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This topic contains 69 replies, has 14 voices, and was last updated by  Ben 3 days, 4 hours ago.

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  • #9686

    Ben
    Keymaster

    For those of you that enjoy playing deathmatches, the Defence of St. Helens scenario is a good one.

    The previous post in this thread was a preview for a game I completed in September 2019: 6×150

    #9794

    Ben
    Keymaster

    Just found out that if you hover over the link text leading to a post in the “Recent Replies” forum widget, it will show the start of the text for that actual post.  Kinda neat if you want to preview the subject or are trying to remember if you looked at the post already and need to refresh your memory.

    #9795

    Jack
    Participant

    So I just had a random thought as for a house rule: I’ve always liked the ships that gain movement if they have all of their masts, and felt like that mechanic should have been used more in the game. So why not simply say that the component of a ship’s base move is the bonus it gets if undamaged? So S+S and S+L ships become S if hurt, and L+S and L+L ships become L. L movers can probably go to S if hurt, and S-base movers stay the same no matter how damaged. I might try a game like this. It brings variable speed into the game which I’m sure you know Ben would be a real world mechanic the game’s lacked. Ships don’t always go the same speed. There’s factors like wind and damage and whatnot.

    #9804

    Ben
    Keymaster

    So why not simply say that the component of a ship’s base move is the bonus it gets if undamaged?

    I’m surprised to say I haven’t used that or similar systems.  Thinking about it, it could be a way to curb the larger ships a bit, which can dominate against most smaller vessels (except the OP ones) in general gameplay.

    Pretty sure there are rulesets in the files section of BGG that concern this house rule; there are a lot of ways to go about it.  I tend to think of it more as the ship goes her normal speed with all masts, then the speed decreases as masts are lost.  (rather than starting slow but with a bonus from all masts standing)

    #9937

    Ben
    Keymaster
    #9956

    Ben
    Keymaster
    #10028

    Ben
    Keymaster
    #10050

    Kai
    Participant

    Hey guys, I could use some advice!

     

    My friends and I just ordered two boxes of Barbary Coast boosters. We’re planning on doing some draft games with those packs, which is something we wanted to do for a while now. My question to you: With only game pieces from the Barbary Coast booster set available, which pieces should I try to snatch away in the draft to have a good shot at winning?

     

    Further info: We’ll do 8 rounds, each round adding 3 packs per person. So round 1, we are 3 people with 3 packs each. Round 2, we do another draft of 3 packs per person, but everyone can also use the pieces they drafted in the previous round to build their fleet for round 2. By the end of it, we’ll have 24 packs worth of game pieces to build our final fleet from.

     

    If it was just that I wouldn’t ask BUT, in case anyone pulls the SR pack it’ll be the big prize of the whole thing, so I wanna maximize my chances of winning. Any advice would be much appreciated!

    #10051

    Ben
    Keymaster

    With only game pieces from the Barbary Coast booster set available, which pieces should I try to snatch away in the draft to have a good shot at winning?

    This is perfect: Top 10 Barbary Coast Game Pieces.  The Tiger’s Eye and the numerous cheap Corsair galleys (especially the 6 pointers) are extremely good.  A few of the cancellers won’t apply because they didn’t come in the packs.  The links to MT may work in the Internet Archive, but the game pieces are in the Master Spreadsheet.

    That’s a cool idea, and a ton of rounds and packs!

    #10195

    Ben
    Keymaster

    Won’t be available much between 11/12 and 11/18.

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