Century of Economy 2021

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    Xerecs
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    Once again, it is time. Time to hoist the sails, make ready the cannons, and draw your sword. Century of Economy is here again! This year is going to be very different from last year’s game, and a few changes have been made in the rules.

     

    Century of Economy

    Fleets and order of game-play:

    French

    Spanish

    Americans

    English

    Pirates

    Cursed

     

    Starting Conditions

    Each fleet will start with 40 points, and no Custom pieces may be used in a starting fleet, only Spanish Main to Return to Savage Shoes may be used for starting fleets.

    Every island will have gold on it at the start of the game, some of this gold will be Unique Treasure. With a few exceptions, this gold will not replenish over the course of the game.

     

    Resources

    Resources are the primary source of gold for factions. There are six resources, represented by face-up coins. The value of a resource can and will change, depending on the Value roll (See resource value table). At the end of their turn, a faction may cash in as many resources as they want, (up to what they have stored on their Home Island) for the equivalent in gold. That Gold may and will be used to purchase and launch new ships and crew as the game progresses (See launching).

    Resource Value Table

    Value roll…………1…..2……3……4…….5……6
    Lumber…………..1……3……2……5……4…….6
    Medicine…………2……4……1……6……3……5
    Spices……………..3……5……6……1……2……4
    Metals…………….4……6……5……2……1……3
    Food………………..5……1……4……3……6…..2
    Minerals……….….6…..2……3……4……5…..1

    There are two additional Resources: Crops and Finished Goods. Crops are acquired at Colonies (See Colonies in Island Upgrades); and Finished Goods are acquired at Trading Ports (See Trading Ports in Island Upgrades).

     

    -Gold-

    Gold will be available at the beginning of the game on all islands, but in varying amounts. Resource islands begin with only 4 coins on them, while gold islands (islands that produce no resource) will begin with 8-10 coins on them.

    Among the regular gold will be Unique Treasures and silver coins. Silver coins are worth twice their printed face value when unloaded at a home island. Silver that has a sparkle effect is worth three times it’s printed face value. These bonuses are applied before any other gold bonus abilities, such as abilities that add 2 or double the value. For example, a ship unloads a silver 2 coin. The 2 is doubled to 4. The same ship has an ability that doubles the lowest value coin on that ship. The 4 is doubled to 8.

    Also in play are Phantom Coins. These are coins that are punched from a Super Rare and are translucent. They will give the Ghost Ship keyword to the ship that loads them and are worth their face value.

    To be added….. 😀

     

    -Chests-

    Chests can be found on gold islands, but are hidden. When a ship explores a gold island, or loads treasure from a gold island, roll a d6. On a 5-6 a chest or chests are found. Roll a d6 again. On a 1-3 one chest is found; on a 4-5, two chests are found; on a 6, three chests are found.

    Chests take up cargo space, and have no gold value until they are unloaded at your home island, or turned in as part of a quest. When unloaded at a home island, roll two d6 for each chest. The chest is worth gold equal to the result.

    Cargo Crates

    A cargo crate is a game piece that may be loaded onto ships or islands. A cargo crate has a cargo space/hold of 4. Each crate takes up one cargo space on a ship. A ship can only be assigned up to two crates.

    Cargo that CANNOT be loaded into a crate:

    Island Upgrades

    Crew

    Unique Treasures

    Other Crates

    Chests

    Cargo that CAN be loaded into a crate:

    Gold coins

    Resources

    Equipment

    Gold coin variants

    Equipment will still count against the point limit of a ship if in a crate. If in a crate, it cannot be used.

    -Finding Crates-

    Crates can be found on the map or made at home islands. They can be found empty in shipwrecks on a die roll of 4-6. Once a resource island has been upgraded with at least a town, cargo crates can be found there, exactly as how buried chests are found. When found, roll a d6 to determine which resource is in the crate, then a d4 to determine how much of it is full.

    A crate may be made by converting 8 lumber tokens at a home island. However, this can only be done after a faction has found a crate.

    -Errata-

    Abilities that eliminate or steal cargo may be used against Crates. Contents of a crate are stolen with them or eliminated with them.

    Loading or unloading cargo from a crate is a once per turn free action. You may unload cargo from a crate onto an island or a friendly ship.
    If a friendly ship has a cargo crate, and there is sufficient room in the crate, cargo may be transferred directly into that crate from another ship, or loaded directly from an island.

    If two ships each with a crate transfer cargo, that cargo may be transferred directly between the two crates OR may be loaded into a ship’s regular cargo space.

    Cargo from a crate can be unloaded onto an island directly, it does not need to be placed into a ship’s regular cargo and then placed on an island.

    A crate may be unloaded or transferred with cargo in it like any other item of cargo.

     

     

    Island Upgrades

    –Settlement–

    A settlement is a flag or other token left behind after an explore action on a resource island; it simply marks the island as explored by that faction. Settlements belonging to other factions may be present on the same island.

     

    –Colonies–

    Colonies may only be built on gold islands; they CANNOT be built on Resource islands (unless otherwise noted). A colony is built to level one by docking two ships at the same already explored island. One ship must have 5 gold on it, and the other MUST have a colonizer crew. Building the colony counts as a general action, and ships cannot dock and build a colony in the same turn, unless they both have an explorer crew, or access to an extra action.

    Colonies may be upgraded to a max level of five. Each time you upgrade a colony, you must have the required gold one on ship, and the colonizer on another.

    Costs of a Colony:

    Level 1: 5G+ Colonizer crew.

    Level 2: 8G+ Colonizer crew+ level 1 colony.

    Level 3: 11G+ colonizer crew+ level 2 colony

    Level 4: 22G+ colonizer crew+ level 3 colony.

    Level 5: 25G+ colonizer crew+ level 4 colony.

    Colonies produce gold coins at random. This happens at the end of their turn and counts as their action. A colony can only generate one coin per turn, up to its current level.

    EX: A level three colony can generate one coin per turn, up to three coins max.

    Colonies are where the Crop resource may be acquired. Crops have a fixed value of 2 gold and are acquired by ships docking at friendly Colonies and eliminating resources on a 1 for 1 basis. The level of Colony does not matter, all Colonies have this attribute.

    EX: A ship with 4 lumber tokens docks at a friendly colony and eliminates all of her lumber tokens. She then loads 4 Crop tokens.

    Colonies have defenses, in case of boarding attempts and to defend against shoot actions.
    A level 1-3 colony is considered a 2-mast ship for boarding actions levied against it. A level 4 colony is considered a 3-mast ship, and a level five colony is considered a 4-mast ship (See boarding modifications). Colony cannons may shoot from any point of the island they are built on.

    Level 1—3x 3L cannons

    Level 2—4x 3L cannons

    Level 3—2x 2S & 2x 3L cannons

    Level 4—4x 2S cannons

    Level 5—4x 2L cannons & 1x 2LL cannon.

     

    –Town–

    A town is an upgraded settlement. Building one on an island gives ownership of that island to whichever faction built the Town, only that faction may load resources from that island.

    A Town is built by paying 10G at your HI, loading the token onto a ship docked at your HI (the token takes up 2 cargo spaces), and then taking the upgrade to the island you want to upgrade. The upgrade counts as a general action; a ship cannot dock and upgrade a settlement to a town in the same action unless that ship also has an explorer crew aboard, or an Extra Action available.

    Towns have no defenses and may be targeted by boards and shoot actions. They are considered 2 mast ships in boards (See boarding modifications).

    –Ports–

    A port is an upgraded town.

    A port is built by paying 15G at your HI, loading the token onto a ship docked at your HI, and then taking the upgrade to the Town you want to upgrade. The upgrade counts as a general action; a ship cannot dock and upgrade a Town to a Port in the same action unless that ship has an Explorer crew aboard, or an Extra Action available. A port token takes up 3 cargo spaces.

    1.Trading Ports

    A Trading Port allows factions to trade resources with one another. A faction may store different resources at a friendly Trading Port. Upgrading a Town to a Trading Pot will not stop production of resources at that island. Trading Ports offer no protections to ships docked at them.

    A Trading Port has no cannons but is considered a 4-mast ship when boards are conducted against it (See boarding modifications).

    Friendly ships may repair at Trading Ports.

    – Trading at Trading Ports-

    Ships may dock at trading ports NOT OF THEIR OWN FACTION, and trade resources on a 1 for 1 basis. They may trade for resources stored there, or for the island’s resource. For every resource traded, pay the owner of the port 2 gold. Ships with the Parley keyword do not have to pay this fee.

    EX: A Pirate ship docks at a Spanish Trading Port with 3 lumber. The island the port is built on produces food, and 4 metals are stored at the port. The Pirate ship may trade their 3 lumber for 3 food, up to 3 of the metals, or some combination thereof. Once trading is complete, the Pirates pay 6 gold to the Spanish.

     

    Finished Goods may be acquired at Trading Ports. Finished Goods have a fixed value of 3 gold. Ships may dock at trading ports and trade resources for Finished Goods on a 1 for 1 basis. Traded resources are stored at the Trading Port. Ships not of the same faction as the trading port must pay a 1 gold fee to the controlling faction for every resource traded for Finished Goods.

    EX: A Pirate ship docks at a Pirate Trading Port with 3 lumber. The pirate ship may trade up to 3 lumber for 3 finished goods.

    EX2: A French ship docks at an American Trading Port with 2 food. The French ship may trade up to 2 food for 2 Finished Goods. Once trading is complete, the French pay 2 gold to the Americans.

     

    2. Military Ports

    Friendly ships docked at military ports may not be shot at with L range cannons. Friendly ships may also repair at military ports. Upgrading a Town to a military port will shut down production of resources at that island.

    A military Port has four 3S cannons that may shoot from any part of the island it is on. It is also considered a 4-mast ship when boarding actions are conducted against it (See boarding modifications).

     

    General Rules

    All standard game rules apply. However modifications have been made to shooting, exploring, and repairing.

    Abilities that steal, trade, eliminate or refer to treasure may be applied to resources and chests.

    Game time is measured in rounds. A round begins with the first players turn and ends at the conclusion of the last players turn.

    -No Duplicates-

    The no duplicates rule is partially lifted. Factions may have two different versions of a ship in play at once.

    EX: All versions of HMS Apollo may be used at once.

    Named crew with different versions may not be used at once by the same faction.

    EX: The Pirates may only use 1 version of Jack Hawkins at once. However, his Corsair version may be used by a different faction at the same time.

     

    -Shooting Modifications-

    Ships must be hit twice in the same shoot action to eliminate a mast; this ability doubles up on ships that already have this ability. Ships with the ability to eliminate two masts in one hit will eliminate masts as normal when they shoot.

    Marine crew will eliminate masts as normal, whether on land or on a ship, as they are independent of a ship’s shoot action, and do not use any of a ships cannons when shooting.

    Colonies, Towns, or Ports, may be targeted by shoot actions in an attempt to clear them off the island they are built on. Colonies, Towns, and Ports do not benefit from the two hits to one mast rule, as they do not have masts.

     

    –Colonies–

    When a ship hits a colony, the colony gains a damage point. These hits DO NOT have to come from the same shoot action.

    To clear a Colony an attacking ship or ships must exceed the damage point value of the colony being targeted. The DPV of a colony depends on its level:

    Lvl. 1 colony DPV: 2

    Lvl. 2 colony DPV: 2

    Lvl. 3 colony DPV: 3

    Lvl. 4 colony DPV: 3

    Lvl. 5 colony DPV: 5

    When the DPV is exceeded, the colony is destroyed, its token(s) is removed from the game, and the island reverts to an un-explored wild island.

     

    –Towns–

    When a ship hits a Town, the Town gains a damage point. These hits DO NOT have to come from the same shoot action.

    To clear a Town, you must exceed the towns DPV. All Towns have a DPV of 3. When the DPV is exceeded, the Town is destroyed; its token is removed from the game and the island reverts to an un-explored wild island, resetting the islands resource.

     

    –Ports–

    When a ship hits a Port, the Port gains a damage point. These hits DO NOT have to come from the same shoot action.

    To clear a port, you must exceed the port’s DPV. All Ports have a DPV of 5. When the DPV is exceeded, the Port is destroyed; its token is removed from the game and the island reverts to an unexplored wild island, resetting the islands resource.

     

    –Boarding Modifications–

    When a ship wins a board against another ship, in addition to the standard options, you may also eliminate or take resources that ship may be carrying.

    Abilities that refer to taking gold or treasure may be used and applied to resources.

    Ships may initiate boarding actions against Colonies, Towns, and Ports. This is done by docking at the Port, Town, or Colony in question and declaring hostilities, or using the S-Board ability.

    1. If a ship wins aboard against a level 3-5 Colony or Military Port, they are razed and the island resets to an unexplored wild island.

    2. If a ship wins a board against a level 1-2 Colony or Town, the colony or town changes to match the nationality of the attacking ship.

    3. If a ship wins a board against a Trading Port, she may load as many resources from that Port as she can carry.

    4. If a ship loses a board to a level 1-3 Colony, the attacking ship loses a mast and is immediately moved S away.

    5. If a ship loses a board to a level 4-5 Colony, the attacking ship loses two masts and a crew and is moved L away.

    6. If a ship loses a board to either type of Port, that ship and all her crew are captured and may either be:

    1. Turned in for gold equal to their point cost.

    2. Become a part of the nationality of the defending Port.

     

    –Exploring Modifications–

    When an island is explored for the first time, the player who explored it may look at the coins on the island and make the resource roll. You do not need two separate explore actions to completely explore an island.

    When an island is first explored, and the resource roll is made, if the exploring ship has an explorer crew, you may re-roll the resource roll ONCE. You must use the second result.
    Abilities that remove explore markers remove settlements.

    If a ship is re-exploring an island after a Colony, Town, Port or Fort was destroyed that ship may use the explorer’s re-roll because the island has reverted to unexplored.

     

    –Repairing Modifications–

    Forts may use shipwrights to repair one flag per turn, but they may be given NO OTHER ACTION that turn.

    Colonies and Ports may repair damage points without a shipwright. Repairing a damage point takes up the Colony’s or Ports action for the turn; they may not shoot, trade resources, or generate coins.

    If a ship with a shipwright is docked at its HI, for one gold you may repair two masts.

     

    –Fort Modifications–

    Fort construction follows the normal rules with the following modification: their flags must be hit twice to be eliminated. However, these hits DO NOT have to come from the same shoot action. A fire mast may be used to mark a partial hit on a fort.

    Forts are the only place where MERCENARY pieces may be brought into play.

    They may be built on the same island as a COLONY but never a PORT (unless otherwise noted). Building a fort on a resource island shuts down the production of resources at that island.

     

     

    Custom Pieces

    Custom ships and crew may and will be used. Due to the now huge quantity of Custom ships, there is a limit to what may be used. Only ships and crew from my first two custom sets and JW Darkhurst’s first set will be used. They are:

    Pirates, Return of Davy Jones

    Pirates, Fiends of the Blood Islands

    Pirates of the Dark Tides

     

    –Custom terrain and islands–

    Storms are a Custom terrain piece. At the end of a round of turns, a d6 is rolled. Match the result to the number printed on any Storms in play. Roll the d6 again. Match the result to the number printed around the edge of the Storm and move the Storm L in a straight line in that direction. If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If any part of a game piece touches a Storm, it is immediately placed inside of it. Roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage points, the game piece is eliminated from the game. If a storm spends more than three rounds over a body of land, it is removed from the game.

    Shipwrecks may be found around the map. They do not start the game with gold on them, but gold may eventually be found there. A faction may place one crew on a shipwreck, that crew may use the Shipwreck’s cannons, if it has any still.

    Some custom islands have abilities and special functions. They are:

    Voya Nui:

    Voya Nui can only be accessed by the beach in Voya Nui bay (or a hoist).

    Voya Nui can produce up to two different resources (one for each half of the island). An explore action is needed to explore each half. Voya Nui can never produce food as a resource.

    Gold can be found on Voya Nui; 8 stacks of coins are arranged around the island. When Voya Nui is explored, roll a d8 to determine which stack of coins is explored. Stacks are replenished when only two remain, or after an eruption.

    Up to two forts may be built on Voya Nui, one for each of the island’s arms.

    Only one type of port can be built on this island, but you may build a fort and a port on this island.

    Colonies may be built on Voya Nui, one for each of the island’s arms. A fort may be built in conjunction with a colony on the same arm, but a Port cannot.

    IF at the beginning of the first round of a new resource value, all players roll a 5-6, Voya Nui mountain erupts. All ships within Voya Nui Bay lose a mast and have up to two masts replaced with fire masts. All ships within L+L of the island (outside of the bay) lose a mast and have another replaced with a fire mast. After erupting, Voya Nui cannot be docked at for three turns, all remaining gold coins are removed, and its resources are re-set.

     

    Shipwreck Pathway:


    If a faction constructs a town or a port on the pathway, the cannons of the shipwreck may be used to help defend the island.

     

    Lagoon Island:

    Ships may only dock at the piers/docks extending from the island. These docks/piers are also where ships are launched from.

    Ships may be launched at the interior dock. Ships launched here may be transported (portaged) over land to an exterior dock of the controller’s choice. Portage of a ship will take turns equal to the number of masts on a ship, plus one additional for its hull. I.E. it will take 4 total turns to move a 3-mast ship from the interior dock to an exterior.

    The interior dock and area can only be accessed by ships launched there, or by pieces that can submerge or fly. Submerged ships cannot end their move action under the island while trying to get to the interior. The Ghost Ship ability, and abilities that allow ships to sail through islands cannot be used to access the interior dock or interior island.

    A ship that is being transported from interior to exterior may be shot at by enemy ships.
    Cargo that is on a ship being transported is placed on the Dock that the ship is being transported to. It may be re-loaded by the ship at any time after the hull has been moved.

    While ships may be launched at the interior and moved to the exterior, the reverse is not possible.
    The interior lagoon island CAN NOT have any structures built on it, and ships CAN NOT be launched from it.

    The interior island CAN NOT be accessed by docking at one of the exterior docks, it can only be accessed by ships inside the lagoon.

    More than one fort may be built on the island. Each fort is placed above one of the exterior docks/piers. (may/will be necessary to remove the base of a fort to accomplish this)
    Only one type of port can be built on this island, but you may build a fort and a port on this island. Like forts, ports are built over one of the exterior piers/docks.

    Colonies may be built on the Lagoon Island, they are built over a dock like all other island upgrades. A fort may be built in conjunction with a colony, but a Port cannot.

     

    The Castle:

    The castle has 4 towers, 4 docks and a small depression in the middle. Each tower has two 5L cannons attached to it, facing outward. For purposes of abilities, the Castle counts as terrain, it is not an island.

    Controlling the Castle
    The castle begins the game abandoned, it must be explored and claimed to be used. A faction can control individual towers of the castle by placing a town on the tower in question, and each tower has a specific dock associated with it (the dock closest to the tower). Placing a town on a tower allows a faction to use the castle’s cannons as if it were a friendly fort.

    Ships can only be launched at the castle if a level 4 or higher colony is constructed in the middle space. The middle space can be accessed from any of the castle’s dock’s. The colony that is built in this space does not have any cannons associated with it, but will generate random coins and will allow for conversion of resources to crops.

    If a faction wishes to seize the castle from another faction, they must remove or take control of the towns and colony that are built there. The towns and colony that are built on the castle CANNOT be shot at, they must be taken or removed by boarding actions. To initiate a boarding action against a specific tower of the castle a ship must dock (or use the s-board ability) at the associated dock and declare a boarding action against that specific tower. To initiate a boarding action against the colony a ship must dock (or use the s-board ability) at the castle and declare a boarding action against the colony. Boarding actions are resolved according to the rules for towns and colonies.

    A faction may try to seize the castle all at once with multiple ships. Ships initiate boarding actions by docking at the castle (or using the s-board) and declaring a boarding action against the entire castle. Ships roll d6 and combine with their mast count and any other modifiers. The controller of the castle rolls a d6 for every attacking ship and combines the results along with the boarding values of every town the colony and with the castle’s own value of 15. If the total value of all ships involved in the boarding actions is greater than the total value of the castle the attacking faction wins. Boarding actions are resolved according to the rules for towns and colonies.

    Shooting with the castle
    A faction may use the cannons on the castle if they construct a town on the associated tower. The castle’s cannons are 5L, extended range measured using mega cards. The castle’s cannons get +1 to their cannon rolls for every tower you control. If a faction controls one tower, you get +1 to the cannon rolls. If a faction controls all 4 of the castle’s towers they get +4 to the cannon rolls. If a faction has constructed a level 4 or higher colony in the middle, each of the castle’s cannons may fire again if they miss.

    If a faction controls all of the castle’s towers and has a level 4 or higher colony constructed on it, you may fire mortars from the castle. When the castle is given a shoot action, one of the towers may shoot a mortar. If the mortar hits, replace a mast with a fire mast, and eliminate another mast from the target ship. If the cannon roll is a 1, the associated tower may not be given shoot actions for 4 turns.

    Damaging and Repairing the Castle
    The castle’s cannons may be damaged in shoot actions against the towers. A tower cannot be destroyed but it’s cannons may be damaged or removed. When a tower is hit, place a token or some other marker on it. This token represents the loss of a cannon on that tower. The castle may be given a repair action to remove a damage token; if it does, it may not be given a second action that turn.

    Launching at the Castle
    Ships and crew may be launched from the castle if a level 4 or higher colony has been constructed in the middle of it. Ships are placed at one of the 4 docks at the castle. Privateer and mercenary ships CANNOT be launched at the castle.

    Treasure
    Treasure coins can be found in the middle space of the castle at the beginning of the game only. Chests may be found at the castle, as if it was an island.

    Weapons
    Weapons may be acquired at the Castle. Weapons are an equipment that cost 5 points and give a ship +1 boarding rolls for every crew assigned to her. When a ship is docked at the Castle, it may be given an explore action to search for Weapons. Roll a d6. On a 6, place a Weapons equipment on the ship.

     

    Sub-Ocean:

    The Sub-Ocean is a secondary ocean that is located beneath the main play area. It is connected to the main ocean by two whirlpools. Sea Creatures, Submarines, and ships with the Seafloor Traveller keyword are the only ships that may enter this ocean.

    There are islands in the Sub-Ocean. These islands do not produce resources, but instead have gold on them. Sea Monsters, Submarines, Titans, and Seafloor Travellers may dock and explore these islands.

    Ships in the sub-ocean may move over the islands there, but cannot end their movement overlapping an island.

    Ships in the sub-ocean cannot enter a “submerged” status.

    Effects of ships in the main ocean have no effect on ships in the sub-ocean, and vice-versa.

     

     

    Launching

    Factions may launch new ships and crew at the end of their turn. A ship is worth its point cost in gold, and a crew is worth its point cost in gold as well. Ships and crew may be launched from a faction’s Home Island, level 4-5 Colony, Fort, or Port.

    The Privateer factions may only be launched at a Port.

    Mercenary pieces may only be launched from forts.

     

    Privateers

    The minor factions are the Privateer factions. They can only be launched from a Port, and are eliminated if they dock at a Colony, Fort or HI. They can however be bought back by the same faction if eliminated in this way, by paying their point cost in gold.

    Privateer pieces are not eliminated if they dock at an island that shares a port and a fort.

     

     

    Mercenaries

    Mercenaries may only be launched at a friendly Fort, and they are eliminated and cannot be bought back if they dock at a Colony, Port or HI. They may only dock at forts and islands that have not been upgraded. However they may dock at islands that share a fort and a port.

     

     

    Blockading

    Ports may be Blockaded. To Blockade a Port, at least two ships must dock at the Port and declare a Blockade.

    1. When a Military port is blockaded, it may not be used as a launch point, may not fire its cannons, and all enemy ships docked there may not be given actions for the duration of the blockade. Blockading ships may not shoot at enemy ships docked at blockaded military ports and may not shoot at the Military Port itself.

    2. When a Trading Port is blockaded, it may not be used as a launch point, all trading of resources stops, and all ships docked at the port (other than the Blockading ships) may not be given actions for the duration of the blockade. Blockading ships may load or eliminate resources stored at the port or may load the islands natural resource, up to their cargo limit; but may not shoot at enemy ships docked at the Trading Port, or at the Port itself.

     

     

    Quests

    Quests are given out and turned in at a neutral fort, the Quest Fort. The Quest Fort has no flags and does not appear on any island; it floats freely in the ocean. The Quest Fort starts the game in a fog bank and is placed on the ocean by the first faction in turn order (the French in this case). After 6 rounds, the next faction in play order moves the Quest Fort to a different location on the map. The Quest Fort can NEVER be placed within L+L of a home island. The Quest Fort cannot be targeted by shoot actions or boarding parties and is immune to all terrain. The Quest Fort can never be placed on any island.

    A faction must pay 5 gold to accept any quest. A ship must be docked at the Quest Fort and must have the required gold aboard to pay for a quest.

     

    List of Quests and Rewards

    Bring in one of every resource. Reward: Any 1-3 mast ship free of charge. Place the ship docked at your home island.

    Bring in Relics UT. Reward: 50 gold. Gold is placed on the ship that turned in Relics.

    Bring in an enemy ship. Specific to the ship that accepted/given the quest. Reward: A ship one mast smaller than the one turned in of the same faction as the capturing faction. The ship is placed so that it is docked at the faction’s home island. Ex: Americans turn in a captured 4 mast English ship. Americans get one of their 3 mast ships. If 1 mast ship turned in, one named crew, placed on home island.

    Bring in Plunder UT. Reward: 75 gold.

    Bring in Sunken Treasure UT. Reward: 100 gold.

    Bring in Hidden Trove UT. Reward: 125 gold.

    Bring in 2 Rum UT’s. Reward: One generic crew 3 points or less.

    Bring in 3 chests. Reward: 36 gold.

    Bring in 6 chests. Reward: 72 gold.

    Bring in 9 chests. Reward: 30 of most valuable resource at time of handing in. Resource is placed on home island.

    Bring in 5 crops. Reward: 5 of most valuable resource at time of handing in. Resource is placed on ship that turned in quest.

    Bring in 10 crops. Reward: 10 of most valuable resources at time of handing in. Resource is placed on home island.

    Bring in 15 crops. Reward: 15 of most valuable resources at time of handing in. Resource is placed on home island.

    Bring in 20 crops. Reward: 25 of most valuable resource at time of handing in. Resource is placed on home island.

    Sink 5 enemy ships. Specific to ship that accepted the quest. Reward: Town upgrade. Upgrade placed on home island.

    Sink 10 enemy ships. Specific to ship that accepted the quest. Reward: Port upgrade (trading or military). Upgrade placed on home island.

     

     

    Victory Conditions

    1. Most ideal, last fleet sailing wins.

    2. More likely, Fleet with most ships still afloat when the game is called to an end wins.

     

     

    As previously stated, this year is going to be very different from last year, firstly the game will likely end sometime in August, as opposed to late September.  Secondly, viewers will not be able to see everything on the map all at once, and neither will all of the factions. 0.0

    To Illustrate what I mean, here are the home islands of every faction, in game-play order:

    France

     

    Spain

     

    Americans

     

    English

     

    Pirates

     

    Cursed

     

     

    Just as I did last year, I will post links to the reports on YouTube here, on the Facebook Group, and on the Discord server.

    If you want to view the rules without any of the pictures or other stuff, they can be found in this Google doc: Century of Economy 2021

    #13347
    Ben
    Keymaster

    Privateer pieces are not eliminated if they dock at an island that shares a port and a fort.

    Is that only possible/relevant at Voya Nui?

    Is it ever confusing switching back and forth between CoEC and CG4 due to the rules differences?  Though I suppose the digital vs. physical aspect might make it easier.  Maybe some aspects of CoEC could be adapted into CG4, though I’d prefer unanimous agreement among all 3 of us for that to happen.

    I like the CTO-esque twist with the map.  Should make for some fun exploration moments!

    I’m excited to see this in person in a few weeks, and maybe observe a turn!

    Do you mind revealing who controls each faction?  I need to know who to bribe…. 😉

    #13348
    Xerecs
    Moderator

    Is that only possible/relevant at Voya Nui?

    No, the Lagoon Island is the primary island where that rule will be relevant.

    Is it ever confusing switching back and forth between CoEC and CG4 due to the rules differences?

    You hit it right on the head, digital v. physical keeps them separate enough. However, I’d like to one day have a game as massive as CG4 with physical ships.

    Do you mind revealing who controls each faction?  I need to know who to bribe….

    Not at all! I am controlling the French and the Spanish. Gingerninja is controlling the Americans and English, and Darkhurst is controlling the Pirates and Cursed.

     

    I like the CTO-esque twist with the map.  Should make for some fun exploration moments!

    Oh boy, oh boy……. 😀

    #13358
    Xerecs
    Moderator

    The Adventure begins!! Report 1 is now up!

    #13361
    Ben
    Keymaster

    Hyped that the game has begun!  😀

    #13362
    Xerecs
    Moderator

    Hyped that the game has begun!

    Me too! Report 1 only covers about half of the first DAY of action! 0.0 Stuff’s been happening almost every day since then!

    #13363
    Xerecs
    Moderator

    Report 2, is now up! What could the Americans have found?

    #13364
    Ben
    Keymaster

    Can’t wait to see this game in person in a few days!  😀

    #13365
    Xerecs
    Moderator

    Can’t wait to see this game in person in a few days!

    Hopefully I’ll get another two reports up before then!

    #13366
    Xerecs
    Moderator

    Report 3 is now up! What else is hidden out there?

    #13367
    Xerecs
    Moderator

    Report 4 is now up! What could the Cursed have found!?

    #13368
    Xerecs
    Moderator

    Due to some personal stuff, CoEC will likely not update again until next Saturday, the 24th.

    #13549
    Xerecs
    Moderator

    We are back! Report 5 is now up!

    #13564
    Ben
    Keymaster

    We are back! Report 5 is now up!

    Exciting stuff, glad to know that things are progressing!  😉

    #13612
    Xerecs
    Moderator

    CoEC continues! Report 6 is now up!

    #13652
    Xerecs
    Moderator

    Report 7 is now up!

    #13661
    Xerecs
    Moderator

    Report 8 is now up!

    #13680
    Xerecs
    Moderator

    As of 9/4/2021, live game-play has ended. I’m crossing my fingers that I’ll be able to get reports up and done before October.

    #13712
    Xerecs
    Moderator

    After a bit of a hiatus, we are back! Report 9 of Century of Economy is now up!

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