Questions About Game Rules & The Pirate Code

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  • #11535
    Woelf
    Moderator

    I’ve been wondering can you put a Tribal Chieftain of a different nation Say the Cursed Chieftain on the HMS Concorde, Would the Chieftain still be able to command the Cursed Native Canoes?

    If the nationalities don’t match, and there’s no other ability that allows other nations to function on the ship, the Cheiftain’s ability won’t work.

    And also, can you stack the S-Cancel abilities?

    Multiple different cancelers could target a single ship/crew, but each has to come from a separate ship.

    Two or more cancelers on the same ship would be restricted by the no-stacking rule like any other ability.

    Also if you have someone with SAC and someone with the Doctor ability on the same ship can you SAC the second Oarsman thats on that ship and then flip it face down due to the Doctor on that ship, And if so would you get the extra action from the SAC Ability?

    To use a SAC ability, the crew has to be eliminated permanently. If something prevents it from being eliminated, or it comes back immediately after being eliminated, you don’t get the extra action and in most of those cases you can’t use the SAC ability on it at all.

    #11536
    Woelf
    Moderator

    If the UT is one that must be revealed when loaded, it would be flipped back up as soon as it was placed on the new ship.

    In that case it wouldn’t take up cargo space once it was face up… so technically you can use Barrel o’ Monkeys to your advantage where the transferred coin does not ever take up cargo space, correct? (Ex: If a ship had a full cargo hold and got to take a face up UT via the monkeys, can they take it? Or does that split second where it’s supposedly face down make that impossible?)

    The ones that are “permanently” face up would work the same as if you’d picked it up by exploring an island while your ship was already full. The immediate reveal would avoid the cargo limit issue, and you’d take it on board normally.

    Can an opponent request or force you to reveal face down crew on a setup with a reducer to prove that it’s legal?

    If you need the reducer’s ability to make the ship legal during setup, you have to reveal it during setup. That ability won’t function if it’s face down.

    I know the reducers have to be face up; my question was if you had to reveal OTHER crew that the reducer is allowing aboard, to prove that the setup is legal. Ex: The Stump is face up as he has to be. He allows a bunch of extra crew aboard. An opponent wants to check the crew on my ship to prove the setup is legal. Am I required to reveal the rest of the setup (in addition to The Stump) to prove I’m not cheating?

    If it’s a question of cheating, intentional or otherwise, that’s not an issue unique to reducers. Whether there’s a reducer involved or not, anyone could claim their starting setup was legal.

    If it’s a concern, that’s where it might become necessary to bring in an impartial third party (or the classic “Privateer running the event”) to verify that it’s legal. If that’s not an option for whatever reason, short of everyone revealing everything at the start, the only real way to verify it was legal is checking things after the fact, either when the game ends, or during the game if enough stuff has been revealed naturally to know for sure.

    Given the age of this game, and the size of the remaining community of players, I’d like to think that at least purposeful cheating at it is a non-issue at this point. Maybe not?

    it does prevent a whole pile of weird issues with certain ability interactions and timing.

    Interesting, I haven’t thought of those possibilities then.

    There were several others that came up over the years that escape my memory, but the most significant scenario was when a ship with an S in its printed base move plus a Helmsman aboard moved within range of a canceler.

    Before that ruling/clarification was put in place, people could try to argue that they’d used the Helmsman’s segment as their first segment, so by the time the ship moved in range of the canceler, targeting that Helmsman wouldn’t have an effect on the rest of the ship’s movement even though there was an entire S still waiting to be used.

    #11537
    Ben
    Keymaster

    Given the age of this game, I’d like to think that at least purposeful cheating at it is a non-issue at this point. Maybe not?

    Definitely not!  XD

    I was asking for CG4.  I double checked a couple of the new 10 master setups to make sure they’re fine, but I might just reveal at least one of them in the next battle report anyway, partly for kicks and also for intimidation purposes.  XD

    #11538
    Randy
    Participant

    <span style=”color: #000000; font-family: ‘Helvetica Neue’, Helvetica, Arial, ‘Lucida Grande’, sans-serif; font-size: 12px;”>Interesting, I haven’t thought of those possibilities then.</span>

    I have a decent example. I had a game come down to the last two or three turns. Game winning treasure on a ship heading home. Fleet that was in the lead, had but one small two master still able to move, but can do nothing to stop the opposing ship from returning home and taking the lead. The two masted ship attempts to suicide (to force the end of the game) as the treasure ship is heading to unload. As the ship passes an enemy derelict, that still possessed a canceler, their helmsman was cancelled. This was enough to keep the enemy ship from docking and unloading just before the two master could take another action through a whirlpool, to have a chance to end the game that turn. I’m not sure if this is tracking the way I am describing it, but it was epic. At any rate, the key in this moment was that the helmsman’s S had not been used at the point that it crossed within S of the cancelling ship, so it couldn’t make it home that turn.

    #11539
    Randy
    Participant

    Hahaha looks like Woelf addressed my exact situation before I responded!!! Nice!!!

    #11546
    Jack
    Participant

    Here’s a pretty silly one that came up last night. Can you touch another ship without becoming pinned? Obviously you can with ships with certain abilities like galley, but for a ship that doesn’t have an ability like that, is it legal/possible to move your ship so the sides touch before the bow does? I keep having an issue with a Spanish fleet where L’Aguila just gets stuck after ramming a pirate ship.

    #11563
    Bartek
    Participant

    Quick question after Reading all FAQ etc, just to be sure:

    Recently I aquired the Abomination.

    Mast cannons: 3L-3S-3S-3L

    Ship’s plate cannons: 3S-3L-3L-3S

    I use the ones printed on masts in this case right?

     

    #11569
    Xerecs
    Moderator

    Will Holy Water/Davy Jones Heart protect a ship from UT abilities?

    #11619
    Woelf
    Moderator

    Here’s a pretty silly one that came up last night. Can you touch another ship without becoming pinned? Obviously you can with ships with certain abilities like galley, but for a ship that doesn’t have an ability like that, is it legal/possible to move your ship so the sides touch before the bow does? I keep having an issue with a Spanish fleet where L’Aguila just gets stuck after ramming a pirate ship.

    Yes, definitely legal. Most ships are wider around the middle, so as long as that part makes contact before the bow, you’ll be touching without becoming pinned (or being able to ram).

    It’s a little more difficult with junks because of their flat sides, but not impossible.

    #11620
    Woelf
    Moderator

    Quick question after Reading all FAQ etc, just to be sure:
    Recently I aquired the Abomination.
    Mast cannons: 3L-3S-3S-3L
    Ship’s plate cannons: 3S-3L-3L-3S
    I use the ones printed on masts in this case right?

    Correct!
    The cannons are all there, just listed out of order, so you use what’s shown on the masts.

    #11621
    Woelf
    Moderator

    Will Holy Water/Davy Jones Heart protect a ship from UT abilities?

    It’ll protect the ship from UTs on opposing ships that target your ship directly.
    It won’t protect against UT effects when they’re loaded from a wild island, and it doesn’t protect itself from UTs that can remove other UTs.

    The entry in the Pirate Code (top of page 49) goes into finer details about this one. It’s a little messy.

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