Rise of Atlantis Part 2 Mega Pack

Rise of Atlantis Part 2 Mega Pack

Pirates CSG Mega Pack for August 2026

Here are the game pieces for the Rise of Atlantis Part 2 (RoA2) Mega Pack, released starting in August 2026 for subscribers of my Buccaneer’s Booty Box! It is now available while supplies last here.

It was another great collaboration with Vindaga Games. He designed the game pieces and did the artwork, while I did some edits, files, production and logistics/etc.

The Atlantean warlords and their Merfolk allies challenge the other powers sailing the high seas. The blood of their ancestors that once ruled the Mediterranean seas calls to them again. Their influence is spreading as their numbers grow…. Even the great and monstrous denizens of the sea have heeded the call. Atlantis has returned, now join with them!

Argonaut
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 006
Nationality: Atlantean
Point Cost: 15
Masts: 3
Cargo: 4
Base Move: S+S
Cannons: 2S-2S-3S
Ability: Trireme. When this ship rams an enemy ship, that ship’s controller also eliminates a cargo.
Link: Grand Praetorian

Trireme: A ship with this keyword cannot pin or be pinned, and cannot be assigned crew with the Helmsman ability. If this ship has a crew with the Oarsman ability, she gets +S to her base move; with no masts her printed base move becomes L (instead of S), and she can always ram enemy ships. When this ship rams an opposing ship, the roll automatically succeeds regardless of the number of masts.

Flavor text: Flagship of the Praetorians and oldest fighting vessel in the Atlantean fleets. The Argonaut is said to be the oldest vessel on the seven seas. It’s been repaired, outfitted and enhanced many times over the centuries, still holding true to legends and stories of old, just as the ancestors had taught.

Creator’s notes: So excited to have the very first Trireme come to life! Though it’s a more “modern” take on the design, this fantasy Trireme will embody the power and fighting spirit of the Ancient Greeks. These vessels are designed specifically for contact, ramming, boarding and devastating their targets. Another devastatingly string addition to the Atlanteans. RoA 1 may have made them a presence, this pack ensures they are a threat!

Argonaut from Rise of Atlantis Part 2

Poseidon
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 028
Nationality: Atlantean
Point Cost: 16
Masts: 4
Cargo: 4
Base Move: S+S
Cannons: 2S-2S-2S-3L
Ability: Grand Xebec. This ship may dock at an enemy home island and load as much treasure as she can carry. If able she must leave on her next turn.

Grand Xebec: This ship’s masts do not block her lines of fire. This ship cannot pin or be pinned. This ship may be given move actions when she has no masts; her printed base move becomes S.
This ship’s rearmost mast requires two hits from the same shoot action to eliminate, and can shoot twice when this ship shoots. If this ship is hit once during a shoot action, her owner must eliminate one of the first 3 masts if able.

Flavor text: Like a powerful riptide, the Poseidon specializes in tactical strikes. Plundering enemy stores of their goods and treasure before slipping away as quickly as it came.

Creator’s notes: The Atlanteans get a little more backbone with this ship. A very capable Grand Xebec; not afraid to get close and personal with enemy territory, and it’s has the firepower and durability for it. This ship is not only decorated in honor of the sea god himself, but brings enough of a threat that even home shores aren’t safe from its wrath, as its namesake suggests. Keep a wary eye on this vessel, if seen near your shores. Poseidon’s arm reaches as far as the sea itself and it shows no mercy in its wake.

Poseidon from Rise of Atlantis Part 2

Scylla
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 017
Nationality: Atlantean
Point Cost: 16
Masts: 6
Cargo: 2
Base Move: S+S
Cannons: 4S-4S-4S-4S-4S-4L
Ability: Sea Monster. Hydra. When this Sea Monster hits an enemy ship, also eliminate one cargo from that ship.

Hydra: A hydra is a type of sea monster. The following abilities are specific to hydras and override the Sea Monster keyword: Measure a hydra’s movement from the middle head slot on its base. Hydras may move and shoot using the same move action. A hydra may be given repair actions at sea or at any island, including while it is submerged.

Flavor text: Legends say Scylla was once a beautiful enchantress, but a jealous goddess cursed her into this monstrous form. Now hideous, cunning and filled with spite, this creature attacks swiftly with calculated attacks, picking off sailors and treasure to fill her belly and trinkets for her lair.

Creator’s notes: The first Sea Monster to join the Atlanteans and I can’t think of a more fitting candidate. From the call of the sea and for a great purpose none can fathom, this ancient monster has abandoned her lair and is at large. Her design was inspired by combining a Moray Eel and ‘Rexy’ from Jurassic Park into a multi-headed, prehistoric-vibing monstrosity. If you were dissatisfied with the latest iteration of Scylla we got in the Odyssey, this beastie shouldn’t disappoint. Now to find a reef and a whirlpool to lurk around for some flavor…

Scylla from Rise of Atlantis Part 2

Astrapi
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 035
Nationality: Atlantean
Point Cost: 9
Masts: 2
Cargo: 3
Base Move: S+S+S
Cannons: 5S-5S
Ability: Dragonwing Cutter. One of this ship’s treasures is worth +1 gold when unloaded at your home island.

Dragonwing Cutter: This ship gets +S to her base move if she has all of her masts. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

Flavor text: As her name suggests, the “Lightning” is an extremely quick vessel. A simple complement of crew and a lighter cargo hold ensure that her wares get to port in prime condition.

Creator’s notes: I love these little ships. The fantastical design is fun, sleek and whimsical. This DWC in particular is a super speedy gold runner. If stacked with its keyword and a helmsman ability you’re packing serious knots. An ideal scout and gold grabber, I’m so excited to field this little vessel in my next Atlantean game.

Astrapi from RoA2

Oceanus
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 030
Nationality: Atlantean
Point Cost: 7
Masts: 1
Cargo: 1
Base Move: T
Cannons: 3S-3S
Ability: Sea Chariot. Any sea monster towing this sea chariot gets +1 to its cannon, ram and boarding rolls.

Sea Chariot: A Sea Chariot is treated like a ship with the following exceptions:
It can only move if towed by a Sea Monster. Any Sea Monster may tow a Sea Chariot when any part of its base touches any part of the Sea Chariot; you may move the Sea Chariot into a towed position as a free action. A Sea Monster may stop towing a Sea Chariot at any time, where it remains until towed again or sunk. Sea Chariots can submerge with the towing Sea Monster, but cannot shoot while submerged.
When towing a Sea Chariot, a Sea Monster on the surface may dock at islands, be given explore actions, and load treasure into the Sea Chariot’s cargo space. If the towing Sea Monster docks, the Sea Chariot may remain towed instead of docking it at the island.
Abilities of crew assigned to the Sea Chariot cannot be used by the towing Sea Monster, unless specifically stated otherwise.
If a Sea Monster towing a Sea Chariot wins a boarding party, you may assign any stolen treasure to the Sea Monster or the Sea Chariot; if a Unique Treasure is taken you must assign it to the Sea Chariot or eliminate it as normal.
A Sea Chariot has no masts. Instead it has a flag which can be eliminated only if the Sea Chariot is hit twice during a single shoot action; when it has no flag, any hit will sink it. If the flag has been eliminated, the Sea Chariot may be given a repair action (even if it’s at sea) to replace it.

Flavor text: The Merfolk of the Oceanus ambush enemy vessels, ramming their opponents from below and out of sight to catch them off guard. The doomed target is then pinned between their monstrous, rampaging steed and a swarm of boarding Merfolk.

Creator’s Notes: Was not sure if this concept would ever come to life, as it is a strange one, and certainly took a bit of time to get the groundwork done on its functionality. So much love and excitement surrounded the concept that I was eager to christen the idea. Ben worked hard on the general shape to get everything fitting just right and onto one card! There is so much fun potential in this little craft and I’m excited to see the various sea monster combos with her. Your chariot awaits, go shake things up!

Oceanus from RoA2

Grand Praetorian
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 003
Nationality: Atlantean
Point Cost: 6
Ability: This ship gets +1 to her boarding rolls. If this ship succeeds at a boarding party, she may eliminate all of the other ship’s crew.
Link: Argonaut

Flavor text: Leader of the Praetorians, this imposing figure leads his elite group of fighting men from the sea. Favoring tactics of the old world, but skillfully implementing modern technology, the Praetorians are legends of old reforged in a modern era.

Creator’s note: We have “Vikings”, why not have “Greeks”? The Atlanteans are a coalition of warlord nations hailing from the Mediterranean and Agean sea. Their mysterious and sudden rise to power seems ushered by powerful, otherworldly forces. Times are changing on the high seas, and some great and malevolent force is at work on the seven seas, but will the Atlantean usher it in, or be on the forefront of keeping it at bay? Time and tides will tell…
Having a fondness for Greek mythology, and not content to just make a set based purely on history, I wanted to have the “cosplay” Spartans, like WizKids introduced the “cosplay” Vikings, lol.
Dressing in the old style, but outfitted to contend with other sailing nations. A fun and fantastical concept, but so much fun!
This crew in particular is devastating when combined with its linked ship, making it a fighting force of power to be reckoned with!

Grand Praetorian from Rise of Atlantis Part 2

Artorius Rex
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 005
Nationality: Atlantean
Point Cost: 7
Ability: Captain. This ship gets +1 to her cannon rolls against non-Atlantean ships, forts and crew.
Link: Myrmidon

Flavor text: Leader of the chains of anguish, this self-described king of the Atlanteans believes he is heir to the sunken throne. He and his followers worship an ancient being called Kronos, a mysterious entity from eons past that offers promises of power and authority to those who subjugate themselves to it.

Creator’s Notes: Another strong crew to lend some power to the Atlanteans. The familiar Captain/World Hater combo is a staple in war fleets and it feels right that the Atlanteans get one to complement this batch of strong fighting vessels. While we may need to wait for his linked ship, he will still be a powerful addition to the risen ranks of Atlantis at present.

Artorius Rex from Rise of Atlantis Part 2

Merfolk Marauder
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 051
Nationality: Atlantean
Point Cost: 5
Ability: Marine. If a sea monster begins its move within L of this ship, it gets +L to its base move.

Flavor text: The Marauders are among the Merfolk’s most elite fighting forces. Their knowledge of both combat and the nature of the beasts they bond with makes them a significant force to be reckoned with.

Creator’s notes: Another Merfolk for the Atlantean and a Marine at that! It took a lot of thought decided how I wanted the merfolk to look, and it wasn’t an easy task. I wanted to be unique enough but still be recognizable. The bow is a fun choice, similar to Olaf Lindstrom with his bow. I had also originally planned to have a sea serpent in the background, but when shrunk down to crew chit size it would have been too much detail and gotten lost in the design.
Marines are usually over-costed on their points, and so this one leans toward a more balance cost. No need to needlessly add another 7 points Marine to the game…
A final thought, is initially wanting to give the Sea Monster boost to “Within L of this crew” but thought that it would be best to keep it familiar, and keep the cost down.

Merfolk Marauder from Rise of Atlantis Part 2

Chains of Anguish
Set: Rise of Atlantis
Release: Rise of Atlantis Part 2 (RoA2) (August 2026 Mega Pack)
Collector’s Number: 054
Nationality: Atlantean
Point Cost: 6
Ability: Once per turn, you may eliminate one of this ship’s crew to give her an extra action. This ship gets +1 to her boarding rolls.

Flavor text: These metal-masked servants of the Iron Will gave up their voice long ago in service to a higher power; whether this is figurative or literal nobody can be certain, but they take their master’s orders without hesitation and show no mercy in carrying out their duties.

Creator’s Notes: This was a fun crew to design. The art was the most difficult part, but was worth the challenge! It’s always fun to have a linked story arc shared amongst game pieces too. This crew should give some flexibility and more options for the already substantial warships in this month’s line-up. Atlanteans aren’t here to play. They are ready for war!

Chains of Anguish from Rise of Atlantis Part 2

Revolutionary War – Pirates CSG Mega Pack for June 2026

Revolutionary War

Pirates CSG Mega Pack for June 2026

Here are the game pieces for the Revolutionary War (RevWar/RW) Mega Pack, released starting in June 2026 for subscribers of my Buccaneer’s Booty Box!

This release was intentionally timed to coincide with the 250th 4th of July, as I will have all the subscriber Mega Packs for it mailed before 7/4/2026. What better way to celebrate 250 years of independence than with a look back at how it all started! It is focused primarily on the early days of the American Revolution, split half and half with the American and English factions. Normally the English come before America in this game’s numbering system, but I wanted to feature American stuff first in this one.

USS Alfred
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 081
Nationality: American
Point Cost: 10
Masts: 3
Cargo: 3
Base Move: S+S
Cannons: 3S-3L-3S
Ability: This ship gets +1 to her cannon and boarding rolls against ships that had 1 or 2 masts when constructed.
Link: John Barry, Esek Hopkins, John Paul Jones, Dudley Saltonstall, Elisha Hinman

Flavor text: Originally a merchant ship named Black Prince. Now she has become one of the most heavily armed ships in the new Continental Navy, carrying over 20 cannons. After taking a number of small British prizes under John Paul Jones, the ship headed off to France under Elisha Hinman.

One of the first ships in the US Navy! This was a fascinating ship to read about. She was adept at capturing ships smaller than her, hence her “bully” ability. A large number of notable commanders served aboard Alfred, so she has a bunch of good link options (Hopkins is also in this release, and Barry was released in 2024).

I didn’t see too much else noteworthy about her actual service (captured by the British in 1778), which is why I kept her stats simple as I could not justify better/more unique stats. I have a tendency to see ships like this as “boring” – same cargo as masts, average-ish speed, rank-3 cannons, etc. However, I’m aware that if I avoid that kind of thing with every single ship I ever make, it cuts out that midrange option and feels overly constrictive when I try to make every ship “interesting” with unique combinations of stats. In this case I think the new ability, links, historicity and brand-new look will allow her to shine and not feel like “pack filler”.

I couldn’t resist making a new ship type for this release, despite being pressed for time on it and not wanting to overextend myself. It’s similar to a 3-mast B variant with jib and gaff added for some historical realism, while also decreasing the sail count per mast and making the fore taller than the mizzen. I also lowered the freeboard slightly to make them a bit sleeker and improve the mast to freeboard height ratio, which also helped in keeping the model on 2 cards (which was a personal mandate for the new model from the start). As with my 2MB models, the jib and gaff slot into regular masts and do not function as extra durability/etc, just extra pieces to make the ship look and feel more historical.

Her artwork is color-matched to the paintings I found of her, especially for the hull. I like the blue-gray and orange/yellow color scheme. She has the Continental Union Flag flying from her spanker. This ship was the first appearance of that flag, hoisted by Esek Hopkins at her commissioning. Perhaps even more unique is that apparently Esek Hopkins flew the Gadsden flag from the ship, so I used a little artwork trick to color the old drawing of that one and make sure it flies prominently from the main topsail. Ideally more flags might fly from the tops of the masts on these historical ship recreations, but that often forces them to be made so small that they are hardly visible/notable on the final laser cut ships. She also has a Continental Navy Jack flying from her mizzen (not visible on this picture), as this ship was a great opportunity to use a plethora of historical flag details!

I also added some lines to the backs of her square sails, a detail I’ve been wanting to experiment with for a while now. Her deck is one of my favorites I’ve ever made, with realistic wood planking on top of texturing, along with stern lanterns and various details such as cannonballs for the 6-pounders on her weather deck. Her cannons varied but I decided to go with her December 1777 armament, which lines up with her “present tense” flavor text ending shortly before then. In theory those 6-pounders should be further towards the stern to appear on the quarterdeck, but then the laser cut outlines would likely destroy those details, hence some historical liberties taken.

USS Alfred

Alfred preview

USS Lexington
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 082
Nationality: American
Point Cost: 7
Masts: 2
Cargo: 3
Base Move: S+L
Cannons: 2S-3S
Ability: You may double the range of any of this ship’s cannons each action, but if you do, that cannon must roll a 6 to hit.
Link: John Barry, William Hallock, Henry Johnson

Flavor text: Purchased for the Continental Navy in 1776, this 16-gun brigantine escaped British blockade under the command of John Barry. She later participated in the Battle of Turtle Gut Inlet and captured various British privateers and warships. Now she sails east to France in a squadron commanded by Lambert Wickes.

Here we’ve got a small warship that saw short but notable service in the early days of the US Navy. Her fast base move is partially based on the blockade escape, while her ability is based on her gunpowder stores being used to increase her cannon ranges.

I wanted to do my “1700s” 2 masted brig ship design, as the snow-brig I made for USS Niagara and USS Lawrence is more of an 1800s concept. Her artwork is mostly based on this painting, with the big flag flying from her mainmast. Wind blowing to starboard on all details. Small swivel guns added to her gunwales to match the historical armament.

USS Lexington

USS Providence
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 083
Nationality: American
Point Cost: 7
Masts: 1
Cargo: 3
Base Move: S+L
Cannons: 3L
Ability: This ship gets +2 to her d6 rolls against English ships. This ship’s scuttle attempts succeed on a 2-6.
Link: Abraham Whipple, John Paul Jones, John Rathbun

Flavor text: Previously named Katy while in service to Rhode Island, this sloop has captured numerous British warships and merchantmen. A number of different captains have sailed her, from Nova Scotia to the Bahamas. She now heads to Penobscot Bay under Commodore Dudley Saltonstall.

Another one of the Navy’s first ships, Providence had been on my radar for a while. She is a little more wild than the other ships in the release with her abilities, featuring two new ones. She absolutely owned the British during the war, and was scuttled to prevent capture during the Penobscot disaster. Hopefully she’ll be worth her point cost, although mostly against the English of course. I really wanted to keep the link to John Paul Jones usable with his 7 point Revolution crew, so I raised her cargo from 2 to 3 to try to help justify her 7-point cost.

Her artwork that I did is primarily based on paintings of her, but with a few details inspired by the replica. As an aside, yes it would be neat to see her as a topsail sloop, but then it wouldn’t fit properly onto a single card. Very happy with how it turned out; a proud little ship that met a sudden end.

USS Providence

HMS Rose
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 084
Nationality: English
Point Cost: 14
Masts: 3
Cargo: 3
Base Move: L
Cannons: 3S-2L-2S
Ability: Once per turn, one ship, crew, or fort within S of this ship cannot use its ability that turn.
Link: James Wallace

Flavor text: This sixth-rate post ship was nearly the vessel James Cook explored the Pacific Ocean with, but she was rejected due to cargo limitations. However, her wartime career under James Wallace has been stellar. Between anti-smuggling operations, multiple ship captures, and helping to force George Washington’s army out of New York, she has been the bane of rebels across the northeast coast.

This ship had a major effect on the rebels in the early years of the Revolutionary War. She was so effective against the Americans that I thought giving her the Canceller ability would be the most fitting. Her deterrence capabilities were one of the main reasons for the formation of the Continental (US) Navy in the first place! It is the first “full” canceller of my Pirates CSG Relaunch, one of the most powerful abilities in the game and one I don’t take lightly. This variant can cancel a fort ability as well, making it worth at least 6 points and explaining why the ship is relatively expensive.

One of the most notable aspects of this ship is that her replica has genuine fame, playing the roles of HMS Surprise in Master and Commander, and HMS Providence in On Stranger Tides! I have been aboard her in San Diego and it’s a treat to visit. I based most of her artwork on some older pictures of HMS Rose, since it’s meant to be historical and not an Aubrey-Maturin clone. I really liked bringing her pale yellow and blue hull to life, combined with textured sails. The American resistance is seen on her artwork as well, with small holes peppering her sails and some blood on deck. Just like USS Alfred, the ship model is the “1700s frigate” type I made for this release.

HMS Rose

HMS Gaspee
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 085
Nationality: English
Point Cost: 7
Masts: 2
Cargo: 4
Base Move: S+S
Cannons: 4L-4S
Ability: Schooner. Hoard. This ship gets -1 to her terrain rolls.
Link: William Duddingston

Flavor text: Customs collection in and around Narragansett Bay may take a turn for the worse if antagonized colonists take up arms….

For a ship as famous as this one, I was surprised not to find many individual pages/history for her. As always her specific abilities are based on history. I think she’ll fill an interesting niche role in English fleets as a gold runner with heist potential. The middling cannons and speed coupled with the (somewhat) negative ability help keep her cost down, so with a helmsman and explorer/oarsman she’ll be able to get gold in potentially multiple ways. I tend to write long flavor text for these historical game pieces (it’s often hard to keep the summary to 2-3 sentences!), so here I wanted to change that up and give more of a Crimson Coast-esque feel. Kind of an ominous anti-British slant given the circumstances….

Once in a while I let myself be content with a ship that isn’t as pretty. Both for historical reasons, and because I know I don’t need every ship to be some colorful stunning masterpiece. I couldn’t get the hull to look the way I wanted, but a bit gnarly is fitting for a ship that met a grisly end (burnt to a crisp for being a customs/inspection bully). I do like the subtle textures I added to the sails and deck. Many small barrels on her deck to represent the cargo seizures from before the Revolution started. Great to have a schooner in this release, especially since I was a little surprised last year not to have one in my War of 1812 release.

HMS Gaspee

HMS Liberty
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 086
Nationality: English
Point Cost: 5
Masts: 1
Cargo: 2
Base Move: S+S+S
Cannons: 5S
Ability: This ship can tow a ship by touching a derelict in any location (not just the bow).

Flavor text: Once a merchant sloop owned by John Hancock, this vessel was seized by the British. She is patrolling off Rhode Island for potential customs violations. However, her captain is unaware of the sheer anger quietly brewing amongst the local colonists.

Here we go even further back in time to tell the story of the Revolutionary War and its beginnings. This ship filled multiple roles in the release beyond her storytelling aspect: cheapest ship (and the only one under 7 points), fastest ship, different cannon rank, different cargo count, finally a ship with no links, etc. She wasn’t the last ship designed for RevWar, but fills out some variety aspects which is nice to have if you’re playing this release by itself or focusing on it very heavily in a small game. She also features a new ability, which actually got its start on some historical Pirate crew we may see eventually in other releases….

With no art references found, I experimented a bit for her look. Most parts intentionally look a bit aged. My favorite part is the color scheme across the mast and sails and the sail texture.

HMS Liberty

Esek Hopkins
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 087
Nationality: American
Point Cost: 7
Ability: Captain. This ship can dock at an enemy home island or fort and load one random treasure; if able, she must leave on your next turn.
Link: USS Alfred

Flavor text: As the Commander in Chief of the Continental Navy, he sailed a fleet to the Bahamas to raid the British colony at Nassau. This has made Royal Navy leadership worried about losing parts of their West Indies holdings. However, he now faces political attacks based on his prior inability or unwillingness to defend Chesapeake Bay, despite the larger British presence there.

Although a controversial figure, it is hard to tell the story of the US Navy’s founding and its role in the Revolutionary War without Hopkins. He should pair well with Alfred, with 3 points still available in the cap space to add a helmsman and oarsman/etc. His second ability is a twist on HI Raider – he can steal from forts too, and the coin is specifically random rather than unspecified (which defaults to the loser’s choice in the original rules). With HI Raiding, I generally like the house rule of having the coin(s) be random rather than loser’s choice, both to make the ability more worth its cost (usually 3+ even without this upgrade) and in the spirit of piracy as the game’s namesake. The fort addition was of course based on his Nassau raid. With the upgrades to HI Raider, 4 points seems appropriate.

 

Abraham Whipple
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 088
Nationality: American
Point Cost: 6
Ability: Captain. Merchant. When touching an English ship, this ship can load as much of that ship’s treasure as she can carry.
Link: USS Providence, USS Columbus

Flavor text: Having gained experience as a privateer during the Seven Years’ War, Whipple was a prime candidate to lead one of the first ships of the Continental Navy. His command of Providence (then named Katy) led to the first cannon fire against the Royal Navy during the American Revolution. “Always catch a man before you hang him.”

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

There was certainly some competition for this final American crew slot in such an iconic release idea, but Whipple played a big role in the early days and is fascinating to read about. He also brings a somewhat lacking mercantile focus to the ranks of American named crew.

 

George Collier
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 089
Nationality: English
Point Cost: 4
Ability: This ship gets +1 to her d6 rolls against the Americans. Once per turn when this ship hits an enemy fort, also eliminate one cargo from that fort.
Link: HMS Boulogne, HMS Edgar, HMS Tweed, HMS Levant, HMS Flora, HMS Rainbow, HMS Raisonnable, HMS Canada, HMS St George

Flavor text: He joined the Royal Navy in 1751. After a string of frigate commands, he led the fourth-rate HMS Rainbow to success against both USS Hancock and in various amphibious operations. His current assignment is commodore of the North American Station.

Collier absolutely crushed the Americans multiple times. It was hard not to make him expensive, but I decided to shy away from the “super named captain” route that is so tempting to take with a lot of these historical figures. This way he’s the cheapest crew in the release (and the only one under 5 points), and at 4 points can be brought in via a 0LR+5 crew if you see an American fleet opposing you. His abilities are a bit hard to price but I think his cost is fair given how situational they are. Many of his linked ships may never get made, but you just never know so I like to cover all or most of my bases.

 

James Wallace
Set: Pirates of the Age of Sail
Release: Revolutionary War (RevWar) (June 2026 Mega Pack)
Collector’s Number: 090
Nationality: English
Point Cost: 6
Ability: Captain. Once per turn if this ship is touching a friendly ship, you may remove all of that ship’s fire masts. When this ship unloads treasure at your home island, any coin printed with a silver number is worth +1 gold.
Link: HMS Rose, HMS Experiment, HMS Warrior

Flavor text: Wallace saved a small British ship from being burnt by the American rebels and then captured USS Raleigh. After a lopsided engagement, he was captured by the French. He was returned to England, and later served under Rodney during their brilliant victory at the Saintes.

Yet another interesting life story. A unique combination of abilities, likely best suited for a hybrid ship. He is one of the few links in this release to some of the later events of the war, having participated in the legendary Battle of the Saintes….

Dutch Golden Age

Dutch Golden Age

Pirates CSG Mega Pack for May 2026

Here are the game pieces for the Dutch Golden Age (DGA) Mega Pack, released starting in May 2026 for subscribers of my Buccaneer’s Booty Box!

Dutch Golden Age ships - Pirates CSG Mega Pack May 2026

Gouden Leeuw
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 072
Nationality: Dutch
Point Cost: 18
Masts: 4
Cargo: 4
Base Move: L
Cannons: 2S-2L-2L-2S
Ability: When this ship hits an enemy ship, also eliminate one crew from that ship. This ship gets +1 to her cannon rolls against English ships.
Link: Cornelis Tromp

Flavor text: The flagship of Cornelis Tromp is one of the largest ships in service to the Netherlands. She has excelled in battles against the English across multiple Anglo-Dutch wars, from Schooneveld to Texel. Armed with 82 guns, she is a match for all but the largest English three deckers.

I am excited to return to the European theater! Here we see one of the most iconic Dutch ships of all time, come to life on the new D4M (Dutch 4 Master) ship shape made by Gigi. Having read about this ship and her captain/admiral many times earlier in life, it felt like something coming full circle. The late 1600s were an explosive time for naval warfare – three Anglo-Dutch Wars were fought between 1652 and 1674. These wars were unique in that they were almost exclusively fought at sea. The battles and paintings from that time period are legendary.

Although the English are my favorite faction in our game, I have to give major credit to the Dutch for being an absolute powerhouse throughout the 17th century. This 82-gun ship comes ready to brawl. A veteran of important battles against the English, she has artwork to match, with various holes in her sails from round shot and musket balls. It was tricky fitting all the cannons on the hull, but I noticed that they also look tightly packed on the various paintings I studied.

As usual for when I make historical ships with existing painting or replica references available, as many parts of the ship as possible are color-matched to the actual ship (in this case from really gorgeous paintings). The stern and prow details are taken directly from public domain source artwork, with the golden lion (ship’s namesake) visible on the stern hull detail. I couldn’t find any true broadside-angle depictions of her, so the stern gallery might look a little weird because it’s mostly a stern/quarter angle view. However, between the tiny scale of the ships of the game and the print quality, I think it will turn out okay. Lighted lanterns are added to the quarterdeck, as these 17th century warships often got rather fancy and ornate.

The cropped flags are also a fun detail to add, straight from source paintings that were often finished within a decade or so of the actual battles of the time. Having grown up reading books that featured paintings by Willem van de Velde (the Younger, and the Elder), it felt really fitting to pay homage to them by bringing their artwork into the game. The book War at Sea in the Age of Sail (by Andrew Lambert; affiliate link) introduced me to their work and that book was also a major factor in me getting into Pirates CSG in the first place (and playing huge games as a result of reading about the massive battles that took place centuries ago). The flags are all blowing to starboard/forward, a detail I like being really consistent with as often as possible with my designs.

Gouden Leeuw

Zeelandia
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 073
Nationality: Dutch
Point Cost: 12
Masts: 3
Cargo: 4
Base Move: S+S
Cannons: 3L-3L-3L
Ability: You may double the range of any of this ship’s cannons each action, but if you do, that cannon must roll a 6 to hit.
Link: Joris van der Zaen, Jacob Huyrluyt, Nicolaes Marrevelt, Daniel Elsevier

Flavor text: A veteran of all three Anglo-Dutch Wars, this vessel of 34 guns has served many captains. She now heads to the Caribbean, for rumors abound that the French will try to recapture Tobago.

For this one, I wanted to keep some elements of the 3-tone hull design from the Golden Seas D3M’s. Her armament is mostly based on her 1665 armament; perhaps the 3-pounders aren’t included in the “nominal guns” count so I didn’t add them to the deck art, but she’s also listed at 34 guns for the Battle of Texel, fought during the third Anglo-Dutch War.

None of her linked crew are in this release, but there’s always a chance they’ll show up in the future. I wanted to give the Dutch a ship with the “new sniping” ability that can be mixed and matched on a per-cannon basis (unlike the old sniping ability, where you have to snipe with all cannons or none for a shoot action). Perhaps a jack of all trades warship that can bring some life and fun to their fleets.

The ship still has some battle damage from surviving 8 battles with the English, but a lot of her holes have been patched up for her journey to the Caribbean. She’s flying a West India Company flag from her main topsail, given that the flavor text implies her journey to Tobago, where she would be sunk by the French. The orange on the flag fits well with the orange details on her hull and gunport lids.

Zeelandia preview

Halve Maen
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 074
Nationality: Dutch
Point Cost: 10
Masts: 3
Cargo: 4
Base Move: S+L
Cannons: 4S-4L-4S
Ability: Once per turn, if this ship is within S of a wild island, you can mark it as explored without docking at it. The island becomes unexplored in regards to all other players.
Link: Henry Hudson

Flavor text: Tasked by the Dutch East India Company with a covert mission to find a northern passage to Asia, Henry Hudson captains this ship to new waterways.

This was originally an existing custom I made some years ago as a 2 masted square rigged ship – long before I even considered making my own ship types. However, given how similar her “jacht” design is to a carrack, this was a great opportunity to use the new carrack design in this Dutch release. The faction flag is intentionally orange on top rather than red, because I saw that they used the “Prince’s Flag” around the time she made her main voyage (1609).

I’m originally from New York State and I’ve seen the Hudson River, so this one was a little bit like a homecoming in certain ways. Henry Hudson is not in the release but might be made in the future. Pretty crazy how much bears his name beyond just the river: Hudson Bay, Hudson’s Bay Company (the oldest corporation in North America and just liquidated in 2025), etc. Since she was an exploratory vessel rather than one of the big Portuguese carracks meant for maximum cargo (and technically of a different design historically), I gave her a fast base move along with the S-Explorer ability.

One of the best things about making this one is that a replica exists, with tons of modern pictures to use for reference. From that I was able to recreate the various hull details and especially the color scheme, which is quite unique compared to most other ships in PCSG. I think she’ll make a fine historical addition to the Dutch quest for riches in the  game!

Halve Maen preview

Castel del Rey
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 075
Nationality: Dutch
Point Cost: 9
Masts: 2
Cargo: 5
Base Move: S+S
Cannons: 3S-2L
Ability: Pirate crew can use their abilities on this ship.
Link: Adrian Claver, Otto van Tuyl

Flavor text: The Dutch privateer Adrian Claver uses this well-armed vessel to pillage Spanish holdings. Some consider his friends such as Captain Gincks to be pirates.

With the return of the “1700s” version of my 2 masted brig, we see an 18-gun historical ship with a mixed allegiance. Claver (also part of this release) was a Dutch privateer in league with some pirates, so this vessel will open up the Dutch faction to some interesting potential combinations.

For the art, I wanted a damaged ship to represent how much action she got into (especially with the Spanish). I tried playing around with drop shadows from the masts to accentuate a lighting effect. In this case the sun is coming from the port quarter, with the lighter shade of each mast gradient on the left and the drop shadows to the right (and forward on the jib). She might look more like a pirate ship than anything else, but the orange highlights serve to distinguish her as a privateer of the Netherlands. (orange being the national color of the Netherlands)

I could see her playing multiple roles in a fleet – likely an armed merchant, with possible starting crew setup looking like captain-helmsman-explorer (CHE).

Castel Del Rey preview

Postillon
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 076
Nationality: Dutch
Point Cost: 4
Masts: 1
Cargo: 1
Base Move: S+S
Cannons: 5L
Ability: This ship gets +S to her base move if she begins that move action within S of an island.
Flavor text: This pinnace from De Hoop is serving under Simon de Cordes after Jacques Mahu’s untimely end off the African coast. She was assembled in the Strait of Magellan. Other ships in the squadron include Trouwe and De Liefde.

Here’s a sloop that was apparently stored in the hold of a ship on the expedition that eventually took William Adams to Japan. If the artwork looks somewhat janky/rushed, it’s because that was done on purpose to reflect the fact she was assembled en route. Almost like a jury rigged ship. I don’t normally do monochrome sails anymore, but this felt like the right time to try that – an otherwise fresh white sail that hadn’t been exposed to the sun/weathering much, but was creased and slightly worn out from being in storage on the Hoop.

The Postillon went missing in the vast Southern Ocean (Pacific Ocean) and likely perished.

Because she didn’t last long, this ship was a good opportunity to make the cheapest Dutch ship yet, at under 5 points. It is worded as “that move action” rather than “her move action” to prevent any confusion about the bonus being cumulative (as it’s not).

Credit to my friend Gigi for the original ship design from Golden Seas – I was really happy to use 3 of those 4 in this release. All 5 ship types in DGA are new “relaunch” ship types, which I was stoked to do. (definitely want to get as much mileage out of them as possible, given the design and testing time that goes into each model)

Postillon preview

Cornelis Tromp
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 077
Nationality: Dutch
Point Cost: 8
Ability: Hostile: England. Captain. Once per turn, you may eliminate one of this ship’s masts to give her an extra action. If this ship does not have all of her masts, she gets +1 to her cannon rolls. This ship gets +1 to her cannon rolls against French forts.
Link: Gouden Leeuw, Thomas Tobias

Flavor text: The controversial son of Admiral Maarten Tromp has risen through the ranks of Dutch naval officers. He gained experience at the battles of Elba, Leghorn, Lowestoft, and the Four Days’ Battle. Those conflicts helped him lead his squadrons to victory at Schooneveld and Texel, where he finally vanquished his rival Edward Spragge. He is still jealous of de Ruyter but has earned his place as a Dutch naval hero.

The unique new “mast sac” ability is based on his aggressive battling strategy, throwing caution to the wind to get the initiative. He was quite successful in spite of it, leading to his cannon bonus ability which pairs well with losing masts.

Tromp was a very aggressive squadron commander who personally relished the fight, preferring the direct attack having the weather gage over line-of-battle tactics. As a result, he had to change ships often: four times at the Four Days’ Battle, three times at Schooneveld and two times at Texel. He was popular with his crews, despite the danger he put them in….

Piet Hein
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 078
Nationality: Dutch
Point Cost: 10
Ability: Captain. This ship gets +1 to her d6 rolls against Spanish ships. When touching a Spanish ship, this ship can load as much of that ship’s treasure as she can carry. When this ship unloads treasure at your home island, any coin printed with a silver number is worth +2 gold.

Flavor text: Captured by the Spanish and forced into being a galley slave, this Dutch hero later found revenge as an admiral in the Dutch West India Company. His capture of the Spanish silver fleet funded the Dutch army for months and crushed the Spanish economy.

Piet Hein is a crew I’ve wanted to see in Pirates CSG for many years. Arguably he should almost be a “god crew” similar to Nelson/etc. He is quite expensive but should be well worth the points, especially in any games against the Spanish. At first glance he might seem overpriced, but it’s always tricky to price crew with very situational abilities, and his abilities could be game-changing at the opportune moment. Since he completely owned the Spanish, his ship will get +1 to all of her d6 rolls against their ships – cannons, ramming, boarding, etc. His epic silver ability will apply to all silver coins the ship unloads (not just one per unload/docking), potentially making him a staple of Dutch hybrid silver fleets even when no Spaniards are on the horizon.

Overall it was great to make new crew for two of the most accomplished Dutchmen in naval history!

DGA crew 1

Abel Tasman
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 079
Nationality: Dutch
Point Cost: 4
Ability: Explorer. Born Leader.
Link: Heemskerck (ship), Frans Visscher

Flavor text: One of the most well-traveled Dutchmen in recent history. Stops in Formosa and the Japanese trading port of Dejima have provided education on foreign relations. Now he sails from Batavia in search of the legendary Terra Australis….

Tasmania (and by extension, Tasmanian Devil) and many other things are named after him. Wanted to do him justice. It’s been interesting to try to use old place names (such as Formosa and Batavia) as I generally prefer to keep the flavor text close to “present tense” in order to keep gameplay immersion.

Adrian Claver
Set: Pirates of the Age of Sail
Release: Dutch Golden Age (DGA) (May 2026 Mega Pack)
Collector’s Number: 080
Nationality: Dutch
Point Cost: 3
Ability: Hostile: Spain. Filching Gold. If this ship wins a boarding party, she may capture the crew with the lowest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.

Flavor text: Claver is a constant thorn in Spanish sides. He has teamed with pirates to raid Spanish shipping off Havana and Caracas. Although he failed to capture the Frenchman named “Captain Davy” while based out of New York, he has taken many prize ships and crew for ransom.

A well-connected privateer with a new twist on the Gold Capture ability.

That concludes the previews for Dutch Golden Age! 5 ships (all new models that have been introduced this decade), 4 named crew. Very rich in history. Was really nice to make and I like how it turned out.

DGA crew 2

New Keywords and Assembly Diagrams – Ben’s Pirates CSG Relaunch

New Keywords and Assembly Diagrams

My recent Pirates CSG Relaunch that went public in 2024 has featured many new ship types and sometimes keywords for those new types. This post consolidates all of them into one reference. I also have a video playlist where I build each new ship type. To print out a copy of all the new keywords associated with the game’s rebirth, use this file. The New Master Keyword List has all of the keywords, both old and new.

Directory:

  1. Red Seal Ship
  2. Atakebune
  3. Giant Turtle
  4. 3 Mast Frigate
  5. 2 Mast Historical Snow-Brig
  6. Bomb Vessel
  7. Hydra
  8. 7 Masted Junk
  9. Carrack
  10. Grand Xebec
  11. Caravel
  12. Dragonwing Cutter
  13. Trireme
  14. Sea Chariot
  15. 5 Mast Fluyt
  16. Crew and Equipment Keywords (Merchant, Archer, Grenades)

Red Seal Ship (no ship type keyword)

Red Seal Ship assembly diagram

Atakebune

A ship with this keyword printed on its deckplate card has removable flags that are treated exactly the same as masts on a normal ship (they can be replaced by fire masts).
This ship may be given move actions when it has no flags; its printed base move becomes S. When given a move action, this ship can rotate on her bow (the front of the ship) OR stern (the rear of the ship) in any direction as an additional, final movement segment (she cannot rotate on both bow and stern in the same move action). This ship cannot pin or be pinned.
This ship gets +1 to her boarding rolls for every crew assigned to her. If this ship wins a boarding party, she may steal one treasure from the enemy ship (winner’s choice), and eliminate one crew (loser’s choice).
This ship cannot be assigned treasure except for treasure taken via boarding party.
Crew assigned to this ship do not count towards the ship’s point limit.
If this ship has no crew, she cannot be given move actions.

Atakebune assembly diagram for Pirates CSG Atakebune assembly diagram for Pirates CSG

Giant Turtle (AlgothAybara)

A ship with this keyword printed on its deckplate is a sea creature.
A giant turtle can ram a sargasso sea as if ramming an iceberg; if it does, remove the sargasso sea from the game.
Two hits during the same player’s turn are required to eliminate one of this sea creature’s segments. When removing segments, remove a fin of the giant turtle. When all four fins are removed, the giant turtle is eliminated. The giant turtle’s cannon (its head) cannot be eliminated.
A giant turtle may move across islands (except enemy home islands and enemy forts) if it does not have a fort on its back. It becomes docked if it ends movement on an island. A giant turtle may shoot and be shot at while on an island (the island does not block lines of fire to and from the giant turtle on the island).
A giant turtle can be assigned crew.
A giant turtle may be given explore actions to load cargo like a normal ship.
A giant turtle may tow other ships (unless it has a fort on its back), it may ram (the rammed ship becomes pinned instead of the giant turtle), and it may board like a normal ship.
When building a fort, you may build it on the back of this giant turtle while it is docked at either the wild island or your home island. If there is a fort on the back of a giant turtle, it cannot move more than S in a single move action; during combat the fort takes damage instead of the turtle. The fort on the back of the turtle is treated like a fort on a wild island and has its own actions. Friendly ships can dock at a giant turtle with a fort and be given repair actions while there. If a ship is docked, the giant turtle cannot move.
Any treasure in a giant turtle’s fort does not take up cargo space. Crew and equipment still take up cargo space. When the fort on a giant turtle is destroyed, the treasure is moved into the giant turtle’s cargo. If there is more treasure than cargo space available, remove the excess treasure from the game instead of removing crew/equipment to make room for the treasure.
A fort built on a giant turtle cannot use crew abilities.

Giant Turtle assembly diagram for Pirates CSG Giant Turtle assembly diagram for Pirates CSG

3 Mast Frigate

This one builds similar to the original 3 Mast B, but with jib and gaff parts that slot into the foremast and mizzenmast (the slots are spaced differently so it’s obvious which goes with each). Recommend attaching the extra sails before inserting the masts into the deck (ideally the masts into deck will be the final phase of the build). Assembly instruction video

USS Alfred

2 Mast Historical Snow-Brig (2MB) (no ship type keyword)

2 Mast Brig assembly diagram for Pirates CSG

Bomb Vessel

Ramming cannot eliminate this ship’s masts. This ship has an additional rank-4 mortar cannon assigned to each of its first two masts. These mortars can only shoot once per turn each, and can only hit targets more than L away but not more than L+L away. These shots are not blocked by other ships, and get +1 to their rolls when targeting a fort. If a mortar shot hits, replace a mast on the enemy ship with a fire mast instead of eliminating it; if the mortar roll is a 1, replace that mast on this ship with a fire mast. The following cannot be applied to these mortar shots: specialists, grape shot, chain shot, smokepot shot, other abilities that improve cannon accuracy.

No assembly diagram, but very similar to the 2MB model:

Erebus and Terror ships

Hydra (original model by PirateCaptainAndrew)

A hydra is a type of sea monster. The following abilities are specific to hydras and override the Sea Monster keyword: Measure a hydra’s movement from the middle head slot on its base. Hydras may move and shoot using the same move action. A hydra may be given repair actions at sea or at any island, including while it is submerged.

No diagram, but quite straightforward:

Pyrannus - custom Hydra

7 Masted Junk
Regular Junk keyword; build is very similar to the 6 masted junks but with an extra mast on the aftmost deck:

Taicang - first 7 masted junk for Pirates CSG

Carrack

The quarterdeck is the smallest deck and goes at the stern. I recommend “pre-slotting” (slightly widening) the hull slots before building the ship in full so the deck goes into them snugly.
Carrack ship type model design for Pirates CSG

Grand Xebec (Vindaga Games)

This ship’s masts do not block her lines of fire. This ship cannot pin or be pinned. This ship may be given move actions when she has no masts; her printed base move becomes S.
This ship’s rearmost mast requires two hits from the same shoot action to eliminate, and can shoot twice when this ship shoots. If this ship is hit once during a shoot action, her owner must eliminate one of the first 3 masts if able.

Grand Xebec assembly diagram for Pirates CSG

Caravel (Vindaga Games)

This ship’s masts do not block her lines of fire. This ship cannot be pinned. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

3 Mast Caravel assembly diagram for Pirates CSG 2 Mast Caravel assembly diagram for Pirates CSG

Dragonwing Cutter (Vindaga Games)

This ship gets +S to her base move if she has all of her masts. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

Dragonwing Cutter assembly diagram for Pirates CSG

Trireme (Vindaga Games)

A ship with this keyword cannot pin or be pinned, and cannot be assigned crew with the Helmsman ability. If this ship has a crew with the Oarsman ability, she gets +S to her base move; with no masts her printed base move becomes L (instead of S), and she can always ram enemy ships. When this ship rams an opposing ship, the roll automatically succeeds regardless of the number of masts.

I recommend inserting the mizzenmast into the quarterdeck before attaching the quarterdeck to the hull pieces via the open slide-in slots.

Argonaut - Atlantean trireme from Rise of Atlantis Part 2

Sea Chariot (Vindaga Games)

A Sea Chariot is treated like a ship with the following exceptions:
It can only move if towed by a Sea Monster. Any Sea Monster may tow a Sea Chariot when any part of its base touches any part of the Sea Chariot; you may move the Sea Chariot into a towed position as a free action. A Sea Monster may stop towing a Sea Chariot at any time, where it remains until towed again or sunk. Sea Chariots can submerge with the towing Sea Monster, but cannot shoot while submerged.
When towing a Sea Chariot, a Sea Monster on the surface may dock at islands, be given explore actions, and load treasure into the Sea Chariot’s cargo space. If the towing Sea Monster docks, the Sea Chariot may remain towed instead of docking it at the island.
Abilities of crew assigned to the Sea Chariot cannot be used by the towing Sea Monster, unless specifically stated otherwise.
If a Sea Monster towing a Sea Chariot wins a boarding party, you may assign any stolen treasure to the Sea Monster or the Sea Chariot; if a Unique Treasure is taken you must assign it to the Sea Chariot or eliminate it as normal.
A Sea Chariot has no masts. Instead it has a flag which can be eliminated only if the Sea Chariot is hit twice during a single shoot action; when it has no flag, any hit will sink it. If the flag has been eliminated, the Sea Chariot may be given a repair action (even if it’s at sea) to replace it.
A Sea Chariot’s cannons are measured from the d6 markings on its hull, not from the flag.

Oceanus - a Sea Chariot from Rise of Atlantis Part 2

5 Mast Fluyt (no ship type keyword) (Vulkan)

5 Mast Fluyt assembly diagram for Pirates CSG

Crew and Equipment Keywords

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

Archer: This ship gains one 3S cannon that can shoot from any mast (even an eliminated mast), but eliminates crew instead of masts when it hits. If this ship carries cargo with “firepot” or “fire shot” in the name, you may assign it to this cannon instead of a regular cannon. When assigned to a ship of the same nationality, this crew is not subject to the No-Stacking Rule.

Grenades: If this ship has any crew, once during each of your turns you may choose an enemy ship touching this ship. Roll a d6; on a 5-6, the target’s controller replaces one mast with a fire mast and eliminates a crew; if the roll is a 1, eliminate a crew from this ship.

Firepot Specialist: (original ability, new as a keyword) Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If a ship has a fire mast, before she is given an action roll a d6 for each fire mast on her. On a result of 5 or 6, remove the fire mast; on a 1 or 2, replace another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

 

Other keywords:

Hidden Gold (Xerecs): This ship has 2 extra cargo spaces that may only be assigned treasure.

Lighthouse (The9ofSpades)

Building lighthouses follows the conditions for building forts. Gold used to build the lighthouse is placed face-up next to the lighthouse and still counts towards a player’s total for victory conditions. A lighthouse cannot use its abilities on the same turn that it is built. The effects of Mysterious Islands (including Great Turtles) are ignored if a lighthouse is present on the island.

If the Lighthouse has its light, a friendly ship within L+L of the Lighthouse gets +S to its base move once per turn (a yellow L+L tool can be used to indicate the range of this effect, or a light yellow plastic can be placed under the lighthouse).

Two hits from the same shoot action are required to eliminate the lighthouse light; when it is eliminated, remove it and the lighthouse top (if applicable). Once a lighthouse loses its light, it loses the L+L effect but retains its other abilities. When a lighthouse has no light, one additional hit destroys the lighthouse and it is eliminated; the gold used to build the lighthouse remains on the island (face down).

Enemy ships may dock, load treasure, and drop off crew or equipment from islands with lighthouses built on them. Enemy ships cannot load crew or equipment from this island that belong to the lighthouse controller as long as the lighthouse has its light. If the lighthouse has cannons, their ranges are measured from any part of the lighthouse base.

If a friendly ship is docked at the island, it can give up its turn and conduct a repair action on the lighthouse. If an enemy ship is docked at the island and no ship friendly to the current lighthouse controller is within L+L of the lighthouse, that ship can give up its turn to simultaneously capture and repair the lighthouse.

If a lighthouse has cargo space available, shipwrights and musketeers can use their abilities inside a lighthouse.

Franklin’s Lost Expedition – New Pirates CSG Mega Pack for the subscription box

Franklin’s Lost Expedition Mega Pack

Based on subscriber feedback, the Mega Pack for December 2025 is based on Franklin’s lost expedition to the Canadian Arctic! Subscribe by 11:59pm PST on December 15th to guarantee your copy!

The release features 4 ships, 7 crew, and 1 Unique Treasure. (the first treasure of my Pirates Relaunch!)  As with most of my Mega Packs, it comes on 12 cards of laser cut styrene. As of this post on December 14th, the job is still with the print company and then I still have to cut all the cards.

Here are some of the new game pieces!

HMS Erebus from Franklin's Lost Expedition

HMS Erebus (decaled prototype copy)

HMS Erebus
Nationality: English
Point Cost: 11
Masts: 3
Cargo: 2
Base Move: S+S
Cannons: 4S-3L-4S
Link: Sir John Franklin, James Fitzjames, Graham Gore, Henry Le Vesconte, James Clark Ross
Ability: Bomb Vessel. If an iceberg touches this ship, also eliminate one crew from this ship.

New keyword – Bomb Vessel: Ramming cannot eliminate this ship’s masts. This ship has an additional rank-4 mortar cannon assigned to each of its first two masts. These mortars can only shoot once per turn each, and can only hit targets more than L away but not more than L+L away. These shots are not blocked by other ships, and get +1 to their rolls when targeting a fort. If a mortar shot hits, replace a mast on the enemy ship with a fire mast instead of eliminating it; if the mortar roll is a 1, replace that mast on this ship with a fire mast. The following cannot be applied to these mortar shots: specialists, grape shot, chain shot, smokepot shot, other abilities that improve cannon accuracy.

Flavor Text: She was built as a Hecla-class bomb vessel, with 10 cannons and 2 mortars. The Ross expedition made her a veteran of Antarctic exploration. Time will tell how she fares against the ice floes that guard the long-sought Northwest Passage.

Francis CrozierFrancis Crozier
Nationality: English
Point Cost: 4
Link: HMS Terror, HMS Briton, HMS Doterel, HMS Fury, HMS Hecla, HMS Stag, HMS Cove, William Parry, James Clark Ross
Ability: Captain. Once per turn when this ship makes or causes a die roll involving terrain, you may increase or decrease the result by 1.

Flavor text: An Irish officer born in 1796, Captain Crozier met the last surviving Bounty mutineers as a teenager. Now a veteran of Royal Navy service, he looks to guide his sailors through new waters (and ice). He is no stranger to the cold, having explored Antarctica with James Clark Ross.

HMS Terror

HMS Terror (decaled prototype copy)

HMS Terror
Nationality: English
Point Cost: 11
Masts: 3
Cargo: 2
Base Move: L
Cannons: 4S-4S-4S
Link: Francis Crozier, Graham Gore, John Sheridan, George Back, William McPherson Rice
Ability: Bomb Vessel. This ship gets +1 to her cannon rolls against American ships and forts.

Flavor Text: Launched in 1813, this Vesuvius-class bomb vessel has seen action against the Americans, bombarding Fort McHenry and Fort Peter. She traveled to the Antarctic under Captain Crozier and now he looks to take her into unknown territory in the Canadian arctic.

James FitzjamesJames Fitzjames
Nationality: English
Point Cost: 7
Link: HMS Erebus, HMS Pyramus, HMS St Vincent, HMS Madagascar, HMS Winchester, HMS Ganges, HMS Cornwallis, HMS Clio, George Sartorius, George Hodgson
Ability: Captain. Cannoneer. Once per game you may prevent the elimination of one of this ship’s crew. This ship can load crew and equipment from your home island or a wild island if she’s within S of it.

Flavor text: Partially unknown birth origins have not stopped this man from living well as an accomplished mariner. Having participated in the Euphrates Expedition, the Egyptian–Ottoman War, and the Anglo-Chinese War, he is courageous and experienced enough to serve under John Franklin as captain of HMS Erebus.

 

Why this release has War of 1812 stuff: FLEMP (Franklin’s Lost Expedition Mega Pack) too crew-heavy with only 2 core ships, and can’t even fit them all on Erebus/Terror at once. Also want to cover a balanced amount of named crew, rather than a huge amount from only one event/etc. Plus, HMS Terror was active during the War of 1812. I felt more strongly about including the 1812 stuff that was cut from the June release than about including even more crew from Franklin’s expedition.

The crew involved have such rich stories and backgrounds, it was hard to keep some of the flavor text limited. It’s also rather striking to have actual pictures (daguerreotypes) of men involved in the expedition, especially knowing that it was one of the last times anyone would see them alive.

Restarting Rules and New Master Keyword List

Restarting Rules and New Master Keyword List

Here are the Restarting Rules and New Master Keyword List, initially developed for use with the new set (Pirates of the Golden Seas). The first draft was finished in July 2021, and underwent numerous revisions until the current version was finalized in August 2024.  Woelf (the Rules Arbitrator) was consulted heavily throughout the process.

Restarting Rules

New Master Keyword List (last updated: April 2026)

 

Changes to the rules:

-One rules document. (not split into Start Here and Complete Game)
-2 action limit is clearly defined under “Rules of the High Seas”
-The standard build total is 60 points instead of 40.
-The “any build total can be chosen” part is underlined for emphasis.
-“Events should not be used unless all players agree to allow them.”
-Round Earth is now the default boundary rule
-Flat Earth now includes: “Players cannot voluntarily move their ships over the edge.”
-Islands must be placed at least 2L from each other (rather than 3L)
-Terrain can be placed anywhere on the play area, and each piece can touch any other piece of terrain or islands.
-The last player chooses their home island first, followed by the second to last player, and so on until the first player is the last to choose their home island.
-Changes to links: “When two linked crew are assigned to the same ship, they share a single cargo space. In the same way, if one crew is assigned to a ship to which it is linked, that crew does not take up cargo space. If multiple links are present on a ship, all crew that link share the same single cargo space. Links are considered rules rather than abilities, so they are not subject to the No-Stacking Rule, and they cannot be cancelled or copied.”

-Movement bonuses can be applied at any time during a move action, rather than just at the end after base move segments are completed (original rule only appears in The Pirate Code, not in the Start Here or Complete Game rules).
-Boarding: Winner chooses whether to take a treasure or eliminate a crew; winner chooses which treasure to take; loser chooses which crew to eliminate.
-Made it clear that towing can occur when a ship is touching the bow of a derelict, not just at the end of a move action.
-Docking a towed ship at an island or fort when the towing ship docks is now optional.
-Ships with any number of masts can now ram and board (they don’t need to have at least one mast).
-A successful ram eliminates masts – removed the part saying “(remove from the game)”.
-Treasures are always looked at when exploring.

-Treasure from a sunken ship is not split between players in a 2 player game. It is always removed from the game regardless of the number of players.

-Added: “The number of flags on a fort must match the number of cannons it has when first built.”
-Players are not required to unload regular (non-UT) treasure when they dock at friendly forts.
-Forts can repair with a shipwright in them (including when they have no flags left).
-Removed the wording around Abandoned forts because it is unnecessary (first sentence moved to Shooting section, second sentence irrelevant with shipwright-repair option).

-Icebergs can continue moving after hitting islands
-Sargasso Sea reworded for clarity
-Whirlpools are bad on rolls of 1-3 and equipment can be lost to them.
-Sea creature rules moved to the back/bottom of rules. Text heavily modified and specific game mechanics will be addressed as part of sea creature type keywords, not in the sea creature rules.

-No “more than half the starting gold” endgame condition in 2 player games.
-Endgame condition changed to only one player can give future move actions (rather than half or more players cannot give future move actions)

-Added some Pirate Code text to maximize clarity of rules.
-Some wording changes for clarity/brevity/etc.

 

Changes to the Master Keyword List:

-Shipwright (made better).
-Sea Monsters may move and shoot using the same move action.
-Sea creature type keywords: Revamped in various ways. Now each keyword says what that creature type can do, without overly relying on the sea creature rules to define what they can and can’t do.
-If a sea monster or titan eliminates crew via boarding, it may repair one of its segments as a free action.
-Scorpions can board sea creatures with their blade attack.
-Changed “boarding action” to “boarding party”.
-New keywords added in late 2025: Atakebune, Caravel, Dragonwing Cutter, Hydra, Giant Turtle, Lighthouse, Grand Lighthouse, Grand Xebec.
-New keywords added in April 2026: Archer, Hidden Gold, Grenades, Merchant. Also added Firepot Specialist.

Maelstrom Game Mat and House Rules

Maelstrom Game Mat and House Rules

Thanks to my awesome friend Gigi, a unique Christmas gift arrived recently: a Maelstrom game mat!  😀   He was inspired to make it after seeing the concept as a Game Idea, and now fittingly enough I will be able to recreate the incredible scene from At World’s End!  I’ve come up with both regular and deathmatch house rules which you can see below.  The Maelstrom game mat is about 3 feet square, and has 10 concentric circles within it, not counting the foreboding center area.

Maelstrom Game Mat for Wizkids Pirates CSG

General House Rules:
-Ships can only travel around the maelstrom in an “anticlockwise” direction, just like in At World’s End.
-A move segment is required in order to move from one concentric ring to an adjacent one. This uses that move segment for the move action. Instead of moving the ship forward around the ring it’s currently in, move it laterally to the desired adjacent ring. (ex: a ship with L+S base move can use either segment to move to an adjacent ring, then use the other segment afterwards to move forward in that new ring. Or, it can jump two rings, or move L+S in the ring it’s already inside of.)

Maelstrom of Gold Scenario

These house rules are for a regular game with gold, though additional changes may be necessary.
-Set up for a regular game of Pirates, but with a minimum distance between islands of only 1L or 2L.
-Ships in the innermost ring can shoot at other ships in that ring regardless of cannon range (“unlimited” range to reach ships on the other side), as long as a clear line of fire can be drawn to the other ship.
-If a ship enters the center of the maelstrom, immediately remove the ship and all her cargo from the game.

Deathmatch Scenario

These house rules are for a deathmatch, ideal for recreating the epic movie scene.
-No islands. Each fleet starts outside the maelstrom on one of the four corners (opposite sides in a 1v1 deathmatch), and must enter the maelstrom from that corner during the first round (though not necessarily in the same spot for all ships).
-Ships cannot move rings towards the outside of the maelstrom. Concentric ring movement is limited to going towards the center of the maelstrom, as all ships get sucked into the middle.
-At the end of each player’s turn, each of their ships move laterally one ring closer to the center. (this cannot result in ramming/boarding/etc because it is not a move action)
-Ships within the innermost 3 rings of the maelstrom can shoot at other ships in those rings regardless of cannon range (“unlimited” range to reach ships on the other side), as long as a clear line of fire can be drawn to the other ship.
-If a ship enters the center of the maelstrom, she may be given one final action (unless she has already been given two actions that turn) before being removed from the game.
-Eternal only works once, regardless of whether or not the ship was sunk normally or by entering the center of the maelstrom.  If Eternal is triggered, the ship returns to the corner of the map she started in, outside the maelstrom.  She can repair normally there, and the player can move the ship into the maelstrom before repairing all masts.  If all masts are repaired, the ship’s next action must be to move the ship into the maelstrom.

Other Ideas!
These are meant to be interesting alternatives worth trying out, but not part of the core scenario ideas.
-Changing the movement rules: Instead of using an entire move segment to move laterally from one ring to another, ships can move “normally” under the same idea – you still need a move segment to cross a ring line, but you can move forward/diagonally as normal for enhanced speed.
-You may voluntarily eliminate any type of cargo during a ship’s action to move laterally towards the outside of the whirlpool (as if the ship is getting lighter and can potentially outpace the maelstrom).
-Risky middle: ships in the innermost 3 rings get +S to their base move, but must roll a d6 at the end of each of their actions.  On a 1-2, they lose a mast.
-All range extending abilities are doubled (or tripled). Ex: a flotilla with S range cannons and Extended Range can now shoot at a range of 4S (or 6S if tripling is preferred).
-Maximum shooting: S range cannons shot from within the innermost 5 rings can shoot at targets within those rings. L range cannons can hit anything in the maelstrom rings that a clear line of fire can be drawn to.  Or, all S range cannons have a range of 6S and all L range cannons have a range of 6L.
-Combine with the Other Worlds scenario with the Maelstrom being the “home island ocean” with HI’s on the outskirts of the maelstrom. Only once a ship reaches the center of the maelstrom can she use it as a whirlpool to teleport to the other oceans where the gold lies. (this may require banning HI raiders or other house rules to discourage blockading)

I realize there are a lot of game mechanics that might get fuzzy or confusing given these house rules, but they can be worked out as necessary. This post is subject to editing upon playtesting. 🙂

Maelstrom game mat - Black Pearl and Flying Dutchman

We have seen this before….

Maelstrom game mat - Black Pearl vs. Flying Dutchman

Black Pearl vs. Flying Dutchman!

More custom stuff! 5 fleets, 60 points on November 14th, 2015

11/14/2015
Another game was played, this time at 5 fleets, 60 points.
The fleets went in the following order. In parentheses are the usernames of each individual who created the custom game piece.

French:
Froide Vengeance (selxaxri) + Radi Jaeger (el_cazador), Mademoiselle Josephine Godiva, helmsman
Le Gaule (cazador) + Michel Dubois (cazador), chieftain
Native Canoes (cazador) + one canoe with Exploding Shot

Froide Vengeance (proxied at 15 points for this game)
Nat. French
Masts 3
Cannons 3L-2S-4S
Cargo 3
Movement L
Icebreaker
This ship may tow Icebergs.
Still at war with the English, one general who skirted the floes of the northern waters concocted a hare-brained scheme- blockading the british fleet using the floes themselves.

Radi Jaeger
Type: Crew
Nation: Empire/France
Points: 6
Link: Lupus, Lupus Regnum
Captain, Born Leader.

Flavor: Radi Jaeger fights for the Russian Empire under the promise that they will grant Fhirald, his homeland, independence in reward for his service. He encourages his crew of this fact, although he has reservations.

Le Gaule
Type: 5-mast
Nation: France
Points: 17
Masts: 5
Cargo: 4
Move: S+S
Cannons: 3L,2S,2S,2S,3L
Link: None
When this ship sinks another ship, give this ship a free move action.

Flavor: After decisive action against the Cursed near the coast of French Indochina, this legendary vessel has come to the Atlantic to fight the English.

Michel Dubois
Type: Crew
Nation: France
Points: 4
Link: None
Captain, Explorer

Flavor: Dubois fights for gold and will turn down opportunities to sink the English in favor of obtaining more money.

Canots Indigènes
Nation: France
Points: X (13)
Masts: X
Cargo: 1 (x5)
Move: S+S
Cannon: 3L (x5)
Link: None
Native Canoes, Captain

Flavor: The natives of Indonesia have been trained in the art of war by French capitaines, and they pursue the monsters of the deep.

Chef de Tribu
Nation: France
Points: 13
Link: None
Tribal Chieftain
Before you give any of this chieftain’s canoes an action, roll a d6. On a 5-6 they may shoot at submerged ships.

Flavor: This chieftain’s men have had conact with the Monster Hunter’s guild.

English:
HMS Fatalis (cazador) + Hermione Gold, helmsman
HMS Puma (cazador) + Thomas Gunn, Trevor van Tyne
HMS Growler (cazador) + explorer

HMS Fatalis
Type: 3-mast hoist
Nation: England
Points: 16
Masts: 3
Cargo: 5
Move: L
Cannons: 4L,4L,4S
Link: None
Hoist
This ship eliminates two masts with one hit.

Flavor: The HMS Fatalis was comissioned to pillage and plunder and and rifle and loot; occasionally she even burns the town down. She’s really a fright.

HMS Puma
Type: 4-mast
Nation: England
Points: 13
Masts: 4
Cargo: 4
Move: L
Cannons: 3L,3L,3L,3L
Link: None
This ship gets +1 to her cannon rolls against crew, forts, and ships within S of her.

Flavor: The HMS Puma’s captain has little patience and will often sail straight into combat, even though the Puma carries long-range cannons.

HMS Growler
Type: 3-mast square rigged
Nation: England
Points: 10
Masts: 3
Cargo: 4
Move: L
Cannons: 3S,3S,3S
Link: None
Schooner. This ship gets +L to her base move if she starts her move action within S of an island.

Flavor: The Growler, called by some the Prowler, slinks along coasts and archipelagos, looking to use her relatively shallow draft to seize a first strike.

Pirates:
Rusty Hook (captain_vendari) + Tetra (cazador), Purlo (cazador)
Torpedo (xerecs)
Last Shot (a7xfanben) + captain

Rusty Hook 
Nation: Pirate
Points: 15
Masts: 4
Cargo: 4
Base Move: L
Cannons: 3L, 2S, 2S, 2S
Ability: You opponent cannot initiate a boarding party against this ship.
Flavor Text: ???
Link: Donovan Richtarian

Tetra
Type: Crew
Nation: Pirate
Points: 6
Link: Arbiter
Hostile: Cursed, Captain, Explorer. Hylian crew may use their abilities aboard this ship.

Flavor: Tetra had been captaining for years before Hyrule emerged as a sea power. While not all of her work has been ethical, she is effective at what she does and is always willing to lend Hyrule her aid against the Cursed.

Purlo
Type: Crew
Nation: Hyrule
Points: 5
Link: None
Hostile: Cursed, Helmsman. Once per turn, this ship may randomly take one treasure from any ship she touches.

Flavor: Purlo was a con artist in Castleton until he was caught by the Ranging and Enforcement corps. Noting his skill, they referred him to the navy, where he began a new life leading boarding parties and raids.

Torpedo
Pirate
18 pts
Masts: 2
Cargo: 1
Movement: L+L
Cannon: 4S-4S
Ability: Portburner- This ship may dock at an enemy Home Island, and roll a d6. On a 4-6 she explodes and is immediately eliminated from the game. Roll another d6 the result is the number of treasure coins removed from the Home Island. On a 1-3 she may take one treasure and leave on her next turn if able.

Last Shot
Faction Affiliation: Pirate
Rarity: C
Type: Ship
Point Value: 13
Cargo Space: 3
Base Move: S+L
Cannons: 2S-3L-3S
Number of Masts: 3

You may double the range of the last cannon this ship shoots each turn.

Cursed: (two of the three ships are Mercenary, but I didn’t want to refer to different Merc fleets)
Tenfold (cazador) + Onox (cazador), Koloktos (cazador), Gentleman Jocard, helmsman
Lamprey (cazador) + explorer
Hare’s Luck + helmsman

Tenfold
Type: 3-mast hoist
Nation: Mercenary
Points: 22
Masts: 3
Cargo: 5
Move: S+S
Cannons: 4L,3S,3S
Link: Zedekiah
Mercenary, Hostile: Caesar, Hoist, Turbine. Two hits from the same shoot action are required to eliminate one of this ship’s masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Zedekiah’s ironclad ship has been in the employ of several nations, most recently the French. His hope is to repurchase the ancient land of the Jews with the lucrative profits he makes from shipping. As he is fond of saying, if you hire him, your investment will repay tenfold.

Onox
Type: Crew
Nation: Mercenary
Points: 5
Link: Ganondorf’s Revenge
Ganonite, Ex-Patriot, Black Mark, Captain.
Pirate crew may use their abilities aboard this ship.

Flavor: Onox is secretly recruiting men for Ganondorf’s future Second Gerudo Empire. It is said that there is no ruthless, traitorous fiend he won’t turn down.

Koloktos
Nation: Cursed
Points: 8
Link: None
This ship gets +1 to her boarding rolls. This ship may dock at an enemy home island and take as much treasure as she can carry. She must leave (if able) on her next turn.

Flavor: The dark magic that powers this automaton has given it a keen sense of when to raid enemy ports.

Lamprey
Type: 2-mast longship
Nation: Cursed
Points: 8
Masts: 2
Cargo: 3
Move: S+L
Cannons: 5S,5S
Link: None
Longship

Flavor: This abomination from the Frozen North seems to have suffered permanent damage to her firing accuracy.

Mercenaries:
Gladius Dei (cazador) + Caesar (cazador), helmsman
Bashaw Folly + Osvaldo de Deus Celemente + helmsman, oarsman
Devil Ray + explorer, oarsman

Gladius Dei
Nation: Mercenary
Type: Submarine
Points: 15
Masts: 3
Cannons: 4S,4S,5S
Cargo: 4
Move: L
Link: Caesar
Mercenary, Submarine
This ship gets +S to her base move and +1 cargo spaces if she doesn’t carry crew.

Flavor: The “Sword of God” is rumored to have been built by the Vatican in an attempt to safely move Catholic wealth and artifacts around the globe.

Caesar
Nation: Mercenary
Type: Crew
Points: 9
Link: Gladius Dei
Limit, Ex-Patriot, Navigator
As a free action, friendly Mercenary-faction ships may unload treasure at your home island if they are within S of it. Gold unloaded in this way loses one point of value, to a minimum of zero.

Flavor: “Render to Caesar the things that are Caesar’s, and to God the things that are God’s.” – Mark 12:17 – Caesar draws Ex-Patriots to himself like few others, often leading cooperative efforts to gather the wealth needed by his fellow exiles. Caesar takes twenty percent of the haul as his dues; what few know is that he gives half of that to parishes of the Roman Catholic Church.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The setup featured rossinaz’s big island with 5 beaches as the home island for every fleet! Round earth rules were used. It was going to be an icy affair, and I even used all three of my custom foam icebergs, including that giant one you see towards the left. There were 5 wild islands, with two of them being mysterious. Each island had 8 coins on it, with some UT’s present. Also, the two widest arches were showcased, and each arch had 4 coins where a ship could dock. There was also some fog, 4 whirlpools, and some rocks to add to the mayhem. As I normally play, icebergs began moving on turn 2, although unlike last game, the normal iceberg rules were used – rolls were made at the beginning of each player’s turn rather than the beginning of each round of turns. The custom icebergs acted as “1” icebergs, continuing the game’s theme of trying to roll high for good things to happen. In addition, icebergs could combine together to form a larger iceberg, in which case the whole thing could move if either of the numbers were rolled. Lastly, icebergs could traverse whirlpools, with a third die roll being used to determine the exit location: the northeast whirlpool (upper right in the first picture) was #1, southeast #2, and so on.

As usual, each fleet picked its HI in the opposite order of the play order. The Mercs wanted to utilize the Gladius Dei’s link to Caesar, which could give the Mercs a boost at either of the nearby MI’s. The Cursed took the opposite side, also looking to take advantage of the fact that each arch was partially above wild islands, meaning that 12 total coins were in a very close area. The other fleets picked their beaches, and the game was ready to begin! (Interestingly enough, the French made a bold move by placing their native canoes on the opposite side of their HI (HI still means the home island or “home beach” in this case), partly because of round earth and partly because of their Captain keyword which gave the French more confidence they could get home if they ran into trouble.)

The eastern area. You can see the exploding shot underneath the middle French canoe:

The middle area:

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The western area:

The French took the first action of the game, and the Froide Vengeance immediately made history and towed an iceberg! Other factions were eager to avoid them, but there were so many that it was only a matter of time before the ice started taking a toll on the ships.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Mercs dove underwater, and on the second turn the Froide ditched one iceberg to tow another, much larger iceberg!

Froide Vengeance towing iceberg

The French let their canoes explore, and in addition to some gold they picked up, they found Turtles!

French canoes find Turtles UT

England was the first nation to feel the brunt of the ice, with the Fatalis losing a mast. HMS Puma wanted no part of the dangerous Froide, especially with her SAT capabilities.

The Cursed got off to a good start. Here the Lamprey sits in the fog to avoid any ice while waiting to pop out and explore on the next turn. Just around the corner, the Tenfold hoists gold to herself and the Hare’s Luck, finding Power Cannons and an abandoned oarsman.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Mercenaries took a turn to dock. The Gladius Dei used a mysterious island effect to move the Tenfold into an iceberg, showing hostility between the two Merc fleets. The Devil Ray explored and found an abandoned musketeer, who the Bashaw Folly would soon take for her helmsman.

Mercenaries at sea
More custom stuff! 5 fleets, 60 points on November 14th, 2015
The English continued to suffer bad luck, with the Puma getting hit. To complicate matters, she was stuck between a rocky outcropping and the iceberg that hit her. However, she would soon encounter something more dangerous…

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Pirate ships Last Shot and Rusty Hook began chasing the French, who started to flee the area. However, the turtles could only move S and were a long ways from home. The large wave to the right marks the eastern boundary of the sea, and once across it, ships would be in the west.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The decision making soon became complicated, which is part of what makes this game so interesting. The French could turn their canoes around and take on the Pirates to protect the turtles, but they also knew that the gold they held on the canoes was worth more than the turtles. In addition, round earthing to the west meant that they would be near their main gunships, the Gaule and Froide Vengeance. Lastly, the submarines Gladius Dei and Devil Ray were in the west, and the French chieftain allows the canoes to shoot at submerged ships on a 5 or 6.

The Gladius Dei has surfaced and is about to explore. However, the slow (S+S) Gaule lurks about, looking to possibly explore as well, attack the Gladius Dei, or even head south towards the English. Michel Dubois, in command of the French fleet and the Gladius Dei’s captain, decides to take up a flexible position where the Gaule can intercept any homecoming canoes or turtles and possibly take on any Pirate ships that emerge from the east.

The French didn’t have to ponder their next decision! With an SAT from Jaeger, the Froide Vengeance towed the giant iceberg into the stern of the Growler, taking out two masts on the way by. The iceberg finished the dismasting. The Vengeance used her second move action to rake the Puma’s stern, and miraculously shot 3/3 to crush most of the English fleet in a single turn!

Devastated English fleet

A look at the devastation:

dismasted ships

A turtle narrowly avoids a nearby iceberg. (which can’t eliminate the turtles anyway, it’s just for flavor!)

Turtles skirt past iceberg

The English got immediate revenge, but the damage had been done. You can see that three icebergs are still in the immediate vicinity, and this catastrophic turn of events would hold up the English for a long while.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

As turtles and canoes alike flee, the Last Shot is faster than all of them! Her “last shot” (and only in this case!) narrowly misses a canoe. But where has the Rusty Hook disappeared to?

More custom stuff! 5 fleets, 60 points on November 14th, 2015

She has whirlpooled her way into the west already, losing a mast in the process. The Rusty Hook hopes to cut off the French gold “fleet” (of canoes and turtles, no less, but quite sizable in number right now), but it won’t be easy with Le Gaule around.

Rusty Hook

The Cursed are unconcerned with the conflict in other parts of the sea. The Lamprey explores while the Tenfold and Hare’s Luck head home.

Another angle, where you can see the Hare’s Luck and Tenfold’s hoist through the hole in the arch. (Legend says Vieil Homme was so powerful he just flew right through the rock!)

hole in massive black archway

The Mercenaries suffered a setback, finding Wolves with the Gladius Dei. Conveniently enough, the Bashaw Folly grabbed the Devil Ray’s abandoned musketeer. However, the French didn’t want anything to interrupt their already-thriving gold game.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The French sent two canoes over Ocean’s Edge along with 6 turtles, but the remaining three canoes turned to attack! The lack of the Rusty Hook’s commanding presence gave the French an opportunity to surprise the weaker Last Shot. They hit 2/3, including landing an exploding shot, which knocked out the Last Shot’s captain and set the stern gallery aflame.

Canoes attack!

The French weren’t about to stop there, as the Gaule took advantage of the fact that the Gladius Dei needed to stay surfaced for two turns because she didn’t have an explorer, blasting the sub to pieces.

Gaule blasts surfaced submarine

The Last Shot tried to sail, but the fire overtook her mainmast and she was a burning hulk. To add insult to injury, a uniquely shaped iceberg surrounded her bow as her remaining crew abandoned ship.

flaming hulk

The overall scene just a handful of turns into the game. The only new developments in the picture are the Torpedo at the top right, bringing back a coin for the Pirates, and the English situation. Despite their hatred of the French, the English are wise enough to know that they could use the Froide Vengeance, so they’ve captured her and Godiva. The Rusty Hook hides in the fog waiting to pounce.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

In order the help the vital Gladius Dei (Caesar’s ability is the only way the fleet can get gold home), the Bashaw Folly has taken on the much larger Gaule! The Folly is counting on her new musketeer and boarding bonus ability to help out in the fight.

Bashaw Folly vs. Gaule

The Bashaw Folly only knocked down 2 masts, but the Devil Ray has deposited a coin for the Mercs. The Cursed ships are approaching home, and the Lamprey has moved back into her familiar fog bank. Just to her left, a regular and a custom iceberg have joined forces to form a cluster iceberg.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

Trouble in the west! The fighting continued, with the Gaule managing only one hit on the Bashaw Folly. The Gaule didn’t move away to ram and board the Folly, since the Gaule’s current position where she had broadsided the Gladius Dei meant she blocked the Bashaw Folly’s path to the GD. The Gaule wanted to keep the Bashaw Folly pinned so she couldn’t assist the Dei or kill the Wolves before the French had some cargo spaces open to run gold. At this point, the French had the luxury of not even caring about the loss of the Froide Vengeance, since they had relative control over the west with plenty of gold slowly making its way home. Two canoes were in range of the now-submerged Gladius Dei, but the chieftain’s roll for the turn didn’t result in a 5 or 6.

Save the wee turtles!

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Fatalis has returned her prize (the Froide Vengeance) home, receiving 5 gold as a ransom payment. This gold was un-stealable and indestructible, which was important with the presence of Koloktos and the Torpedo, the latter of which has lost a mast to an iceberg.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The French chieftain failed to deliver once again! The Rusty Hook gets a cannon in range of a canoe, but misses.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

After losing another mast to an iceberg, the Tenfold uses her hoist to empty all three ships in her fleet in one turn! The Cursed now led the gold race, but the Tenfold couldn’t dock at her HI and didn’t have a shipwright available, so her defenses were proving to be useless in a game with so much ice. However, her various named crew and Turbine keyword assured that she would stay a force in the game until a ship managed to sink her.

Tenfold uses hoist arm to deposit gold for Cursed

Battle under the arch! The Bashaw Folly scores another hit on the Gaule.

The west is an absolute war zone! After missing one canoe, the Rusty Hook is shot at by four, and three hits make her a derelict! At this point, the Torpedo is the Pirates’ only hope, which isn’t saying much. The sea is abnormally crowded for a relatively small game, with 10 turtles, 5 canoes, multiple ships and mast wreckage all over the area.

naval warfare Pirates CSG

The Last Shot has been scuttled, and now the Rusty Hook is doomed as well. This makes the Pirates hate the French, and the Torpedo plans to attack the French HI, once they actually get some gold there at least!

The Devil Ray has sped off to the northernmost island, while the Cursed head back out. The Fatalis and Froide have finished repairing, the latter with the help of an SAT from Radi Jaeger.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

French victory! The Rusty Hook has been sent to the depths, while the Gaule has captured the Bashaw Folly and her musketeer, the only way in the game to eliminate the nearby Wolves and access the gold. Turtles swim by the derelict Gladius Dei, who again avoids elimination.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

Finally repaired from the huge southern mess, the English head out to start round 2 of the recovery process: getting their derelicts working again.

bad English fleet situation

Now the French faced an annoying conundrum: the Gaule had a full crew complement in terms of points, so she couldn’t load the Folly’s abandoned musketeer without losing Dubois, which gives her the captain and explorer abilities. In addition, with just two masts left, the Gaule could be vulnerable to any attack by another fleet on the way back. All the canoes had full holds, and the Froide was long gone, now in English hands. The Gaule left the Folly where she lay to return home for repairs. The Torpedo made a feint towards the French HI, but there was nothing there for her to steal or eliminate. At the upper right, the Devil Ray has explored the island and found, what else but an abandoned shipwright! Now, if only the Devil Ray could successfully get this shipwright to the Gladius Dei, the Mercs could be back in business! She also found Runes of Loki, which could be used at an opportune time to change the French chieftain’s die roll to a 1 so the French canoes wouldn’t be able to hit the Gladius Dei, saving the sub from being sunk!

More custom stuff! 5 fleets, 60 points on November 14th, 2015

With an SAT from Jaeger, both derelicts (the Growler and Puma) are taken in tow.

towing operation

At the left, the English continue cleaning up their fleet. The French canoes are gradually finishing their long and harrowing journey from the eastern wild island back to home, accompanied by the damaged Gaule. The Torpedo has retreated into a fog bank, and the Pirates are not going to win the game with a fragile ship with one cargo space. However, they still want some measure of revenge on the French. At the top of the frame you can just make out the Tenfold picking up the scraps of what the Devil Ray didn’t want, while the Devil Ray speeds west underwater to help the Gladius Dei (the Devil Ray left her explorer on the island to make room for the shipwright). At the right, the Cursed continue to have bad ice luck (see what I did there?), with the Lamprey being dismasted on her way to the southeastern island. The Hare’s Luck has fared better and reaches the easternmost island where the canoes started the game.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The French are almost back. The French chieftain misses his roll AGAIN, and the French still aren’t able to sink the Gladius Dei.

How’s that for a change of pace! The English, once with just two masts standing in their entire fleet, have captured the powerful French icebreaker and towed back their derelicts to fight another day. Their tiny home beach is barely big enough to fit the now-largest fleet in the game.

Growing English fleet

This shows all three Cursed ships. The Lamprey has explored, while the Tenfold and Hare’s Luck head back. The Tenfold suffers an unlucky iceberg hit, leaving her with no masts, which isn’t a huge problem with her Turbine keyword. However, the only way she can repair is the Devil Ray’s abandoned shipwright, currently in the west on a submerged submarine.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

Ahhh! The Devil Ray surfaces and begins attacking the turtles!

sub attacks sea turtles

The French canoes are FINALLY home!

More custom stuff! 5 fleets, 60 points on November 14th, 2015

As the Fatalis goes out to get gold, the Froide Vengeance tows an iceberg to get it out of the way. The Puma and Growler continue repairing.

More custom stuff! 5 fleets, 60 points on November 14th, 2015
More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Tenfold deposits her gold and the gold from the Hare’s Luck on her HI, but the Cursed have only two masts standing in their fleet. The Tenfold gives Power Cannons to the Hare’s Luck since the Tenfold can’t shoot. To the right, a cluster iceberg has smashed into the Puma, taking a mast off as soon as it was repaired! This greatly annoys the English, and the captured Froide Vengeance will have her work cut out for her making her new owners happy.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Devil Ray has taken out another turtle, and the French canoes go out to defend the turtles they discovered way back on turn 2. Even the canoe stationed to sink the Gladius Dei rounds an iceberg, which is exactly what the Devil Ray wanted…

Also, to the right, notice the open ocean! The Froide got a timely SAT from Jaeger, and moved to eliminate both of the icebergs that formed the cluster! The Puma is safe for now (hint hint), but another cluster has formed with the giant iceberg just to the west.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

In a flash, the Devil Ray dives and speeds S+L+S to meet up with the Gladius Dei, still derelict and still submerged. She’s been waiting ages for this, and the Mercenaries are close to completing their comeback. The turtles relax, and they’re almost home!

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The French chieftain FINALLY rolls a 5/6 to allow the French canoes to shoot at submerged ships, but the Mercs reveal their secret weapon: Runes of Loki! The die result is changed to a 1, and the French chieftain has failed yet again. This saves the Mercs for another turn, but they’re running out of options and luck.

Runes of Loki UT used

After a huge delay, the English have finally explored an island!

hoist explores wild island in Wizkids Pirates game

The Fatalis found Buried Treasure, and it was worth 6 gold! She also found Whirlpool, which was inconsequential. The Growler sails out to pick up what the Fatalis didn’t, and the Froide has begun towing the huge cluster of ice.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The moment has arrived! The Devil Ray and Gladius Dei both surface, and the Devil Ray exchanges her helmsman and abandoned shipwright for Caesar! (Caesar went to the Devil Ray because with the canoes nearby, he had a slightly better chance of surviving on the Devil Ray than the Gladius Dei.)

The Gladius Dei has repaired:

More custom stuff! 5 fleets, 60 points on November 14th, 2015

… (disappointed voice) and just like that, the Mercs are blown to pieces. The canoes shot a perfect 3/3, including an exploding shot hit on the Gladius Dei. The Mercs have no shot at winning the game, though it was a long shot anyway ever since the Wolves were discovered and the Bashaw Folly captured.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

A pair of French canoes engage their former ally, knocking a mast off the Froide Vengeance, who returns fire to take out a canoe, the first one eliminated. The Puma is finally back to full health.

During all this chaos, the Cursed were making their way around the north side of the middle island with the Tenfold and Hare’s Luck. Between the Turbine keyword, Koloktos’ HI raiding ability, and the offensive capability of the Hare’s Luck (now with an abandoned captain and oarsman in addition to Power Cannons), the Cursed decided to have a go at the French home island, which had the most coins other than the Cursed themselves.

The Cursed have eliminated two more turtles, and the fully-repaired Gaule could only manage to get one gun in range of the Hare’s Luck. In the meantime the French canoes sunk both subs to eliminate the Mercs from the game and took another mast off the Froide.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Puma pursues the slowed Lamprey, looking to use Trevor van Tyne’s hatred of the Cursed and S-boarding to steal gold.

The Cursed have done it! The Hare’s Luck eliminates a turtle and shoots a mast off the Gaule, while Koloktos moves the Tenfold in to steal three coins from the French beach!

Tenfold home island raid!

This picture was taken at a difficult angle, but you can just see a coin on the Cursed beach through the opening. Unfortunately for the Tenfold, she would have to go all the way back around.

The Froide sunk a second canoe and towed the huge iceberg into French waters, blocking the Tenfold from taking the easy path home. The Gaule reversed direction and dismasted the Hare’s Luck, but couldn’t reach the Tenfold, who she wanted to capture and not sink.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

With some slick maneuvering and S+S+S speed, the Tenfold makes a break to the north. The slow Gaule can’t quite reach her bow, while a canoe sunk the Hare’s Luck.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

Another French canoe dismasts the Froide, and the end of the game is near. The Fatalis is back with gold, and the Growler is on her way with more. The English have displayed brilliant resilience and good strategy, using their captured gunship to clear their waterways of ice and then blocking the Cursed and French with ship and ice to prevent any spillover of that conflict into their home area. To the right, the Puma has stolen a coin from the Lamprey, but also loses a mast to an iceberg.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Tenfold is obviously making a break for the northwestern whirlpool, from which she can emerge from the southeastern whirlpool and dock home her stolen loot with her hoist within a few turns. The canoes and Gaule are moving a full S slower and won’t be able to capture the Tenfold. Michel Dubois has no choice but to give the order: “Sink the Tenfold”. He doesn’t want to watch his hard-earned gold go to the bottom, but he really doesn’t want it in the hands of the Cursed.

A canoe moves within range, shoots, and misses. Another canoe does the same, and misses. The Gaule moves forward and can only get her 3L jib in range. SHE MISSES! Dubois screams in agony and disgust as the Tenfold gleefully churns away. (At the right, the Torpedo is still lurking in the fog; the Pirates were really patient in their desire for revenge today!)

As the Tenfold emerges in the south, there’s nothing any fleet can do to stop her, with the Fatalis unable to get there in time and the Growler only able to move L. At the right, the damaged Puma is a familiar sight… wait, didn’t she repair?! Yes, and she got hit three times in the course of a turn or two by hostile icebergs. The Puma had the worst “ice luck” of this game – truly abysmal and, almost unbelievable.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

A canoe chases the Tenfold through the whirlpool, but it’s too late. The Tenfold returns home all three coins she stole, a remarkable display of… luck? Either way, the successful raid was an impressive feat. The Growler has returned home with gold, and the Puma is approaching.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

The Fatalis eliminates a canoe but is hit with exploding shot in return. The Gaule gets hit by the Fatalis after towing the Froide to recapture her after all this time. That French canoe that came through the whirlpool actually sunk the Tenfold to eliminate the Cursed from the active game, but it was too late for revenge. The Pirates disagree with that attitude, with the Torpedo finally emerging from the fog to approach the French HI, sensing the end of the game and an opportunity to strike while the French are as weak as they’ve been. The Puma is just happy to make it home!

More custom stuff! 5 fleets, 60 points on November 14th, 2015

What a mess! The war continues:

ship on fire at sea

On the French turn, the Gaule couldn’t quite block the path of the Torpedo. The English went next, scuttling the Fatalis and repairing the Puma. Then the Torpedo made her move: sailing in at L+L, the Torpedo docked at the French HI… and rolled a 3. This meant that she could only steal treasure rather than eliminate it.

More custom stuff! 5 fleets, 60 points on November 14th, 2015

After an unsuccessful shoot and ram by the Gaule, the Torpedo had another chance! This time she exploded! The final die roll of the game was just a 1, meaning that one random coin would be eliminated from the French HI, and the randomly chosen coin was also a 1! Alas, the Pirates wanted revenge, but the Torpedo went off like a dud.

After 300 total points and many turns of carnage, this was all that remained:

all that remains

With 3 of the 5 fleets eliminated, the game ended! (I wanted to go until all the gold was gone or there was only 1 fleet, but the game had already taken too long at this point.)

The final count:

1. Cursed: 35 gold
2. English: 27
3. French: 6
4. Pirates: 3
5. Mercenaries: 2

What a game! The final scores may look somewhat lame, but this was a memorable and fun contest. The French won the previous game, so there was some desire to hinder them, especially after their luck continued: Turtles, a successful gold run with their canoes, the Mercs being stopped by Wolves and then finished by the French, and the devastating attack on the English by the Froide Vengeance. The French had it all early on, but the long game meant that everything could change, and it did. The Cursed played an excellent game, staying out of trouble for a while and only doing their usual crazy and gimmicky antics (HI raiding with a hoist in this case) after they got a bunch of gold. If anyone is wondering, the Tenfold’s heist (see what I did there?) gave the Cursed 11 gold, so it did matter. They were eventually eliminated, but the Cursed managed to explore three different wild islands and one of the two arches, bringing back a variety of gold. The English also played an excellent game, and like I said made a good strategy play with the captured icebreaker. It was also good to repair their derelicts, and with a little more time they could have eclipsed the Cursed’s gold total. The Pirates didn’t have the best gold game from their fleet build, but they should have done a bit better. The Last Shot and Rusty Hook were both eliminated before they could really do anything, courtesy of the French native canoes. The Torpedo didn’t have enough cargo to run much gold, and sat in the fog for a while before an ineffective strike to end the game. The Mercenaries would have done fine, but they had to contend with Wolves, the dangerous French fleet, and a dependence on Caesar’s ability to have any gold game. The Bashaw Folly is one of my favorite Merc ships, but a 2 master is just too weak to stand up to much competition. The Devil Ray made a heroic effort to eliminate some turtles and revive the Gladius Dei, but it was too much of a long shot.

Notes on custom pieces: (perhaps unnecessary due to the report, but possibly of interest to their creators)
captain_vendari (Rusty Hook): The Rusty Hook really wasn’t able to shine; I’d like to see her again, maybe even with the same crew combo from el_cazador.

selvaxri (Froide Vengeance): The Froide was a fantastic ship, but I put so many icebergs out there because I wanted to see what she could do; most games wouldn’t have this many icebergs. Still, she proved a potent force, able to tow icebergs into enemy ships at S+S and potentially disrupt shipping lanes. I pegged her at 15 points for this game, which I think may be about right. Her cost could rise, but again, this game was catered to seeing her in action.

xerecs (Torpedo): The Torpedo’s game-changing Portburner ability didn’t work too well, but her rolls were as bad as they could get. With such low cargo and low durability, she’s effectively a one-trick pony, which makes her a tough choice in any game smaller than 80 or 100 points. Her high price tag should perhaps come down, unless a revision makes her viable to use in an alternate role.

a7xfanben (Last Shot): Similar to the Rusty Hook, the Last Shot wasn’t able to provide much to the Pirate fleet, and the canoes took care of her quickly. I think her cost of 13 points is fine… it’s just another example of one game not being enough to really get to know what a ship can do.

el_cazador (various): Oh my, where to start… I know you’ll read the report and provide your own comments, so I’ll keep it short. Tetra, Purlo, and Onox didn’t really get to use their abilities much, but Koloktos shined in the late game with that daring raid. Caesar is probably fine, but I may make a post about him and the Gladius Dei in Custom Ships soon… the French named crew Radi Jaeger and Michel Dubois were worth their costs, not surprising given their abilities and their “old-school” nature (existing abilities rather than brand-new ones like Caesar). As for the ships… The Fatalis is fun to use with HGold, I still think her cost is fine. The Puma and Growler are relatively simple ships and are also good to go as far as I can tell. The Tenfold is quickly becoming one of my favorite ships (I’m becoming slightly obsessed with it lol), and her power is undeniable. Just like the first time I used her, terrain neutralized her defenses and she still shined… I would want to test her again at this point cost of 22 before raising it or making any changes… again, the original cost of Turbine is more underpriced than the ship itself. The Lamprey is funky for a longship but fine. The Gladius Dei is definitely the piece that needs the most testing along with the Tenfold – I’m still not sure what to think of her (post in Custom Ships coming soon). I think the Gaule and Native Canoes are fine… the canoes are definitely powerful and versatile, but I think their speed and the fact that it’s hard to find a ship that’s appropriate for their chieftain does enough to keep their cost where it is at 13. The Gaule actually didn’t sink an enemy ship during all of that, I don’t think.

Wow, that was a long report. I may be crazy enough to do another game relatively soon with these fleets mostly the same, but add 20 or 40 (more likely 20) points to the build total.

(I’m doing this from my own personal curiosity and love and interest in this game, so no need to thank me or anything. Nobody has requested that I use their game pieces, which I appreciate. I’m doing this because it’s awesome!) [Hoping that didn’t come off too strangely… it’s a Pirates’ life for me!]

Epic Seas – My Custom Fantasy Set is “Done”!

Pirates of the Epic Seas – A Custom Fantasy Set of Epic Proportions

I started making custom game pieces for Pirates CSG back in 2011, but up until 2018 I mostly just made historical customs.  Around February 1st of 2018, I started making some “fantasy”, or non-historical, custom game pieces.

It only took me about a week to really rev up “production” and I was off to the races creating a TON of fantasy customs.  On February 9th I officially announced my second custom set, which would be an all-fantasy set to be the utter opposite of my main custom set, Pirates of the Age of Sail.

Eventually I decided to name the new set: Pirates of the Epic Seas (you can see it on the 4th sheet).  I generally enjoy the “epic” side of things, which you can see in my favorite movies and music.  Throughout the process of making the set I constantly underestimated how big it would get.  The set quickly grew to over 100 game pieces in February 2018:

There is more coming, but I would estimate that I won’t add more than a few dozen more pieces eventually. That could change, but for now the set is mostly done.

Boy was I WAY wrong!!

I am happy to say that Pirates of the Epic Seas has reached ONE THOUSAND total game pieces!!!  O_O

Lately I have been finalizing the set in various ways – almost every game piece should now have flavor text.  The only exceptions should be some of the stuff that normally didn’t have flavor text – UT’s and equipment.  I’ve also been working through some of the unfinished or partly finished customs, to the point where now there shouldn’t be any customs in the set that are “not ready for playtesting”, which I like to denote with a question mark somewhere with the ship stats/abilities.  The “Collector’s Numbers” are mostly inaccurate and simply reflect which game pieces have been publicly released on a forum such as the Custom Ships thread that you can post in.

I’ve also completed the set description that would theoretically be on the back of any packs for the set:

Chaos reigns. Strife is rampant. With the global political situation teetering on the edge of absolute catastrophe, conflict seems inevitable. The Cursed have risen again, and appear to be far stronger than ever before. A prolonged worldwide arms race and increasing tensions in every ocean can lead to only one thing: WAR. Gold will be lost, and glory will be found. Which side will you take in Pirates of the Epic Seas?

I’ve been wanting to do a “set analysis” for quite some time, and now that I’m pretty satisfied with the set’s progress, hitting 1,000 game pieces is the perfect time to finally look at the numbers.

Pirates of the Epic Seas: By The Numbers

Cursed

Ships: 157 (127 C/U/R, 6 SE, 24 LE)

Crew: 102 (81 C/U/R, 3 SE, 18 LE)

Forts: 13

Total new game pieces: 272

Jade Rebellion

Ships: 57

Crew: 36

Forts: 5

Total new game pieces: 98

Barbary Corsairs

Ships: 40

Crew: 43

Forts: 2

Total new game pieces: 85

Americans

Ships: 32

Crew: 35

Forts: 3

Total new game pieces: 70

French

Ships: 26

Crew: 24

Forts: 4

Total new game pieces: 54

Spanish

Ships: 18

Crew: 19

Forts: 2

Total new game pieces: 39

Pirates

Ships: 43

Crew: 33

Forts: 3

Total new game pieces: 79

Vikings

Ships: 12

Crew: 23

Forts: 1

Total new game pieces: 36

Mercenaries

Ships: 96

Crew: 118

Forts: 6

Total new game pieces: 220

Neutral

Ships: 3

Crew: 3

Forts: 2

Total new game pieces: 8

English (All LE, as they were never supposed to be in the set)

Ships: 8

Crew: 4

Forts: 1 (Lighthouse)

Total new game pieces: 13

Equipment: 10

Unique Treasures: 15

Super Rares: 5

Special Editions: 34

Limited Editions: 89

Pirates of the Caribbean movie pieces: 10

Islands: 1 (designed to be played as a set of 5)

Unreleased/No Rarity: 2

Total Ships: 492

Total Crew: 440

Total Forts: 42

Total new game pieces: 1,002 and counting (including the 2 “Unreleased” whose designs are confirmed)

The set was NEVER meant to be balanced, in terms of factional parity or in terms of ship/crew ratios within each faction.  That’s part of the reason it’s pretty random.  However, I’m actually quite satisfied with how it has turned out.  Below you can see part of the new sheet with the breakdown of game pieces.

Epic Seas breakdown March 2019

 

Thanks for checking out my custom set!

Pirates of the Epic Seas

A7XfanBen’s Entry for Ocean Terrain Contest #3

A7XfanBen’s Entry for Ocean Terrain Contest #3

Ocean Terrain Contest #3

 

Introduction

Literally my entire goal in the whole process was to $ave Dat MoneyLaughing (Normally I hate songs with autotune but that song just hits me in a way that no other song has lol) That became my theme song and “anthem” if you will when I thought about making stuff. All corners would be cut, all the monies would be saved and nearly zero dollars would be spent.

With that in mind, how would I go about making stuff on such an insanely strict budget? I’m more of an Englishman than a pirate, so stealing stuff was out of the question. Laughing

Well, the perfect combination was already in place. I worked part-time at an Ace Hardware store. Idea So then, how could that translate to saving money on the mammoth project?

-Free foam sourced from the dumpsters and trash cans (almost none of it dirty and the rest very easily cleaned off)
-Infinite amount of free cardboard
-Spray paint was bought on sale AND with my 20% off employee discount Cool (would have spent $8+, instead got it for around $5.50) (I considered trying to get it cheaper somehow or waiting until someone would bring in a defective can or something lol, but wanted to get stuff done so I could start Command the Oceans)
-Use only tools and things I already owned:
–Utility knife that I used for most of the foam cutting and sculpting was literally given to me as a gift by a former Ace employee who had left the store about 4 years prior
–Durabuilt toolbox was also a gift so no money spent there
–Crayola scissors from childhood (likely not purchased with my money lol) didn’t get used much but since they’re in some pictures I’ll just emphasize that they weren’t bought for the project either lol

The second “main idea” of my projects was something that speaks to me on a personal level for the Pirates CSG world as a whole: GAMEPLAY TRUMPS EVERYTHING. By that, I mean that using my stuff in games is far more important than how aesthetic it looks. I want to be able to use epic and unique custom stuff that functions properly and in an “epic” way when I play Pirates. As with other things in Pirates (custom ships, etc), I think it is best to play, not just ponder and pontificate. I realize that this mindset is completely contradictory to how to win this contest, as the most aesthetically beautiful entry will likely win. However, to me playing the game is the most important thing; if the stuff doesn’t get used, why bother making it? (other than selling it for a profit haha)

Full disclaimer: I don’t expect to do particularly well in this contest, because a lot of my stuff is not as aesthetic as what other people make. However, the experiences of playing are second to none for me.

IMPORTANT SIDE NOTE: Command the Oceans is the game I played with the stuff I made for this contest. I originally started the game to show off my creations, but it quickly morphed into something FAR bigger than that, both literally and figuratively. I HIGHLY recommend checking out the battle reports for that game to see how this stuff functions in a real game. It was the biggest game of Pirates ever up to this point, and one of the best games I’ve ever played.
MAJOR SPOILERS for CTO are within this post, so read about the game first if you want. (or just don’t look too hard at the “in action” pictures, and avoid most of the videos XD)

VIDEO VERSION OF POST

So, just how much foam did I really have?

A LOT.

Shocked Laughing

Thought you might need a ship for scale! XD

Just immense, immense quantities.

4 or 5 feet in the air!

Tools of the trade. Although, the utility knife and large scissors were used far more than anything else. I did try a few “hammer shots” lol, but it just kicked up a ton of the foam beads into the air. In case you’re wondering, that black plastic sheeting was also free. I took it off the top of the pallets we have outside when it covers the mulches and rocks. It came in VERY handy as a foam catcher/workspace/dropcloth for all of the messy work.

Very strong and very thick corrugated cardboard. Had no idea what I would use this for, for a decent amount of time, until I thought about DOCKS!

Captain Mission’s Pirate Kingdom

That big middle chunk turned into an awesome Pirate base…

… but I had to start somewhere. Once I looked at the block from this angle, I knew what I wanted to do. I always try to take what the foam/cardboard is giving me and go from there. So, I thought it could be cool if I hollowed out the middle part for a “cave” type hideout location, with a raised area for troops/defenses higher up where you see the crescent on the left.

The bottom was far less inspiring, but it seemed like a solid idea to create arches on both sides of the enclosed area.

The messy part. Tons of shaving and hacking.

It took a lot to get it less blocky and manmade-looking.

The Kingdom after being blasted with spraypaint. As I said in the CTO thread, I did NOT intend for that “melted” look haha. The paint partially affected the foam a bit to create that on its own. However, some people like it so it worked out fine.

The unfinished Pirate Kingdom from the front. I purposely kept that “pillar” thing in the middle since maybe it could protect ships inside from potential mortar fire/etc. XD At the bottom you can see the ledge I glued on, specifically for a situation that would soon arise….

Showing the double archways:

THE PIRATE KINGDOM IN PLAY! Command the Oceans began with the first of many grand reveals, and the Pirates were up first.



Using the ledge to get some shipwrights onto ships waiting below. That way they don’t have to go inside and experience the traffic jam of gold runners. XD

There’s a decent amount of space inside, especially for a more reasonably sized game:

The ledge was added partly for this reason: perfect for a fortress!

A great place to come home to with Eternal. I think Gollum would like it, rather dark and evil. XD

Over the course of Command the Oceans, it truly became a Pirate Kingdom!

Large enough to sustain considerable operations of a decent-size fleet, with coins, resources, ladders and army units on/inside it as well.

Sometimes it’s hard to see the cool gold waterfall inside!
Making the gold waterfall

You can also see it in action here:
The biggest fleet ever seen in a game…

Captain Nemo’s Mercenary Submarine Hideout

I loved the idea of having this cardboard molding used as a hideout. The openings at the bottom are perfect for submarines, whether they’re underwater or on the surface.

After getting the right cut, I used the spray paint to get it looking more “natural”, almost like a volcanic island with sea caves. As this picture shows, I cut cardboard doors to put in the openings in the “rock”!

The current piece, with Nemo and his Mercenaries operating the doors from within to protect the submarines inside.

Shoot me if you can! The metal doors are resistant to cannon fire.

The doors/openings are the perfect size for keeping submarines safe and keeping ships out!

You can just see some subs entering here. Lightweight and relatively small, it’s easy to take the Sub Hideout off the ocean to get at the stuff inside. For example, I let the Mercenary submarines repair while inside.

The Tunnel

Here is the GIANT piece of foam that was eventually turned into the Tunnel, one of my personal favorites of the project!

The Tunnel! After being cut out, having a fitted piece glued onto the open wall to close it off, and getting spray painted.

The fitted piece was actually the hardest part because it was difficult to make right, with plenty of trial and error finally leading to a decent but not perfect piece that worked well enough for my satisfaction. I LOVED how the Tunnel was not the same on both sides up top – one side has a wall going up from the flat part, while the other is not enclosed and is a sheer drop. The ends were great too since they were also different without me having to do anything. One is a sloped wall while the other is a nice little opening and the perfect spot for a cannon to fire from!

As previewed on my Instagram before CTO even started….

Things got even more interesting when I realized that things could be dropped down from the top. Cutting a very thin piece of screen makes a perfect ladder, which could be used to get supplies or troops from the top to ships waiting below, or vice versa to supply and reinforce a garrison defending the Tunnel!

Inside the Tunnel is dark and foreboding…

I really enjoyed adding to the top of it. After painting it to get a rocky black look, I wanted to make it look more natural with rocks and some sparse grass.

Overall the Tunnel is one of my favorite things I’ve ever made for Pirates.

The Tunnel in play

The top is great as a platform for troops and artillery:

One end shrouded in fog for maximum mystique:

VERY tall inside, to the point where you could comfortably fit multiple 10 masters side by side! This makes the top very difficult to access, which is cool from a logistics perspective.


The Pirates wanted to “tunnel” through the Tunnel!

After much hard work, they finally made it through! O_O

Doesn’t get much more epic than this. A HUGE battle happening INSIDE and around the Tunnel, with the Pirates firing down on the Cursed from the fort they built in the new opening at the top.

Angelica used flamethrower to set the fort alight and burn some of the Pirate infantry!

Overall the Tunnel is very unique to me because I want it to have a “story” as a “legacy piece” that encompasses all the games it is involved in. Command the Oceans was hopefully just the beginning for this epic terrain piece. I have many more ideas with it, so more modifications will take place in future epic games.

Check out a short video with the Tunnel in it!
The War for the Sea of Allost (Command the Oceans)

The Harbor

This idea was borne from this piece of foam. It originally sat on top of another piece of foam as a sort of box top for the thing inside. However, once I flipped it over and saw how the middle could get punched out (notice the cracks towards the top), my mind was off to the races. I was still unsure of what to do with it for a while, but I took this picture once I had a vague idea. It could be a massive harbor structure with high walls on all sides except for a double entrance at the front! That idea is illustrated here before I did any of the cutting.

I cut out the middle area and did a quick blast-over with paint for the basic premise.

An example of my “workshop” area, showing the concept of a giant jetty/pier going all the way out of the Harbor and into the ocean!

Tunnel and Harbor, two peas of the same pod! XD Before really delving into the Tunnel idea, I really considered a ton of options with the bigger piece here. I nearly left it completely intact so it could be a double tunnel thing with a side alley where a big fleet could be contained within (imagine it upside down). I decided it would be far too boxxy from any angle, but worse, it would be a NIGHTMARE for gameplay unless I developed an elaborate system with multiple removable tops (but I would want things on top during gameplay, which would be difficult with RISK army units and whatnot. In the end, I cut it nearly down the middle and then glued a separate piece to cover the opening of the Tunnel to complete that piece, setting the other big chunk aside for a while.

The Harbor in play

The French had the Harbor as their “home island”/base in CTO, and here you can see the completed dock system (they started with just one dock and bought them for 10 gold apiece) at nearly full capacity:


Overhead view from the back:

Truly a gigantic and amazing piece, I love the modular customizability of it!

I LOVE how the docks are perfect for carnage, debris, and destruction.

An invasion by a hostile nation can SEVERELY complicate things!

Videos including the Harbor:
Sea of Karkuda on Turn 72 (Command the Oceans)

The Roost

With this HUGE piece of foam, I wanted to do something epic with it.

Here you can see it upside down at the upper left with some other stuff:

I cut some of the sides and part of the back out to have 4 ways to get into the huge tall “hall” of sorts. Then I hacked at some of it (mostly the top/upper structure) to get a jagged, sinister look. Then I blasted it with black spray paint because I had decided the height and evilness would be perfect for a Cursed sea dragon roosting area!

The “front” top area, where dragons can nest in the slots:

The Monkey’s Paw sailing into the intimidating structure:

The Roost in CTO!

I love how huge ladders can be dropped down through the holes to put Cursed infantry on unsuspecting enemies waiting below!!

A Sea Dragon nest!

Videos with the Roost:
SHAL-BALA SWOOPS IN WITH CURSED TROOPS!! (Command the Oceans)

The Castles

Not in the original form here, these were cardboard protectors for candles or something like that.

Once I thought about flipping them upside down, I thought about making castles!

The bottoms and scraps of those cardboard cutouts used to hold candles or whatever was inside them.

At the right you can see the main Castle that features heavily in Command the Oceans. There’s a ton of great stuff you can do to customize these, similar to the modular nature of the Harbor. Bridges, extra docks, artillery/sharpshooter platforms, roofs, a town/citadel inside, etc. Lots of great possibilities, most of which still need to be explored in future games.

There’s not a ton of space for ships on the inside “harbor” portions of the Castle, but it further suggests the more defensive nature.

A roof over the main command station, or even crazier – a retractable roof that doubles as a bridge to a castle extension!! O_O

The Castle in play

Inside:

I love how the archways going through are low enough to let shorter ships through, but not the bigger ships:

The Americans took over the former Spanish Castle and made it into a base of their own!

So many cool things you can do with something like this. Blast a hole in the wall, station troops and artillery on the walls and ramparts, and set it on fire! XD

Like a sea castle with medieval siege ramifications:

With a Castle extension! O_O

With a “moat” or bridge high enough for tall ships to pass underneath!

With enough time and resources it could become a sprawling fortress of epic proportions:

The Castle in all its glory:

Videos of the Castle in play!!
American operations on Turn 70 (Command the Oceans)
The War for Karkuda (Command the Oceans)

Broken Horn Island
At first I was excited about Broken Horn Island as one of my easily made customs, but I didn’t like the way it turned out and I may put more effort into it after the game to make it a little better. It’s a sloped piece of foamy material (not at all like the regular foam though, way stronger, almost impossible to cut, and not as beady/messy) that held screwdrivers so I left some of those holes and just put stuff I found in my childhood in place of them. I cut a slope down to the water level where ships can now dock.

The island is pretty large, and I might edit it more in the future. The Cursed used it as a resource island/gold island, the latter due to the Gold Ship.

Icewrecks
These are icebergs with shipwrecks attached to them – in Command the Oceans, the ships were Cursed and still “possessed”, meaning the Cursed could move the icebergs S in the direction they wanted, rather than a random direction.

This is how I reused some of the wrecks from my Economy Edition game, at the left you can see a broken 4 masted galley icewreck driving a regular iceberg into the Clear Wind:

These work great in games and add a nice 3 dimensional aspect to things:

(wood cracking and splintering sound)

Scary to face a faceless, possessed foe:

This shows 3 of the icewrecks:

Lighthouses

Inspired by the custom Lighthouse idea from Vixenishcoder66, I decided to try making a few of my own for potential use in Command the Oceans!

A lot of cardboard cylinders could be used for making lighthouses. The ones used for paper towels and toilet paper are a bit wide, but could still work. I was able to find some thin cylinders with thick walls. This meant they would be a decent width (still a little too wide to be realistic), but punching holes in the sides for “light” and windows proved somewhat difficult without ruining the small structures.

To get the windows, I usually started with a small screwdriver and sometimes widened it after with unopened scissors. Gets a little gnarly inside, but the exterior ends up looking decent.

Nobody wants a hollow lighthouse with rain pouring in, so I had to figure out a practical idea for tops. I traced a line with pencil on the thinnest corrugated cardboard I have, then cut the circle out. Some of the roofs fit better than others but it works well enough! This also allows for fun things like hiding coins in the lighthouse during games, or perhaps something even more fun….

The French introduced the first lighthouse in Command the Oceans, on an island made years ago by RossinAZ.

Blue striping makes it a good option for a French or American lighthouse. A bit stocky/stubby, but small enough to fit on an island and not look obscene.

I used an L-range straw from the lighthouse to simulate the effect of the ability:

The Pirates built a black lighthouse of their own on another of RossinAZ’s custom islands. (ISLAND NOT MADE BY ME, NOT PART OF MY ENTRY!)

Here are all of the lighthouses I made:

The red one is based on Smeaton’s Tower.

I made sure to make each one slightly different between height/paint/width/windows. The black one also has a depressed roof.

One of my favorite pictures from Command the Oceans, Google Photos edited the coloring on this one for me for some reason.

Minor additions

I also used some old rocks in Command the Oceans, though even this one could hardly be considered “custom terrain”. No need to factor these into your voting on my entry, but they were glued together during the contest period. XD
Luck Island (rocks with holes in them are considered “lucky stones” by some; you can also see a tiny fossil or two)

Top left: Pearl Island
Bottom left: Fish Island
Top right: icewreck

Grand Shots

Some pictures showing more than one of my creations at a time. These really show how large and dominant the pieces are, and how fun and “commanding” they are during gameplay.

The Sea of Allost, showing the Roost, Tunnel, Kingdom, and part of Broken Horn Island. (other islands/terrain not to be considered for the contest!)

Tunnel and Roost! (island in foreground made by RossinAZ, obviously not for my entry)

Here you can see the Tunnel, Kingdom, and Pirate lighthouse:

Kingdom and lighthouse:

With fort:

Kingdom of Heaven?

The Sea of Karkuda, showing the Castle, Hideout, and Harbor. (other stuff in picture (outside of the lighthouse) not to be considered for the contest!)


Along with the lighthouse:

Another angle focusing on the Castle:

So! How much did I spend? Well, approximately $5.18 for the whole project. O_O AKA the spray paint, which is pretty much the only thing I spent money on. Everything else I either already had, or sourced for free.

Sadly I haven’t even used this stuff yet, as almost all of the stuff I made was worked on in August 2017. I used a $20 gift card at Michael’s on some more stuff, but I’ll have to use it another time. Still, I’m even saving money on future ocean/terrain projects!! XD

Huzzah! Hopefully someday there will be an “OTC4”! XD

My Custom Stuff for Pirates CSG