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Tagged: Custom Ships
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Ben.
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October 22, 2024 at 4:17 PM #19497
Ben
KeymasterVery excited to finish a near-final draft of HMS Victory yesterday for Trafalgar Day! (she will link to Lord Horatio Nelson of course)
October 28, 2024 at 10:07 AM #19581Ben
Keymaster
Lighthouse
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.
November 5, 2024 at 12:34 PM #19662Ben
KeymasterAtakebune
For my first custom ship type, I decided to go with something rather unique but still historical. These were Japanese warships active during the Age of Sail, with a focus on boarding and hand-to-hand combat rather than gunnery.
The flag towards the bow has the Tokugawa crest on it, while the flags with black and white are based on the naval ensign of the Tokugawa Shogunate.
https://en.wikipedia.org/wiki/Atakebune
Here is the new Atakebune keyword: (should be mostly finished; credit to Woelf for some assistance with it)
“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 gets +1 to her boarding rolls for every crew assigned to her. If this ship wins a boarding party, she may eliminate a mast from the enemy ship, steal one treasure, and eliminate one crew.
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.”I know it is rather extreme, but I wanted to capture the nature of the ships and what they were used for. In a couple playtesting games involving the first one I’ve made, I didn’t see any real need for changes. Of course, it may be revised in the future.
Here is the first full custom Atakebune:
Sengoku
Nationality: Japanese
Point Cost: 6
Masts (flags): 3
Cargo: 5
Base Move: S+L
Cannons: 5S-5S-5S
Ability: Atakebune.
Flavor Text: With feudal conflicts ongoing, many warlords have joined the naval arms race, seeking to be the ruler with the largest fleet of Atakebune.November 29, 2024 at 2:29 AM #19722Ben
Keymaster
December 8, 2024 at 7:13 AM #19790Ben
KeymasterIntroducing: Pirates of the Epic Seas Cursed Mega Pack!

Contents: 5 brand-new game pieces – a 10 masted junk, a new sea creature type, a 1 masted sloop, and 2 named crew!
Quantity: 5 copies to start, likely more if it sells out
Expected price: $90 on release day, then around $100 after that
Release Date: Friday the 13th of December
January 19, 2025 at 8:11 AM #20038Ben
Keymaster
Minogame (pronounced “meen-oh-gah-may”)
Nationality: Japan
Point Cost: 20
Segments: 5
Cargo: 3
Base Move: S+S
Cannons: 4S
Ability: Giant Turtle. (keyword below)
At the beginning of your turn, if this giant turtle does not have a fort on it, decide if this giant turtle is submerged or on the surface. If submerged, this giant turtle can only move; it cannot shoot or be shot at, and it cannot dock or touch other ships.If this giant turtle touches an empty sargasso sea, you may choose to tow that sargasso sea as a free action – place it touching this giant turtle’s tail and move it with this giant turtle. When towing a sargasso sea, this giant turtle’s base move is reduced to S. At the end of any move segment, you may stop towing it.
Flavor Text: Striking commonalities with the legendary sea turtle of Urashima Tarō fame has made this creature a favorite of the Japanese people. After a slew of recent rescues, some Tokugawa sailors even worship him.
Giant Turtle (keyword): 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 new fort, you can build it on the back of a giant turtle docked at 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 turns. 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.Credit to AlgothAybara for the Giant Turtle model design and original STL, which is available on PSMList. We worked with Woelf on the keyword, which is long, but needs to be in order to cover all the details of such a unique game piece.
January 19, 2025 at 8:39 AM #20039
XerecsModeratorQuite an impressive turtle with several impressive abilities. This one in particular might benefit from not having a fort on it’s back, (even though that’s their main gimmick) as you could potentially assign a Marine crew to the Turtle and essentially make it function like some kind of giant submarine.
Towing a Sargasso around doesn’t sound that useful in the moment, but I suppose you could use it to “cover up” an island from smaller ships or group a bunch of them together to form some kind of barrier for an opposing fleet.
January 28, 2025 at 6:22 PM #20104Ben
KeymasterIntroducing: The Red Seal Ship

This is one of my absolute favorite things I’ve ever made. A red seal ship from the early 1600s, used as armed merchants by the Tokugawa Shogunate. Similar to the atakebune, I designed this one in full – shapes, artwork, game pieces, etc. There were a few iterations of the 3D printed prototype. However, since it was my second ship design (atakebune being the first), the initial draft was pretty close to the final model.
There are two red seal ships in my Seas of Japan mini-release. The artwork took quite a while to finish, as I wanted them to look quite accurate to the various depictions of red seal ships.
Yamagawa (the ship pictured) flies the naval ensign of the Tokugawa Shogunate from her stern. Atop her foremast is the flag of the Ryukyu Kingdom, a key trading partner of Japan and China from the early Age of Sail period.
February 7, 2025 at 8:14 AM #20158
XerecsModeratorRefined rules for the Storm terrain
Storm
A Storm has the numbers 1-6 printed around its edge, as well as a gold number printed at its
Center. Storms block lines of fire.
At the end of each player’s turn, that player must roll a d6. Compare the result to the gold number printed on all icebergs in play. If the result matches any storm(s), those storms move that turn. For each Storm that will move, roll another d6 and match the result to the number printed around the Storm’s edge. Measuring straight out from that number away from the storm, move the storm L. Do not turn or rotate it.
When any part of a game piece touches a storm, the entire game piece must be
placed within the storm as a free action; 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 game piece is still inside a storm at the end of a turn, roll a d6 again and remove the resulting amount from the game piece.
A game piece in a storm is lost. Lost game pieces can’t shoot, be shot at, ram or be rammed, pin or be pinned, or board or be boarded by other ships. Game pieces exit storms in random directions. When a game piece is given a move action to exit a storm, roll one d6 before moving it. Place the game piece outside of the storm facing away from the storm and touching the number on the storm that matches the die result; it can face in any direction away from the storm and is no longer lost. Begin moving the game piece from that point.
If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If a storm spends more than three turns over an island, it is removed from the game.April 11, 2025 at 5:18 AM #20437Ben
KeymasterCourtesy of Vindaga Games….
May 24, 2025 at 12:25 PM #20545
XerecsModeratorSomething I’ve been slow cooking for a while now, an extension of sorts to the Disney Pirates set. The focus would be on ships and crew from the 4th and 5th movies, along with some of the other Pirates media I’m aware of (comics and novels mostly). In general I’m trying not to repeat any characters or ships that appeared in the actual set, unless there’s a very different version (like Privateer Barbossa). I’m also not including ships or crew that have already appeared in other custom sets of mine, namely the Cursed versions of Salazar and the Silent Mary.
Let’s start off with some Pirates! From the 4th movie, we have the prime antagonist and their signature ship!
Queen Anne’s Revenge
Points: 15
Masts: 4
Cannons: 3S-2L-2L-3S
Cargo: 3
Movement: L
Ability: You may give this ship a shoot action to make one 3L fire attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces one of her masts with a fire mast, per the Firepot Specialist rules.Black Beard
Points: 7
Ability: Black Mark. Captain. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Link: Queen Anne’s RevengeAngelica
Points: 7
Ability: Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action. This ship gets +1 to her boarding rolls.All flavor texts TBD
May 25, 2025 at 7:58 AM #20548
XerecsModeratorSome Englishmen to counter the Pirates! The ships from the 4th and 5th movie, along with two crew who should have been in the PotC set, instead of lumped into an underwhelming UT.
HMS Providence
English
Points: 10
Masts: 3
Cannons: 2S-3L-2S
Cargo: 4
Movement: L
Ability: Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.Privateer Hector Barbossa
Points: 6
Ability: Fear. Captain. This ship gets +1 to boarding rolls.Theodore Groves
Points: 7
Ability: Loyal: England. Musketeer. Eternal. This ships crew cannot be eliminated unless she sinks.Lieutenant Gillete
Points: 6
Ability: Loyal: England. This ship gets +1 to her boarding rolls. She gets +2 if a captain crew is assigned to this ship. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.Essex
Points: 17
Masts: 5
Cannons: 3S-3L-3L-3L-3S
Cargo: 4
Movement: L
Ability: This ship gets +1 to her cannon rolls against Pirate ships. If this ship is assigned a captain crew she gets +1 to her cannon rolls. Cursed ships get +1 to their cannon and ram rolls against this ship.
Link: John ScarfieldJohn Scarfield
Points: 4
Ability: Hostile: Pirate. This ship gets +1 to her cannon rolls against any non-English ship.
Link: EssexMonarch
Points: 16
Masts: 5
Cannons: 3L-2S-2S-2S-3L
Cargo: 5
Movement: L
Ability: If this ship has a captain crew she gets +S to her base move.
Link: Captain TomsCaptain Toms
Points: 4
Ability: Captain. This ship gets +1 to her cannon rolls against Pirate ships.
Link: MonarchOfficer Cole
Points: 4
Ability: Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to cannon rolls against Pirate ships.All flavor text TBD
June 18, 2025 at 4:31 AM #20654Ben
KeymasterUSS Niagara

Nationality: America
Point Cost: 12
Masts: 2
Cargo: 3
Base Move: S+S
Cannons: 2S-2S
Ability: This ship eliminates two masts with one hit.
Link: Oliver Hazard Perry, Thomas Breese, Jesse Elliott, Arthur Sinclair
Flavor Text: One of two snow-brigs constructed quickly with green timber under Daniel Dobbins, Niagara pairs with the Lawrence as a relatively formidable duo on Lake Erie.June 28, 2025 at 3:24 PM #20741David Thren
ParticipantI would like to make an order for some custom viking ships but am totally uneducated on how to utilize the PNG system / process / tools…. everything.
Someone please point a total novice in the right direction on how to work through the design process – programs I might need…
June 28, 2025 at 3:30 PM #20745Ben
KeymasterI would like to make an order for some custom viking ships but am totally uneducated on how to utilize the PNG system / process / tools…. everything.
Someone please point a total novice in the right direction on how to work through the design process – programs I might need…
Welcome aboard David! I don’t have any finished artwork templates for longships. You can simply draw inside the PNG file I have on the product page if you’d like. Various digital art programs would work for that, including Inkscape, paint.net, Adobe Illustrator, GIMP, etc.
Here is how I make ship artwork in Inkscape.
October 1, 2025 at 2:50 PM #21298Ben
KeymasterHex
Ability: Schooner. Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, choose one enemy ship in play: that ship cannot be given actions this turn.I assume “this turn” means until the beginning of the Hex controller’s next turn? If it was the same turn as the Hex owner, it wouldn’t be relevant. But if it was the end of the current round (of turns), then the play order might make it irrelevant.
October 5, 2025 at 10:43 AM #21335Woelf
ModeratorHex
Ability: Schooner. Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, choose one enemy ship in play: that ship cannot be given actions this turn.I assume “this turn” means until the beginning of the Hex controller’s next turn? If it was the same turn as the Hex owner, it wouldn’t be relevant. But if it was the end of the current round (of turns), then the play order might make it irrelevant.
Changing “this turn” to “on its next turn” would resolve the timing issue, assuming that’s when it’s intended to take effect.
October 11, 2025 at 8:09 PM #21351Ben
KeymasterChanges to the Giant Turtle keyword: Added capability to build fort on turtle’s back when it’s docked at a wild island you have explored, not just at your home island. Changed “has its own turns” to “has its own actions” in regards to the fort.
Full keyword text:
Giant Turtle
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.I don’t like changing published keywords, but AlgothAybara brought it up and I think it will make them a bit more playable/fun, in regards to the fort mechanic.
October 12, 2025 at 12:01 AM #21352
XerecsModeratorChanging “this turn” to “on its next turn” would resolve the timing issue, assuming that’s when it’s intended to take effect.
I think that’s what the intended purpose was. JWD designed this one if I’m not mistaken. I’ll make a change in the CDB.
October 30, 2025 at 10:54 PM #21435Ben
KeymasterNew Master Keyword List updated with new keywords from the restart.
November 19, 2025 at 12:03 PM #21586Ben
KeymasterFinally it’s time for another preview!
Link: Robert Sample
November 19, 2025 at 12:42 PM #21587
XerecsModeratorEchoing what I said on Discord, this reminds me of Akua Lapu bu without the crew limit. Here the limiintg factor will be the point cost of the ship itself. However the Pirates have several options and ways to fit crew into a tight point window. I’m envisioning this as either some odd small hybrid, or an invested gold runner, with support crew. Interested to see what Robert Sample does.
Are these historically based?
November 19, 2025 at 12:56 PM #21588Ben
KeymasterAre these historically based?
Indeed – it’s the card background used for my Age of Sail custom set.
November 21, 2025 at 8:01 PM #21600Ben
KeymasterThe styrene has arrived….
November 26, 2025 at 10:06 PM #21732Ben
Keymaster“Flagships of the Relaunch”
November 28, 2025 at 8:18 PM #21764Ben
KeymasterDecember 11, 2025 at 6:29 AM #21880Ben
KeymasterI’ll just leave this here… the namesake of my upcoming release (for the Buccaneer’s Booty Box), Franklin’s Lost Expedition Mega Pack. Plus, the first treasure to be part of my Pirates Relaunch!
December 14, 2025 at 5:51 AM #21914Ben
Keymaster
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.
December 14, 2025 at 10:07 AM #21918
XerecsModeratorHype to see this! Not quite as much cargo as I would have thought, but she does have decent speed for a ship her size and she’s points friendly. Quite a lot of linked crew. I see this as some kind of odd gunship. Might be ideal for scouting island, especially in larger games or games with Mysterious Islands.
I assume that her sister from the Expedition the Terror is on the way?
December 14, 2025 at 12:32 PM #21919Ben
KeymasterHype to see this! Not quite as much cargo as I would have thought, but she does have decent speed for a ship her size and she’s points friendly.
Glad to hear it! I was pretty hyped designing it and seeing the first printed copy come to life is always one of the best parts of this project.
The cargo is based on historical accuracy – the mortars needed extensive reinforced platforms that extended below decks, so there wasn’t as much space for other cargo.
I assume that her sister from the Expedition the Terror is on the way?
Sure, might as well post that one today too!

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