with a well-placed shot from Moreau. By this point I knew there was 29 total gold in play, with all four players having Ransom crew as well to muddy the calculations a little. I was tempted to send the 10 gold to the depths and increase the percentage of total gold I already controlled (only 6 between the Raven and Enfant, but a good start on the 19 that would remain), but decided against it because I didn’t want to draw so much attention to the Slipstream with both cancellers rather close. Better to bide my time with the opposing Lenoir so weak on the crippled Marseillais. Plus, SM Fantasma still lurked on the Dragon, so I wasn’t convinced that whoever got the Glaive’s gold home (if anyone) would retain it against my HI raider plus Dan’s Espada.
The Afrique compounded the problems Dan was facing by revealing fire shot and setting the Tartessos alight! John’s French may have been decimated, but they went down with an admirable fight. Dan took the Tartessos home to extinguish the flames, damaging the Atlanta on the way there in a drive by shooting. The Espada runs away, hoping to repair too. The Rattlesnake snags the Glaive, bringing an important prize into Kyle’s fleet! I finally scored a coup by sinking the Marseillais with Moreau, meaning the Slipstream had no way of being sunk by enemy players for the remainder of the game. I would be able to decide when (and if) the Wolves were eliminated… but that would not be my path to victory, as the game needed to end soon due to time constraints. 🙁 The Raven has finally emerged from fog with a favorable roll and gets into position for a potential sprint home….
Kyle transferred the Glaive’s coins to the Rattlesnake, who sailed home at L speed, giving the Slipstream another chance to sink those 5’s the Raven didn’t have cargo space to load back on the first explore of the game (another reason I wanted them out of play at this point – I didn’t want them to haunt me if I lost). Alas, only one of the two attack rolls (ram and marine shot) was successful, meaning the Rattlesnake would get home on Kyle’s next turn. Before the Espada got home in the below picture, she was briefly positioned off my home island. I premeasured the 8S total movement of the Raven, and realized I could reveal the abandoned captain on the Raven, hopefully hit both 2S shots, and shock Dan by derelicting the Espada (preventing her from getting home on Dan’s turn, and maybe by some miracle captured by the Dragon soon). However, the Afrique and her fire shot deterred me, since I would have had to sac the Raven’s oarsman. If I did that and the Afrique connected on a hit+ram, the Raven would be derelict with the Dragon unable to tow her home in one turn. So I decided against it and zoomed away from the slowly approaching Sioux, going off in the far southwest where my path to victory was far more clear – with the game’s end imminent, I had to ensure I had enough gold on my ships to win. Knowing the value of every coin in play helped a lot. I made a mistake with the Dragon by repositioning her at my home island in a foolish hope of somehow blocking part of the Espada’s transit home. This just left her a prime target for the Tartessos to ram, so the Dragon lost her helmsman and a mast but still had SM Fantasma for a potential HI raid.
The Atlanta was just getting into position to guard Kyle’s home island as the repaired Espada looked to steal his freshly unloaded gold. The Dragon sailed out to potentially raid Kyle’s HI (after an assurance from the Spanish that she wouldn’t be shot at), but she was quickly sunk by the Tartessos. The Raven was safe and sound in the peaceful southwest, where I ensured victory by exchanging Don Pedro Gilbert, the helmsman, and abandoned captain for the 3,3,2 coins I knew had been sitting there all game. Cheap way to win perhaps, but rules are rules and it was the last round of play. The time had expired and gold on ships counts in multiplayer games. I took the Enfant out of the fog to max out my score, getting a weence lucky she didn’t wreck on the reef connected to the exit location of 5 on the fog bank.
Ben’s Sneaky Pirates: 14 gold
Kyle’s Americans: 10
Dan’s Spanish: 1 (from The Hag of Tortuga Ransom payout)
John: 0
In the end, this game would have taken far longer than the ~3.5+ hours we played if it was played to completion. It was a weird kind of “stalemate meta” where all game long ships were scared to go through the bottleneck for fear of being blasted on the return journey, or in some cases, rammed and torpedoed into submission by the pesky Slipstream. In the end I think everyone’s plans were foiled. I wasn’t able to dictate a “phantom” endgame with the Marine-Wolves combo (their island held Runes of Magic, 4,1, so not overly interesting to me overall); Kyle wasn’t able to explore the west with either gold runner or win despite the well-earned haul on his HI; Dan was not able to best the Americans with either of his powerful ships; and John was not able to get any gold despite being arguably the most “honorable” and enterprising player by going after the coins as normal.
However, it was still a fun game and rather fascinating in some regards. The meta around gaming an anticipated setup or scenario idea could see potential curbing in the future, as fleets built to exploit planned setups often match up against each other in ways that can cause stalemates or odd gameplay where two different games are being played. This is somewhat reminiscent of the “Other Worlds” games I’ve played where one player is honestly trying to accumulate gold, but others exploit the setup and hang back waiting like vultures to pounce later on. Not saying it’s a bad thing, just an observation on how it works. Of course, I gamed the setup too, as I originally didn’t have Sac on the Raven… but knew I didn’t want to get caught at the bottleneck and crushed in a pincer movement. So I loaded up and got the extreme speed necessary to bridge the gap early, and it paid off since the Raven won me the game by staying safe and loading up gold at the opportune moment right before the gold count (kudos to Kyle as his runner up finish feels more like 1.5/”1B” given he had all his gold on his HI and played very well overall). As an additional note (spoiler alert), this result was somewhat similar to the Other Worlds games in that the players employing a “blockade” or home island-based strategy did not do as well as the players going straight for the gold. A bit of karma perhaps, and arguably a tactical lesson given that it’s certainly a trend now.
I think it helped that the first time I did this idea, the fleets were basically random. Perhaps a “setup wheel” or d6 roll could be made where you roll a d6 and a game idea is selected only after choosing fleets (within reason of course, since some fleets need to be based on some of the more crazy scenarios or ideas). Of course, the problem with that is one of luck, where someone with a terrain ignorer in their fleet could massively benefit from a scenario where terrain plays a big role. For the bottleneck idea, some fixes might include more distance between home islands, banning home island raiders, or introducing a second bottleneck of one whirlpool at each end of the playing area.
We still had fun and look forward to more adventures!
I met up with Dan (Witch), Kyle (kyky), and John for a 4 player, 100 point game at Mox Bellevue! (Mox Boarding House) Here are the house rules we use. In addition, the Longship keyword was replaced by the following based on Dan’s suggestion: +2 to boarding rolls, +S to base speed, Oarsman. This would make longships more historically accurate, with better speed but no extra firepower weirdness. You can find all game piece details in the Master Spreadsheet. We used 6 wild islands with 4 coins on each of them, with Kyle and I contributing the only UT’s (5 total). During setup we were each allowed to place one giant terrain, one medium terrain, and 2 standard terrain. The fleets are described below!
John rolled to go first:
Neptune + captain, helmsman, oarsman, 1 Ex-Patriot crew
Duc d’Enghien + CC Gaston de St. Croix, Godiva, captain, helmsman, oarsman
L’Heros + CC Lenoir, captain, helmsman, oarsman
Mercure + captain, helmsman, oarsman
Le Bon Marin + Maurice Aristide, helmsman
I went second with “The Wolf Pack”:
Cursed (super rare) Black Pearl + Cursed Captain Barbossa, helmsman, oarsman
Fantasia + helmsman, oarsman
Red Curse + Captain Mysion, helmsman, explorer, oarsman
Shadow + Coconut, Gunner, helmsman, oarsman
Raven’s Neck + Hammersmith (F&S), The Hag of Tortuga, explorer
Rover
Mermaid
Kyle went third with the English:
HMS Granville + Sir Jeremy Rothschild, RotF Thomas Gunn, Mercer, oarsman
HMS Dover + RotF Hermione Gold, Administrator Scott Bratley (0LR+5)
HMS Duke of York + Lord Thomas Gunn (OE), Admiral Morgan, helmsman
HMS Oxley + Admiral James Norrington, F&S Hermione Gold
HMS Kirkwall
Dan went last with the Jade Vikings:
Black Lotus + Li Quin, SS Shap’ng Tsai, helmsman, 2 explorers, oarsman
Asgard + Grim the Savage, others
Hrunting + Ethan the Farseeker, helmsman, others
Polaris + Sigurd Andersen, helmsman, others
Sleipnir
The idea for my fleet started with the PotC SR’s, which I acquired recently but had yet to use in a physical game. The Black Pearl and Fantasia were the first ships in the fleet, and I decided to fill it out with more square rigged 4 masters (two of which had HI raiding) which would surround the Fantasia for her cannon bonuses in a “wolf pack” of firepower and cargo potential. BP was the hunter, Red Curse was the thief hybrid with some Parley flair, Shadow was the primary thief and fastest overall gold runner, while Raven’s Neck was the all purpose support hybrid whose spying ability would inform me of which home island(s) to raid. Fantasia would cheerlead the captained ships while the Rover and Mermaid were added at the end with the Hag to provide a distraction from the wolf pack and additional gold gathering options.
In the far west (left), the French have set up a strong defensive position around the exploratory efforts of the Bon Marin and Heros. The English consider attacking, but call it off. At the bottom right, the Sleipnir has round earthed to the southeast to contest gold that the Mermaid and Rover have discovered. The northbound wolf pack splits up a bit, with the Raven’s Neck grabbing nearby coins (including Marksman’s Map and Runes of Magic…) while the Shadow and Black Pearl speed towards the corner island, as the RN has tipped them off about a 6 where the Mercure has docked.
The Rover and Mermaid explore the island in the southeast, finding two 3’s, Jailhouse Dog, and Trees. The Marksman’s Map on the RN means I can now look at two facedown coins on islands per turn, fueling my efforts to decode the “puzzle” of the gold distribution as fast as possible to help guide my future actions.
The Sleipnir (moving 4S with the house rule!) speeds over and rams the Mermaid derelict. However, the Mermaid gets a 6 to win the boarding party! The English have arrived, leading to a deal (handshake and all!) between Dan and Kyle that they will not fight each other in the area if Dan gets the Mermaid’s coin and Kyle can have the other three. They also seemed to surmise that the island contained quite a good amount of gold value, which amuses me as I exercise my right to remain silent. 🙂 (at this point, only UT’s are on the actual island)
The Mermaid re-explores the island, triggers the Trees UT, and puts her mast back up! The Rover has ducked into the nearby fog bank, where she will remain for most of the game….
The Black Pearl hits 2/2 to dismast the Mercure, while the Shadow explores with Coconut and takes aboard 10 gold total.
The English intervene, Dan and Kyle’s deal is broken, and things begin to unravel in the southeast. The Duke of York failed to steal the Mermaid’s coin but does dismast her again. The fort is a semi-proxy for The Devil’s Maw, only built after the Duke entered the fray (I forgot to add the 5th flag since I was waffling between building it vs. Dead Man’s Point). The Granville and Kirkwall have appeared via round earth as well, but I have the superior positioning – the Red Curse, Raven’s Neck and Fantasia are all docked at my home island (RN having deposited the gold needed to build the fort) as they have returned from their brief gold excursion.
An eventful round! HMS Duke of York clears the fort’s flags with a single Broadsides Attack (in hindsight one flag should remain), and the Granville heads southwest to provide support. However, my Pirates strike hard soon afterwards, with the Red Curse (4/4) and Raven’s Neck (2/2) hitting 6 times with the Fantasia’s help to dismast both Englishmen!! At the bottom right, the Shadow returns to home waters via round earth, missing Gunner’s SAT but desperately trying to get home with her gold.
At the bottom right of the following picture, you can just see the bow of the Black Lotus, who has rammed the Shadow and taken off two of her masts as Dan gets into the anti-Ben action. XD Indeed, it seemed that everyone was gunning for me for a bunch of the game, and you can see John’s Heros and Neptune stalking my home island at the right. The Black Pearl got caught up battling the Duc d’Enghien, winning but losing strength. In this picture she has round earthed to the northwest to pull off a minor coup, sinking the fleeing Mercure (rowing home on oar power) with a well-placed L range shot and dismasting the oarsman-less Bon Marin with a ram (the Black Pearl was partly trying to get the Heros and Neptune to come get her and get away from my HI, but it didn’t work). In the quieter waters of the middle ocean, Dan and Kyle gather gold from central islands in relative peace, except when the Hrunting dented the Oxley but got badly mauled in return (the former now in that giant fog bank).
By this point I had spied that John picked up Runes of Odin earlier in the game, first by knowing it was on the westernmost island and soon after seeing that the only coin left on that island after he explored was a 1. After the Bon Marin deposited her full load on his home island but the Heros still had a coin, I figured it was on the Heros. However, I started spying the coins on John’s HI to see if either of the coins the Bon Marin unloaded were worth stealing with my Red Curse or Shadow. To my shock one of the coins was Runes of Odin! This was a unique situation where you cannot load any treasure from your own home island (denying John the use of the rune), but I had the HI raiding capability to take it for myself…. O_O I already had Runes of Magic on the Raven’s Neck, so as soon as I potentially got both, I could flip them for an Odin Missile to wipe just about any ship in play off the map! This quickly became my #2 goal besides winning the game, with targets likely being the Neptune, Dover, or Hrunting (the Asgard’s Grim the Savage remained face down the entire game).
Before seeing that the Runes of Odin had made it face down to John’s HI, I nearly did a really bizarre play. I was thinking about flipping Jailhouse Dog (still at the southeast island in my fort) to eliminate my own Marksman’s Map UT (it was the only faceup UT in play) simply to deny the other players from using Jailhouse Dog in the future to interrupt the rune combo. The fort was looking mighty fragile, and if someone explored the island and made off with the dog, it might wreck my future plans. In this case, I made a comment (usually the volume of information I volunteer out loud is directly related to how much I want to win lol) about how glad I was to have done a double-take on John’s coins, because it informed me that I didn’t need to waste both the Dog and Map simply based on theoretical rune combo paranoia. XD I could hardly contain my shock, but with 3 of the 4 UT’s in question face down, it was hard for the other players to know what was going on (Kyle contributed both runes so the combo was definitely on his mind throughout the game). Just some little strategy tidbits from an obsessive player.
The French attack from the north! The Heros sails down and dismasts the Fantasia. This excited me as I wanted to eliminate the Heros as a potential raider of my HI. Conveniently, though the fort play was risky and questionable, it did put both of my coins worth value back on a wild island, preventing the Heros from taking some of my treasure while my back was turned as I dealt with the English threat.
I loved my next turn – Gunner’s SAT finally triggered, getting the Shadow home to safety and netting me 10 gold. Hammersmith’s Captain ability (on the RN) was cancelled by Lenoir on the Heros, but the Red Curse was available as well, with Captain Mysion directing a vicious broadside that sank the Frenchman in short order (with a possible assist from the Fantasia). The Mermaid captured the Duke of York, who I planned to repair ASAP as she had a very nice (and intact) crew complement aboard.
The Duc got a timely SAT from Gaston, rowing home at 4S to avoid the dangerous Black Pearl. Cursed Captain Barbossa’s rage is not over however, as he takes the Bon Marin as a prize.
In what must be an extreme rarity, the Kirkwall S-explored my fort island to mark it explored for Kyle’s English and unexplored for me. However, the Mermaid docked the Duke of York there, who used Admiral Morgan’s EA to quickly repair 2 masts. The Red Curse and Raven’s Neck are ready for all comers, but as the endgame trudges forward my thoughts shift back to home island raiding… conveniently enough, another SAT from Gunner allows the Shadow to repair twice, returning her to full strength.
The Black Lotus finally puts an end to Barbossa’s cruel gunnery barrages. The Sleipnir is headed west for one of the last “wild” coins in play, but the Neptune’s return will soon deter her.
The Black Lotus was not able to finish off the Black Pearl, and then got hit with some worst-case dumb luck: a 5 on Fear meant she couldn’t use ANY abilities for a turn. The gleeful Barbossa returns the Black Pearl to home waters via round earth, dragging the Bon Marin with him. Upon arrival he is greeted by the Shadow and Red Curse, who are making full speed towards John’s home island with the intention of stealing Runes of Odin. Some players had to leave soon, so we started taking some faster turns. In addition, through spying on all the enemy home islands I had a pretty good idea that I was in the lead and just needed to conserve my gold score. To this end it was actually a relief when Kyle’s Kirkwall landed the final hit needed to destroy The Devil’s Maw fort, as it allowed me to quickly re-explore with the Raven’s Neck and scoop up the 6 gold that I wanted on my home island, not in an abandoned fort on a wild island. The fully repaired Duke of York was unleashed on her former fleetmates, quickly sinking the Kirkwall and begging the Dover to come get some as well. XD
At this point it should be noted that the luck disparity was becoming ridiculous, and possibly somewhat historic. Dan couldn’t roll dice to save his life today, and Kyle’s BA against the fort felt like ancient history as the Dover flailed against the Duke and was sunk in short order immediately afterwards. At one point in this game I rolled four 6’s in a row, and didn’t lose a crew to a boarding party all evening. The Black Lotus would normally make short work of the BP, but failed. Sigurd Andersen was also a major disappointment for the Vikings, possibly only giving Dan one AA all game. My luck on the cannons was exceptional, especially for a physical game where it is regularly atrocious.
With maybe about 25 minutes left for playtime, I force my strategy and send the Shadow to the northwest via round earth. The Red Curse can back her up, but the Duc is fully repaired and still fully crewed. In addition, the southbound Neptune at the far left is actually dangerously close to my fleet, but as I feel comfortable with my gold lead, why not go for the crazy rune combo? XD
Alas it was not to be – the Duc got an SAT and dismasted the Shadow, who was lucky to even see home waters again after rowing for home. The main key is that the Raven’s Neck and Rover have arrived home with an additional 9 gold between the two of them.
Having been on the rough end of combat for a while now, it was neat to see John have some fun on the last round. The Duc got another SAT and sped to the southeast, blasting away but missing plenty of shots (luck on my side yet again, even when I didn’t need it). The Neptune cleaned up well, round earthing to crush the Red Curse and Shadow! Knowing gold on ships counted for the endgame rules, HMS Duke of York and the Sleipnir both nabbed 1’s just as time was running out. Somehow the Black Pearl had survived her entire journey, with Barbossa earning his keep as an undead ghost pirate. O_O
The final scores:
Ben: 21 gold
Dan: 15
Kyle: 11
John: 4
This was a good game that showed that even when everyone is against you, some luck and good abilities and strategy can still win the day! We liked the longship house rule, which might see usage again. If you were disappointed that no one could pull off the rune combo, I have a far more ludicrous game for you to read about….
I met up with Dan and Kyle at Zulu’s Board Game Cafe in Bothell WA for a pair of 3×50 games (3 players, 50 points). Here are the house rules we use. The other house rule we used was a big one, and the main theme for the day: each player’s turn was limited to 2 minutes. We used our phone timers. In general, if a ship had commenced an action, she was allowed to finish that action even if the time was up (partly to not ignore obvious rules like resolving boarding parties/etc). If any rules or UT ability text needed to be researched, the timer was paused. These were my first games ever using timed turns, and I enjoyed it more than I thought I would.
I went first with a Spanish UPS idea (Universal Pirate Shipping, a fleet strategy publicly pioneered by darrin of Miniature Trading). The fleet actually started with the Song since this is the first time I’ve used her in a physical game, but she paired perfectly with the Sol, another ship on my list of ships I wanted to use in the near future.
Song + Genny Gallows (SM), helmsman, 3x oarsmen with 1 starting on HI
Sol + SM Castro, Vaccaro, Bianco’s Haulers (SS), helmsman
Cursed Blade + helmsman
Dan went next with a Jade Pirate fleet consisting of the Eagle, Black Lotus, and Tiger’s Breath.
Kyle went with an English all-junk fleet with HMS Grand Temple, Divine Wind, and HMS Clear Wind. This meant every player had at least one junk in their fleet.
The Sol flipped a coin to the Song, who redocked to unload it at +3 value between Genny Gallows and the Song’s ability. HMS Grand Temple was about to shoot at the Sol, but Bianco’s Haulers prevented it.
The Sol also grabbed Homemade Flag, which could make her annoying to face even while at sea. My Cursed Blade (a different copy of the same ship from my original collection and one of my favorites) got loaded up with all four coins from a western island while Dan’s fleet headed out. The Tiger’s Breath has provided a quick ROI.
With the Sol an invalid target, Kyle takes HMS GT over round earth to dismast the Cursed Blade! However, at the right you can see Dan just now moving the Eagle into position to blast the mighty junk…
However, the Eagle only shot 1/7 in a double action, leaving her wide open to a devastating counterattack!
The area turns into all-out war, with both sides suffering HEAVY losses! The Grand Temple is sunk, but the Eagle and Black Lotus are both dismasted. HMS Clear Wind is trying to salvage the situation for the English but has set herself alight with fire shot. The 5 on the Cursed Blade is a scuttle roll (I did this to prevent others from capturing her, as at the time it looked very unlikely the scuttle would go through and trying to rescue her with the Song would have likely lost me the Song as well).
In the meantime, the Divine Wind has returned a coin home for the English. Capitan Castro is keeping Genny busy, trading home more coins for additional +3 bonuses. Before Robinson went down with the Grand Temple, his ability allowed me (the player to Kyle’s left) to fling some impressive named crew over to the Sol’s new island. I wouldn’t be able to convert them into gold somehow, but I figured at least one might be valuable in the long run.
The Cursed Blade was scuttled, going down with 12 gold aboard. The English will not go quietly, as HMS Clear Wind presses her attack even as her fire spreads. However, the Black Lotus is hiding in fog and the CW cannot finish the Eagle.
HMS Clear Wind puts one fire out, but the other spreads, dooming the ship to burn to the waterline.
With the gold dwindling and no home island raiders in play that I anticipated, I had little to lose towards the endgame. The Sol went for some of the final coins on an island in the south, but was promptly sunk by the Divine Wind. However, I still had the Song, who had dumped Genny Gallows at home in favor of picking up OE Calico Cat from the island at the right.
The worst thing has happened to the Black Lotus – she rolled a 1 to exit fog onto a reef, and became a shipwreck! However, Dan is still in business, especially with the Eagle getting ready for more action.
We agreed that if a ship can touch a shipwreck without touching the reef, the ship would not have to roll for reef damage. The Divine Wind made a detour to build Ramsgate (admittedly just for fun by Kyle), but heads back south as the Song tries to pick up some of the last coins. The Tiger’s Breath stole one of my coins with the Wine UT.
The Divine Wind dismasted the Song and killed Calico Cat. The Song was still able to explore, and I loaded her up heavily to increase the chances of getting any coins home. One of the coins you see on the deckplate is Homing Beacon, which might help if she miraculously survives a lengthy chase scene. However, for now the path is blocked by sargasso seas. Although Dan was not able to save the Black Lotus, he does get her coin home and now has 2 fresh ships for the final phase of play.
The Divine Wind pursued the Song but then headed to the center since Dan was attacking Ramsgate. This allowed the Song to get home, but I had no way to pick up Genny Gallows before the Song’s coin automatically unloaded, at least that I know of. After the coin was unloaded I tried to end the game by wrecking the Song, but couldn’t roll a 1 with either reef roll. Dan had won the battle at the fort and eliminated Kyle, taking home all 4 gold from Ramsgate, which actually proved crucial!
Dan: 20 gold
Ben: 17
Kyle: 1
A nice game with a tight finish. As we see in a ton of games, lots of alternative endings. If Kyle hadn’t built Ramsgate, I would win 17-16-5. If the Song had successfully ran aground it would have been 17-16-1. Alas it was not to be!
We had all prepared two fleets for the day’s games, so the second game would feature a completely new setup and fresh fleets. The final island was placed in close proximity to others, but quickly got surrounded with terrain.
I rolled to go first again, bringing a mostly American fleet. Continuing the theme for the 5th or 6th game in a row of playing a ship brand-new to my collection for the first time, USS Maryland was how the fleet started. In the end I couldn’t resist two of my American favorites for the rest, as the Roanoke and Hessian are both just so versatile and fun.
Roanoke + Captain Mysion, Le Requin, Gus Schultz, Wayne Nolan, helmsman, oarsman
USS Maryland + captain, helmsman
Hessian + helmsman, oarsman
Dan went with HMS Interceptor, HMS Gibraltar, and the Devil Ray:
Kyle’s French fleet had La Vengeance, Tepant, Pique, and Coeur du Lion:
The Tepant got SAT from CC Gaston de St. Croix early, but her captain was cancelled by Lawrence aboard the Interceptor! The Vengeance braves a reef to get gold. The Gibraltar, Pique, Hessian and Roanoke have all made quick gold runs. The gold supply seemed to be running out quickly, but this game actually wound up taking longer than the first….
The Roanoke explored one of the center islands soon afterwards, but found Wolves along with Wine and two 3’s. Dan had included the Wolves and had the only musketeer in play, RotF Trevor van Tyne.
The Interceptor dismasted and captured the Tepant. The Roanoke gets stuck in a sargasso sea, but she will explore before trying to free herself. Seeing the impressive French gold running scheme, the Maryland whirls west to combat their gold runners. A gaffe with the Plunder UT (which got thrown out) was the first of about two asterisks for this game. The Gibraltar is transferring coins from the Devil Ray since the latter can’t dock at home with Mercenary.
I sacrificed the Maryland to dismast the Coeur but couldn’t sink her, leaving her easy prey for the Vengeance. The Interceptor returns home as the strategic elements intensify.
The Devil Ray rammed a mast off the Vengeance, who fails to dismast the Maryland. This allowed me to capture the Coeur with the Maryland, but that area was still a lost cause for me. More interesting was combating the Gibraltar with the Hessian, but the Hessian didn’t have the speed or cancelling options to contest the island they’re docked at. All while the Pique misses a few S+S range potshots at the Hessian. The Roanoke only spends one turn stuck in seaweed, ready to launch home next turn.
In the south, the Maryland is finally dismasted and the Gibraltar returns home with a couple coins. I am eyeing the wide-open Tepant derelict at this point, despite her proximity to Dan’s HI via round earth. The Roanoke’s 2 remaining face down crew (Captain Mysion and Gus Schultz) may have deterred Dan from being aggressive.
Kyle sent the Pique north, allowing the Hessian to ram her derelict. With the Roanoke watching the Tepant, the Hessian turns back to capture the French prize. I immediately roll for scuttling, trying to trigger Eternal as fast as possible so I don’t have to tow her home. Part of the reason I was able to snag the Tepant was because Dan was preoccupied with stealing some of Kyle’s gold, home island raiding with HMS Gibraltar! The Vengeance had towed the Coeur home but lost a mast to the Devil Ray’s submerged ramming, which helped when even Kyle’s accurate anti-English guns were not numerous enough to sink the Gibraltar! The thief runs into fog, not able to return home on oar power with no helmsman. (Sir Jeremy Rothschild was her other crew. A neat sign of the times as all three of us have used rather interesting and unconventional crew setups in nearly all of our recent fleets.)
Some general regrouping. I figured I’d increase the size of my fleet by capturing the Pique as well, though both French prizes were vulnerable to the Interceptor’s striking range. The Gibraltar gets her stolen loot home while the French repair.
Here the second asterisk affected some of the decisions, as Dan didn’t realize that ships could be given actions immediately after warping home via Eternal. I think he was thinking about raiding my HI with the repaired Gibraltar when the Tepant showed up and Gaston used SAT to quickly repair half her masts, simultaneously blocking off some of my HI and getting some much-needed firepower at the American HI. It turned into an accidental French-American ship swap, as Kyle had captured USS Maryland and was repairing her for future use.
The Roanoke lost two masts after exiting fog straight onto a reef. However, she reached home with an SAT. The sloops have no fear of reefs, with the Hessian towing the Pique over one to get home faster. By now I believe all gold except for that guarded by Wolves in the middle was unloaded to HI’s. The attention turned towards Dan, as his decisions would control the endgame. TvTyne on the Interceptor was the only path to freeing up the last 2 coins worth value in the middle, and his HMS Gibraltar had the HI raiding capability that could also extend the game if she stole any more loot.
Kyle was using Marksman’s Map every turn to look at face down coins on my home island. This would help him calculate his odds of winning and how much the coins in the middle might matter. We spent a lot of turns doing almost nothing, with various “passes” occurring as we weighed decisions and jockeyed for position. Kyle eventually explored the middle island with the Coeur in order to see what coins lay there. Dan considered various options and had to figure out how to make his few key game pieces count the most despite 4-5 dangerous ships that would inevitably oppose his run on the Wolves. At one point the Vengeance was somewhat vulnerable near the Roanoke, but I elected to repair given my generally horrid luck with rank-3 guns and the ever-present timer that limited my decision time. This was probably a mistake in hindsight, but there were a lot of outcomes and plays that couldn’t be given the regular amount of consideration since we only had 2 minutes per turn to do everything with all of our ships.
At one point I had the Roanoke in between reefs near my HI when Dan decided he wanted to force things so the game didn’t take a massive amount of time. He flipped Grease Barrels, round earthed the Interceptor and hit a nice 4/5 on rank-3 shooting to smash the Roanoke. She was nearly dismasted but the Devil Ray rolled a 1 with submerged ramming (the first of three 1’s in a row for her submerged rams!). The Vengeance had been protecting the French HI from another Gibraltar raid, so this did leave things open for Dan in the center. However, we all knew that all hell would break loose as soon as the Wolves were killed!
And indeed, the game completely exploded. TvTyne shot the Wolves out of play with his musket, allowing Sir Jeremy Rothschild to load both 3’s and the Wine on the Gibraltar. She was rammed by the Pique (who stole a 3) and Maryland (killing Rothschild) but managed to flee into a fog bank! In a rushed turn the Roanoke blasted her way back onto the scene, using Requin’s SAT and her 3L cannons to sink the Interceptor outside of Lawrence’s cancelling range.
The Vengeance arrives and the French and Americans get caught up in a big fight. The Vengeance sank Le Pique, who took 3 gold with her. My luck completely evaporated as the Roanoke failed her SAT and to dismast the Vengeance.
Many shots are exchanged between the French and Americans, with the Roanoke losing masts and crew at a depressing rate (for me lol). The Maryland was doing more damage to my fleet than I doled out with her earlier. The most important thing in play is still HMS Gibraltar, who is sprinting home with her gold. Can the Coeur du Lion stop her?
OOF!! Dan decides to take the Gibraltar through a whirlpool to get home the back way, but for the second game in a row he ends up with a shipwreck!! O_O This is pretty wild since shipwrecks are rare enough in this game… let alone two from the same player in one day! This marked another roll of 1 in the endgame for Dan, whose luck ran out after the Interceptor owned her gunnery against the Roanoke and the wolves.
Top of pic: With the Maryland effectively finishing off the Roanoke, I had to divert the Hessian to get rid of my own pest. Bottom right: Inevitably the wreck of HMS Gibraltar is swarmed. The Vengeance explored the wreck after being dismasted by the Tepant.
The Tepant has no cargo space open to steal the Vengeance’s 3 coin, so she starts ramming to eliminate the oarsman from the Vengeance. However, she runs out of time as the Vengeance rows into the nearby fog bank. She was also losing masts to the Devil Ray’s submerged ramming, which finally started working. The Hessian arrives with the intent to help the Tepant block fog bank exit maneuvers but is too late. This entire endgame for me was like watching a long painful train wreck. Everything that could go wrong went wrong!
In the end, there would not be another fog-reef-shipwreck sequence. The Vengeance rolled a 1 to exit the fog near home, but rolled well to avoid wrecking herself. She rowed home to end the game, and the coin mattered immensely!!
Kyle: 16 gold
Ben: 14
Dan: 12
What a game! Even more entertaining than the last game and with closer scores! Lots of crucial plays and big rolls that affected the endgame, the difference being that they happened rather rapidly due to the turn timer. Overall it was pretty well played by all sides. Arguably, each fleet had at least one thing they wanted to “redo”. The French wished they hadn’t eliminated the Tepant’s oarsman, thinking they could get an abandoned one to replace it (leaving her open to capture right after getting dismasted). The English may have done better if the Interceptor had brought the Tepant home soon after capturing her. I probably should have taken the chance with the Roanoke when she had SAT and could have put 6 3L shots at the Vengeance. My endgame was a complete disaster, though it’s hard for me to know if it was because the turn timer forced my decisions. I was really disappointed to barely use Mysion and Schultz, though I think it’s good I didn’t Parley when the Interceptor attacked, as it may have flipped my gold score with Dan’s. Towards the end it was really cool that Kyle was able to use the Marksman’s Map many times over (partly due to the large number of turns the game took) in order to see what he needed at the end to win, earning the victory over the tight competition.
I definitely enjoyed the turn timer more than I expected. It’s a neat house rule we’ll probably use again. My only problem is that it did result in a few lost actions, but generally not due to excessive deliberating. There are just some turns where you have 5-6 actions to take (especially with extra actions available) and with all the cannon shots, ramming, boarding and maneuvering there is just not time to do it all. I think the Tepant lost an action in the endgame, which probably wouldn’t have affected the standings… but when you add up all the lost actions in the game it feels a little weird (especially if another player can’t decide if they want to board and the first player needs to move on). Mostly because it’s rarely in a player’s best interests to lose actions or ship turns in crucial moments. Perhaps in a game of this size (40-60 points I’d say), a timer of 3 minutes per player turn would be the sweet spot between keeping the game moving at a good pace while not impeding on how fleets are played or how rushed actions are taken. I also think it would be worth trying a game with a “total time limit”, where each player has 30-60 minutes to take ALL of their actions for the entire game. If they run out of time, they are out of the running entirely or their gold is counted up and that is their fixed score for the end regardless of what happens after.
I met up with Dan (Witch) and Kyle at Northwest Pirate Festival in Lacey Washington! We set up a folding table for a 3 player 100 point game. Giant terrain pieces were placed liberally, and round earth was used as usual. We tried a return fire house rule: Once a ship was done shooting at another ship, the second ship could return fire with any cannons it had left, though they would get -1 to their rolls. The game ended up with many asterisks but was still fun.
I went first with an “Evil English Curses” fleet:
HMS Salient + RotF HGold, LE Griffin, Myngs, CRGO, First Mate Ismail
Soul Crusher + El Fantasma, helmsman, oarsmen x3
Tasmanian Devil + captain, helmsman
Sea Rat + helmsman
The first three of those ships have been on my list of ships to use, and the idea was to steal gold with the Salient (through switchblade boarding) and Sea Rat (HI raiding) while the Soul Crusher and Tasmanian Devil simply caused as much chaos and distraction as possible. I knew I wouldn’t have a great chance at winning but it looked like a fun fleet. I feel like switchblades fit The Cursed more than the English, and so The Cursed were the ringleaders of this little mini evil alliance, recruiting the newly constructed TD to boost firepower.
Kyle went second with a Spanish fleet, with Dan going last as the Pirates. Fleet pictures taken partly through the game and don’t show all crew.
With Dan’s powerful looking fleet just a move action away from a nearby wild island via round earth, I took my entire fleet into fog banks to start the game.
La Monarca explored for Kyle, finding a few negative UT’s. However, in an incredible stroke of luck, the volcano’s lava floes destroyed the wolf habitat and killed them! O_O
My Tasmanian Devil emerged from the massive fog bank at the far left to attack Kyle’s fleet, dismasting the Monarca. We forgot about return fire for this skirmish, but it probably affected both sides approximately equally. The Soul Crusher may be trying to follow her into battle, but will be at the whims of fog bank rolls.
The Garante used a round-earth-and-back maneuver to come broadside to the Black Swan, knocking out two masts and taking a hit in return. The Tasmanian Devil is sunk by Spain but the Soul Crusher emerges from fog to keep up the fight. Dan’s ships are getting gold up top, while the Joya del Sol has docked at the middle island. For this game we agreed to a house rule that allowed ghostly ships to technically be docked after ending a move action with their bow overlapping an island, which was probably a mistake given how the keyword was already quite beneficial seeing how such a large percentage of the map was covered with terrain. After rolling a string of 5’s at the top left fog bank, I decide to redock the Salient and Sea Rat, frustrated with the exit location and overall setup.
I had a strange thought while playing – with recent eBay prices of $100 for the Tasmanian Devil and $76 for the Soul Crusher, I was coming close to fielding a $200 fleet (in theory) with only four ships… how times have changed! (This site contains affiliate links for which I may be compensated.)
The Joya del Sol abandons the gold in the middle to assist in the fight against the Soul Crusher, who is engaged in a long fight against the Algeciras and Picador. Despite all three ships firing at each other at point-blank range, many shots miss wildly. Perhaps it was a little foggy even on the outskirts of the main bank… which the crippled Black Swan has fled into following her fight with El Garante.
The Joya del Sol rams the Soul Crusher, Kyle reveals the Inquisitor, and wins the boarding party to kill all of the Soul Crusher’s remaining crew! O_O The Soul Crusher failed to massacre the Algeciras’ crew earlier in the game, and now the evildoers got a taste of their own medicine. Dan and I were both surprised to see the Inquisitor on the Joya, and indeed I thought it was really cool how all three of us used various unconventional setups/crew complements in our fleets.
At the bottom left, the Gruesome gets stuck in a sargasso sea. The Picador tried to pounce, but Dan revealed Tia Dalma to cancel the Spanish captain. However, the Joya sped over to ram and board the Gruesome, resulting in another inquisition massacre! Dalma and Hammersmith were dispatched in short order. The Soul Crusher was finally sunk by the Spanish. At the bottom right, the Black Swan was able to return home with gold, repair, and is now back out for more. At the top, the Amity teams with the Princess and Genny Gallows to increase the value of Dan’s coins. After some more fog bank rolling and cautious maneuvering I finally was able to get the Salient and Sea Rat into position. I wanted to raid a home island with the Sea Rat, but Dan’s strong HI position meant she would be sunk or captured pretty much immediately upon arrival, with the Salient only able to provide marginal help in such a tight area and hopeless case.
The Amity goes after the Monarca’s exploration efforts in the center, but has a horrific turn. She rolls a 1 to lose the maximum of 2 masts to the reef, then gets foiled on ram damage by the Cross of Coronado UT!
This was taken in between events at the festival, but it was nice to see some cannons going off nearby as we played. We also heard some Pirates of the Caribbean music which of course is more than appropriate.
Dan raided Kyle’s HI with SCS Fantasma, but the Black Swan was sunk by El Garante on the transit home. I was waiting until the endgame to go out in a blaze of glory HI raid, but completely botched the treasure situation. Despite contributing at least one of the face down UT’s still on wild islands (abandoned cannoneer), I didn’t realize that we had run out of gold worth actual value to unload at HI’s. Thus the game ended.
Final scores:
Dan: 27 gold
Kyle: 14
Ben: 0
This was a good lesson on why ghostly ships can’t dock even if overlapping an island (in hindsight this is clearly written out in the keyword itself). Though Dan would probably still win overall as he had a strong (and cool!) fleet along with two HI raiders to assist in the endgame. There were also some UT botches due to inexperience, where a few UT’s were tossed out since they had been played improperly.
I don’t have much feedback on the basic return fire mechanic after this being just the second time I’ve used it, other than how it creates additional house rules. For example, it must be decided how extra actions will be handled – will the ships have a chance to return fire before the ship’s second action, or only after that ship’s turn is done? (probably after every action to help curb that extra actions are an overpowered mechanic)
It was good to play at the Northwest Pirate Festival and continue our pirating adventures!
This game against Gazerbeam543 was in Studio City, California. We used his GF9 islands along with almost all the terrain I had with me.
I went first with the French:
Le Triton + Lenoir (RotF version), captain, helmsman, oarsman
La Bonne Chance + captain
L’Afrique (BC version) + captain, helmsman
Le Courageux + captain
The idea was a balanced French fleet that had captains on every ship to take advantage of the various decent guns and still leave plenty of cargo open for gold. Essentially 3 hybrids along with the Bonne Chance.
He went with a Spanish Pirate fleet:
San Cristobal + Victor de Alva (F&S version), Duque Marcus Vaccaro, helmsman, explorer, oarsman
Akua Lapu + Hammersmith (F&S version), Crimson Angel (OE version), Coconut
The SC got an EA and round earthed to blast my French fleet. Despite taking some severe pounding, both the Bonne Chance and Courageux survived the assault. Knowing I had a captain on every ship, I was excited to strike back with full force.
In some typical bad cannon luck for me, I returned fire with all seven remaining cannons but only hit twice!
The SC made a break for it but without EA she was easily caught by the Triton and Bonne, who combined to shoot her to the bottom in a reversal of fortune!
At this point both fleets had gotten some gold. The San Cristobal fight was a 4-on-1 action, and the rest of the game looked to be the same with only the Akua Lapu remaining for Gazerbeam’s fleet. Knowing I had Lenoir’s Parley face down on the Triton, I felt comfortable sailing her east to contest the Akua Lapu’s exploration efforts.
The AL found Turtles! These tokens are from Tilorfire27 of the discord server.
The AL returns home with yet more gold, the Triton starts running over turtles, and the Courageux and Bonne Chance repair.
The AL sails back out to attack the Triton, but Lenoir is flipped. Unfortunately in the random draw I Parleyed away my most valuable coin (a 5), but it left the Triton intact to blast off most of the AL’s masts.
The AL flees into fog while the turtle assault intensifies. Kill the wee turtles!! The Afrique and Bonne Chance get in on the action, whacking the greenies out of the water left and right.
Not a single turtle survived the three-pronged French assault, but I was still facing an uphill battle to win the gold race. The Courageux has picked up some lower value coins from the middle island while the Triton and Afrique make a break for the northern island. Blue blur at left is a d6 roll accidentally captured mid-roll. XD
The newly repaired AL sank the Bonne Chance and took a mast off the Courageux, who found the Frond of Fisaga in the southeast. I was happy that such events seemed like sufficient distraction for the Triton and Afrique to get home safely with their gold.
The Akua Lapu finishes off the Courageux before moving on to the French HI. The Triton returns home with gold, blasting a mast off as she pulls into port. However, the Afrique can’t quite make it and will hide in fog until the opportune moment.
Soon afterwards the Afrique emerged to dock home the final coins, ending the game!
1.Gazerbeam543: 33 gold
2.A7XfanBen: 24
A solid game against Gazerbeam with some worthwhile abilities used. Perhaps if I had come with a more competitive fleet, if Gazerbeam hadn’t gotten so many EA’s/SAT’s, or Parley hadn’t resulted in a 10-gold swing, the outcome may have been different. Thanks for reading!
I met up with Dan (Witch) and Kyle at Mox Boarding House Bellevue for a unique 2 vs. 1 game to celebrate the Fourth of July! (a handful of days early) I would field a 100 point English fleet, while Dan and Kyle would team up. Dan created a 50 point American fleet, while Kyle had 50 points for the French. They would share a home island, but take individual turns. Since each of the allied fleets had a Limit crew, I was allowed to use two Limit crew in my fleet. There was a brief ban list including events, Paradis de la Mer, Mycron/Deleflote, DJC Bonaparte, Blood Money and Natives.
The massive pieces of terrain are those I won in a recent eBay auction. They were a big hit and we look forward to using them again in the future. We used round earth rules with 5 coins on each of the 5 wild islands.
Here are most of the fleets in play order:
Kyle (50 point French)
Conquerant (house ruled to cost 17 points instead of 21!) + Lenoir (F&S version), Godiva, captain, helmsman
L’Auguste + Maurice Aristide
Le Pique + helmsman, explorer
Dan (50 point American)
Enterprise + Jonathan Haraden, Commander Albert Crenshaw, Commodore Matthew Perry, helmsman, oarsman
Providence + Dr. Clark Lewis, captain, helmsman, oarsman
Ben (100 point English)
HMS Phoenix + Admiral James Norrington, helmsman, stinkpot shot
HMS Serapis + Sir Christopher Myngs, CRGO (BC version), captain, helmsman, oarsman
HMS Hyena + 0LR+5 Bratley, captain, helmsman, oarsman, firepot specialist, fire shot
Cygnet + HGold, oarsman, French Letter of Marque
HMS Hound + helmsman, explorer, oarsman
HMS Trepassey
Honu Iki + helmsman, explorer
Having finally just acquired HMS Phoenix after having her on my wants list for near a decade, I knew I wanted to make her the centerpiece of my fleet. That can be easier said than done with 100 points of English stuff available, so she would be the largest ship by theoretical “tonnage” and no 5 masters would be around to overshadow her. With Norrington she can hit at L+L range on rolls of 5-6. The Serapis was included for historical reasons, and the rest of the fleet didn’t include any Pokeships or catamarans like HMS Hermes because I wanted it to feel like a fleet from 1779. In general I wanted a somewhat unconventional fleet, though the gold runners aren’t much of a surprise for the English. The Hyena is one of my favorite ships but I think I’ve set her up exclusively as a hybrid in the past, hence going full gunship here instead. I figured there was a strong chance Kyle would bring Le Superbe after our last encounter given that he would have a French fleet – if that happened, the Cygnet’s defensive ability would prove a strong deterrent. The French Letter of Marque was a fun defensive overkill that made the Cygnet a dedicated French hunter… little did I know that the American half of my opposition would be the combat-heavy side.
I was very excited to use HMS Phoenix for the first time!
The allies would go first:
I went with the black GF9 tokens since I was the historical bad guy for today:
Here is the full setup, which shows how huge the terrain pieces are. I picked my home island first as I was going second, looking to use the Honu Iki to hit the island obstructed by reef north of me.
Dan brought up the good point that the huge fog bank could actually be used as a speed boost if you got the right exit location. It’s about 4S wide!
Beautiful and fresh out of the shipyard with newly minted cannons, could HMS Phoenix prove useful in her debut?
The Providence jumped out to the middle island and grabbed a couple coins. HMS Hound snagged the next two on my turn, but the Enterprise was lurking…. The Hound does have a nifty spying ability, so I was alerted to the presence of Haraden and Crenshaw early in the game.
The Phoenix was not given an action, preferring to stay safe at home given the striking range of the Enterprise and knowing she could still defend the Hound if needed with her sniping cannon range of L+L.
But it was the French who drew first blood! The Conquerant got an extra action (EA) and round earthed to the southeast, setting the Serapis alight!
The next turn was well played on both sides. The flames on the Serapis spread rapidly to engulf her final mast, but a heroic effort by some motivated oarsmen just barely got her home to safety! The Britons on the home island swiftly put the fires out, saving the Serapis from a quick demise. Hermione Gold saw her chance to engage the French with the Cygnet, but Lenoir cancelled her captain ability! This left HMS Phoenix as the only other ship I could get in range of the Conquerant. Redocking to position three of her cannons within sniping range of the French bombardier, I revealed Admiral James Norrington and stinkpot shot! The cannons proved more than capable, as I rolled a 5, 5, and 6 to hit all three times! O_O The first shot landed was the stinkpot, meaning the Conquerant would not have any of her crew abilities available on Kyle’s turn. With one mast left standing the Conquerant was crippled, as HMS Phoenix saved the day. I finished my turn by returning the Hound and Honu Iki to the home island, netting me 4 coins.
The Providence and Pique return home with gold, with the French setting up a gold factory system using Maurice Aristide on L’Auguste. At the top right HMS Trepassey has round earthed to the northernmost island. This was part of my plan to hit 3 of the 5 wild islands early in the game.
On the following turn I then built Ramsgate on the island the Trepassey explored, much to Dan’s displeasure. The Providence was heading there but I liked the gold I saw…
… diverting most of my resources there to make sure I locked up that island. The Hound would carry the most valuable treasures away from the fort and back to my home island, while the Hyena and Cygnet would defend the fort and deter the Providence. HMS Phoenix stayed at home to make sure the Enterprise didn’t try to make a move to slam the Honu Iki, who is out for another gold run.
Lots of round earth considerations for this game, as the Enterprise is actually pretty close the the Serapis here. We agreed on a house rule that there could be no shooting over round earth lines – ships would have to cross over physically to shoot at a ship normally, partly due to the extreme inconvenience of trying to measure cannon ranges from separate edges of the playing area. I was already thinking about how to use this house rule to my advantage – if you lined up a bunch of ships on the edge of the map, you could get them close to something on the other side without any of them getting shot at.
The Conquerant has made it home for repairs, with some significant deterrence assistance from Lenoir and the Enterprise keeping the Cygnet and Phoenix at bay. The Providence has headed back southwest. My deterrence strategy at Ramsgate seems to have succeeded, and I think both sides are rather satisfied with how things are going at this point. The Cygnet has returned home; once the Serapis is fully repaired the English will have a solid battle squadron to employ. I did make a few mistakes here; the Trepassey should have loaded 3 coins instead of 2 which would allow me to keep the Hound’s explorer aboard, and in hindsight the Hyena’s plan going forward was kind of dubious.
The Enterprise explores the southwest island and finds Volcano! It takes out a coin and mast, but the Americans build Thompson’s Island. (proxied, not another English fort haha)
At this point I liked my gold position but figured I would lose if the gold factory continued unabated until the end of play. Therefore my goal was to take out either the Pique, Maurice Aristide, or both. This would disrupt the continual +2 gold that often adds up to victory in the long run. Once the Serapis was fully repaired she immediately got an SAT from Myngs to dart southeast at L+S+L+S, with the Cygnet and Phoenix coming along for the brazen adventure. Besides, the 3 wild islands I had explored had no more gold to take off them, so there was less need for escorts going forward. However, with the Providence back at home and the Conquerant nearing full strength, it looked like a potential suicide mission. The Hyena has sailed west to potentially support the other 3 gunships via round earth, but it was looking more and more like she was going to be bait for the Enterprise. A backup plan formed in my mind where the Hyena would bait the Enterprise into coming east, then my other gunships would round earth to the southwest (rather than northwest) to assault Thompson’s Island to try and get more gold. In which case the current maneuver looked like a feint towards the French American home island.
In the end, the latter did end up happening. The Enterprise got an EA and promptly sank the Hyena, netting the allies 1 gold via Bratley. I decided the fort was a juicier target than the Pique or Aristide, partly since going up against an opponent right at their home island is a steep uphill battle. I knew I would probably need all six of my remaining ships to get any amount of gold from Thompson’s Island, so I set them all up in a formation that made it very difficult for the Conquerant to shoot at them due to the round earth shooting rule.
With no home island raiders in play I had less to lose, and I wasn’t in the mood for a long maneuvering dance – the climax was upon us!
On the next turn Myngs got the SAT I wanted for the Serapis. The moment to strike was now. The goal was just to get at least one coin from Thompson’s Island back to my home island, regardless of the losses I would take along the way. The Serapis continued my shockingly good luck at the guns today, going a whopping 6 for 6 to destroy the fort as the first ship on the scene!! O_O This meant the gold could be removed quickly and efficiently, with the Honu Iki taking the best two coins and the Cygnet the last one. The Cygnet dumped the still-facedown French Letter of Marque equipment on the island to make room for the coin; this was partly a deke to see if the French Americans would eagerly pick it up and want to use it, possibly thinking it was exploding shot or something XD (whereas the FLoM would be completely useless to them lol). The Hound touched her bow to the stern of the Honu Iki, knowing the Honu Iki would explore the Hound next turn (if possible) and then the Hound would turn and run home at S+L+S. The remaining ships just set up as blockers to try and protect the coins as much as possible. HMS Phoenix was just in range to take a stinkpot potshot against the Enterprise, but it missed.
Gold wins the game, so I made my move. Now time to get wrecked! XD
The Conquerant got her EA, sailed around the reef, and started the battle! She ran into her old foe HMS Serapis and knocked a mast off, but failed to set her on fire this time. The Trepassey was dismasted.
The carnage continues! The Enterprise got an EA as well, sinking HMS Phoenix and taking a mast off the Cygnet! The Providence got two cannons in range of the Hound but only hit once, leaving her with a mast. I was ecstatic HMS Hound survived the onslaught with a mast standing, but knew that getting home could still be difficult.
The Hound received the Honu Iki’s two coins and sped for home via round earth. The Cygnet and Serapis team up to dismast the Enterprise!
Finally the Conquerant is able to vanquish her foe HMS Serapis, who ironically never returned fire against the Frenchman.
HMS Hound makes it home with both coins! The Cygnet tries to return home on oar power, but she would be sunk soon afterwards by the Conquerant.
The Providence dismasts the Honu Iki, leaving the damaged Hound as my last ship remaining. Seeing that there are a few coins left in play NOT on home islands (one on the Enterprise, one on the Providence, one or two the Pique hasn’t gotten to yet) that I am very unlikely to get back to my home island successfully, ending the game as soon as possible is my best option. The Hound purposely ran over a reef on her way to ram the Enterprise, suffering no damage. She lost the boarding party, eliminating the Hound’s final crew. The Conquerant sailed over and shot off her last mast, ending the game!
The final scores:
English: 44 gold
French Americans: 28 gold
The non-fort coins that the French Americans could have gotten if they managed to keep the Hound alive were low value; I think we calculated that I would have won 44-40 even if the French Americans had gotten all of them AND gotten Aristide’s +2 on all of them (which would take a while). In that case, the allies would have needed Ramsgate’s 4 gold to win 44-40, which seems unlikely since HMS Hound would have ample chances to roll a 1 on the nearby reef to end the game. Say what you will about the endgame rules encouraging the elimination of your own fleet in certain circumstances, but here it proved beneficial. Even the entire anti-fort mission that saw the destruction of the English fleet essentially helped me win, as it led to a 5-gold swap once the Hound got home and drastically hastened the end of play which helped prevent more gold factory bonuses from piling up. Overall it was a very fun game and well played on both sides! After an English loss in last year’s Fourth of July game, perhaps fitting that they win this time, partly due to my abnormally good luck with the guns.
Have you played a game on July 4th? This year is your chance to play a Revolutionary War themed game!
I played my first game on Tabletop Simulator with Skelebone. Huge thanks to Juulm, Arshellan, DodoDye, Arde, Thunderbros99 and others whose efforts allowed the project to come to life. There are still improvements being made to the mod but I had been itching to try it out!
We played a 60 point game. I went first with Snipers Unite minus the Power Cannons UT, while Skelebone tried out a custom German fleet from his Pirates of the Baltic Sea set.
SMS Ludwig II + Vice Admiral Jachmann, Prince Adalbert, Alexander von Monts, captain, helmsman, oarsman
SMS Albatros + captain, helmsman
SMS Luchs + helmsman, explorer, oarsman
Seeing that all of Skelebone’s ships were as fast or faster than my fastest ship, I decided to send my entire fleet through the whirlpool in an attempt to force heavy combat early in the game that I hoped would cause severe damage. All of my ships had captains and helmsmen, and I didn’t want to split my fleet up, especially since I knew how powerful the Ludwig II is after seeing it get posted in the Custom Ships thread.
The Atlanta did nearly the unthinkable, landing a fire shot hit on the Ludwig II at L+L away with a 6! O_O My other three ships surrounded the Albatros and dismasted her, though it took considerable effort.
The Ludwig II put out her fire mast and caused major damage to El Neptuno. However, I had enough firepower on the following turn to sink the German schooner. The Coeur also captured the Albatros this turn, meaning the Germans were down to just SMS Luchs. However, she is a very nice gold runner moving S+L+S.
There was a hiccup with a custom UT at the island the Atlanta explored, but it was replaced with a 1 coin. My ships combined to empty that island along with the other two closest to my home island. Along the way the Luchs rammed the Neptuno derelict at my home island, but I didn’t want to end the game prematurely because I didn’t know if Skelebone’s 4 coins were worth more than my loot. I was worried the Luchs would be able to suicide on a reef and force the gold count. I meant to leave one mast standing on the schooner but accidentally shot all of its masts off – luckily for me she had an oarsman aboard. At this point the Luchs was the fastest ship in play and able to pick up the remaining gold at the southwestern island. In a personal rarity I decided to attempt a blockade, keeping all my firepower in one place.
The Luchs returns, but it’s not home sweet home today….
It took more shots than I expected, but eventually the Neptuno was able to finish off the schooner and end the game.
A7XfanBen: 16 gold
Skelebone: 11
This was an informative first game on Tabletop Simulator. Thanks for reading!