Game Ideas

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  • #10545
    Ben
    Keymaster

    I could get behind a structured competitive gambling scene for Pirates. With money on the line there may be a need for more strict guidelines on fleet builds. Las Vegas would be the perfect place to test out this theory!!! 🙂

    No kidding!  I’m starting to think the idea has some merit.  There could be specific tables for various rulesets, with a very basic set of rules (similar to Start Here but slightly modified) being the beginner table people could start out on.

    #10546
    Xerecs
    Moderator

    Could work that into the Pirates League I’m thinking of making.

    #10774
    Jean-Luc
    Participant

    I hope I’m doing this right.. I mentioned in the survey an idea about dungeons being part of the game. It’s a far-fetched idea but just to elaborate:

    A dungeon would be similar to a Fort, Mysterious Island, and Ship all kind of mashed together.

    Players could dock, unload, explore, and even form boarding parties when docking at enemy controlled Dungeons.

    It would start off as a Mysterious Island, and upon exploration, the player learns the faction and abilities…and just to throw everyone for a loop… It could be an island that all players can simultaneously dock at.

    And just to shiver yer timbers some more, let’s say 2 Forts can be built on either side of the island, by ANY player, and “Raids” between Forts can happen just the same as boarding parties.

    Maybe make the dungeon have some sort of preset NPC players first have to eliminate, making it always risky to explore.

    Dungeons would have some sort of treasure bonus, so players have extra incentive to sail around them.

    And if Wizkids ever started reprinting, it’d offer entirely new cards… Instead of Forts, maybe it be something like “Tortuga” from POTC.

    Idk, the kinks would have to be worked out but… This the kinda stuff that fills my head.

    #10775
    Ben
    Keymaster

    @jbiondo: Sounds pretty neat overall.

    And just to shiver yer timbers some more, let’s say 2 Forts can be built on either side of the island, by ANY player, and “Raids” between Forts can happen just the same as boarding parties.

    Sounds a bit like the land warfare ideas I’ve scratched the surface on with my RISK, Command the Oceans, and Caribbean/World games.

    Dungeons would have some sort of treasure bonus, so players have extra incentive to sail around them.

    I assume you mean sail TO them?  They sound pretty rough to deal with if you didn’t get lucky and pull the faction you’re playing as, so a substantial “hidden cache” stored in the dungeon would likely be necessary.

    Have you considered an alternate word other than dungeon?  I was thinking of caves at first, but this is sounding more and more like a settlement or town. (maybe “hideout” if you wanted to keep them all to a similar theme and not go “big” like Tortuga would represent)

    #11006
    Ben
    Keymaster

    Game Idea: round earth with home islands close together on edges of map, HI Raiders mandatory/every ship has HI Raider.  Include Wine (UT) as well.

    This is inspired by my pair of amazing 4×100 games, in 2015 and 2019.  Forcing every fleet to have at least one HI raiding ability is a fun way to guarantee some chaos and wild action.  XD  When combined with round earth and UT’s that aid in home island raiding… yikes.  😀

    #11011
    Xerecs
    Moderator

    Had an idea for putting a Quest into a game. Would have to be a large game, or a game centered around fulfilling the various quests, such as Sink X number of enemy ships; Bring X to get Y.

    #11158
    Jack
    Participant

    Starting up my yearly summerly dive into this game, here’s my idea:

     

    English, Spanish, and Pirate players. They start out only allowed to use Spanish Main ships and crew, plus forts and 0 point crew.

    A normal 40 point game is played. When one fleet wins the round, either by getting a majority of the available coin or both other players pass, the winner takes the remaining coins on wild islands.

    Any built forts remain in place. Players can now replenish their fleets by buying ships/crew (1 gold per point) from either the Spanish Main OR Crimson Coast sets. This basically represents time/technology progressing. (Long term this gives Spain a disadvantage, but they arguably start out with the strongest potential fleet, so that seems to fit historically speaking.)

    Gold is distributed to the islands as normal and play resumes. The player with the lowest point total fleet goes first. After that round Revolution ships/crew are allowed, and so on and so forth.

    Victory is achieved either through economy (100 gold on home island) supremacy (one player controlling 4 forts at the end of a round) or domination (only one player has a fleet, or the coin to purchase a new boat, at the end of a round.)

    #11164
    Ben
    Keymaster

    @Jack: It’s a neat idea thematically.  I think the biggest problem would be predictability, as the rich get richer effect so prevalent in campaign games would likely take over and a runaway leader would be difficult to stop.

    I think this is also where keeping treasure face down would be best, just as in the regular multiplayer rules.

    Multiplayer Rules

    End Condition #2 (“more than half of the starting gold”) is not used.

    Are you saying to do away with this?  It might become a power gamer environment where everyone races to get >50% of the gold in play and as soon as they do, they claim the rest (which could be a lot).  Being able to add to their total even more would make it even more unbalanced as the rounds go on.

    One potential way to keep the party going would be to have eliminated players return to the game in the next set with that set’s “signature faction”.  Ex: The Spanish are knocked out in the RV round.  That player takes control of the Corsairs in round 4 and is allowed the lowest build total in play (of a surviving player) to make their new fleet.

    #11166
    Xerecs
    Moderator

    This sounds like a decent idea or scenario for a campaign, but it needs a wee bit of modifying, especially when custom ships are taken into account.

    #11169
    Jack
    Participant

    I’ve had issues with campaign type games before with the player who takes an early gold lead running away with things, so I might have some tweaks to make. I forgot about the 3+ player rule getting rid of the majority gold requirement! That should probably stay and rounds should go until all the gold is brought to home islands or everyone passes. (Worried about a situation where there’s like only one or two coins left and whoever tries to take it will be immediately blown up by the other players.)

    No custom ships here, my collection is large enough to keep this going through BC anyway. Putting defeated players back into the game with the next set’s signature nation is a good idea too. My crimson coast French fleet is usually pretty strong but I couldn’t think of a way to incorporate them into the game before.

    #11249
    Jack
    Participant

    I’m going to try this campaign soon with this addition to how gold is exchanged for new ships/crew, to try and prevent one faction from snowballing:

    Between rounds, when adding new ships/crew to your fleet, the cost depends on how many points your fleet is currently worth. The gold-point ratio is whatever the tens number of your fleet’s current point value is.

    0-9 points = free

    10-19 = 1 gold

    20-29 = 2 gold

    And so on. So for example:

    Let’s say the pirate player got their fleet hit pretty hard, and is down to 8 points. (Like perhaps Cat and Zephyr.) They also collected 30 gold. They could add the Raven’s Neck for 10 gold. (The first 2 points are free.) Their fleet is now worth 20 points so they need to spend 2 gold per point.  Then with their remaining 20 gold they could do something like purchase the Darkhawk II.

    #11629
    Jack
    Participant

    A couple of house rules I may try:

    Boarding RISK style:

    Whoever initiates the boarding is the attacker. The other player is the defender.

    Boarding roll is number of remaining masts + remaining crew + die roll.

    Winner of a roll eliminates a crew on opponent’s ship. Tie goes to defender. Then you repeat, and you can continue until one ship loses a boarding roll while having no crew remaining. The attacker may call the boarding off between any given roll. If a ship loses a boarding roll while having no crew, it is captured. It can not be given an action for as many turns as it has masts remaining. (Crew like the Inquisitor eliminate all crew on a single successful round of boarding. Capture crew work the same way.)

    Ghost ships, more like GOAT ships:

    Ghostly ships can not shoot, but opponents need to to roll a 6 to hit them.

    Mercenaries get paid:

    The Mercenary keyword now includes the line “for each mast this ship eliminates, place 1 gold on your HI.”

     

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