Ben

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  • in reply to: Questions About Game Rules & The Pirate Code #18183
    Ben
    Keymaster

    The only timing distinction that does matter is whether you apply the Maps or SN first, and that will only determine whether SN returns to the island face down and remains face down, or if it returns and then immediately gets flipped face up.

    Maps of Alexandria says “turn all treasure on all wild islands face up for the remainder of the game”, so wouldn’t SN go face up regardless of which is applied first?  “For the remainder” seems like it applies to any and all treasure put back on wild islands at any point in the future.

    SN’s loading restriction only applies to optional treasures, like standard coins and UTs that would normally load face down.   You still have to deal with any and all other UTs normally.

    Good to know – for some reason I didn’t read the Code entry for it yesterday since I was mostly referring to the Explore Action order of operations.  I’m glad it’s already addressed in the Code, but it does feel like an odd exception to the “abilities taking precedence over rules” thing, since faceup UT’s must still be loaded despite the ability text of the UT implying otherwise.

    in reply to: The Random (PCSG) Topic Thread #18180
    Ben
    Keymaster

    This is intriguing: https://icv2.com/articles/games/view/6618/wizkids-plans-big-tv-behind-pirates

    The game will be distributed in around 30,000 non-hobby outlets nationwide, including 7-11 (where Pirates outsold Pokemon in a test, according to WizKids), Blockbuster, Meier, Rite-Aid, Walgreens, book chains, other convenience store chains, and more.

    Didn’t realize the game made it into stores like 7-11 and Walgreens too

     

    The limited/unlimited paradigm is the new order for the Pirates products.  The limited version of Pirates of the Crimson Coast sold out from WizKids within a few days of its release.  The unlimited version will ship in June to all channels.

    This confirms CC could have had a UL numbering scheme for one if its print runs – makes me wonder why they started that in RV instead.  Something in CC or related to its second issue must have informed them it would be good to change the numbering system.

    Or maybe just a supply chain thing – more time for things to change for RV/BC UL before manufacturing it.

    in reply to: Questions About Game Rules & The Pirate Code #18177
    Ben
    Keymaster

    The “double range, roll 6” ability is an all-or-nothing effect, so you can’t pick and choose specific cannons. You either use it with all of them, or none of them.

    You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

    I would prefer that the Sniping ability work in a mix and match way – such as the crew putting extra gunpowder in some cannons due to certain targets being farther away, but a regular amount for enemies at closer range. I also want it to be modular per action, so the ship could shoot 2/3 cannons at doubled range for one action, then maybe more or less cannons at doubled range for a potential second action (the ship has good gun crews, and maybe some extra/speedy powder monkeys).  Would this change be sufficient to make that work?

    You may double the range of any of this ship’s cannons each action, but if you do you must roll a 6 to hit.

    Perhaps there is a more optimal/less wordy way to do it (changes italicized).  Thanks!

     

    If an ability says “This ship may never dock at your home island”, I assume it could still start the game docked at your home island? (because it doesn’t include the clause in Mercenary preventing it)

     

    After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

    I assume if there is a crew with the Island Treasure Trading ability on a ship, unloading that crew during the explore action where you trade does not nullify the ability because the trade occurs before the unloading? (and also because in some situations, you might be required to unload the crew in order to make the trade, since the ship must load the traded treasure)

    Since abilities take precedence over rules, I assume that if a ship with 1 cargo space (occupied by an Island Treasure Trader crew) found the Runes of Wealth UT and traded a different coin for a regular 2 coin, she would have to load the 2 and leave Runes of Wealth on the island? (though it would still be revealed to all players)

    -Unique treasure is always picked up when found, unless an ability specifically allows otherwise.

    When an ability and a rule conflict the ability always takes precedence regardless of the terms used, unless specifically stated otherwise.

    Runes of Wealth:

    This treasure takes up one cargo space. When this ship has reached her cargo capacity, roll a d6. Replace the value of each non-unique treasure on this ship with the result. Then remove Runes of Wealth from the game.

    I originally was using that example with the Fruit UT, but then I remembered the Code entry for it. Should the following entry apply to all of the face up UT’s that take up cargo space? (and must be loaded since they’re face up. I didn’t see the entry for the Runes that take up space)

    -If other cargo can be unloaded to make room for Fruit, it must be unloaded. If the ship has fewer than two cargo spaces and/or sufficient cargo cannot be unloaded, Fruit is still loaded and will take up the additional space as it becomes available.

     

    In some strange universe, Jikininki (the only non-creature ship with 0 cargo spaces) explores an island, loading both Rotting Hull (-1 cargo spaces) and Fruit (takes up 2 spaces). Do you know if there are any strange interactions or problems that might occur because of that? I assume she could still load an oarsman because it doesn’t take up cargo space, even if the cargo is “negative”? (if it can technically go to -1).  Theoretically she could then load other coins that “take up space” and must be loaded, such as Sunken Treasure – maybe even multiple copies via Pandora’s Box(es) until she’s at a bizarre and ridiculous deficit.  XD

     

    The interactions between them mostly depend on the exact wording used for their abilities, but if there’s nothing obvious indicating that a certain one goes before another, the player exploring can choose the order they apply.

    At a wild island, the coins found are Maps of Alexandria, Savage Natives, Missionary, and a 6. The Maps and Savage Natives both say “when revealed”, implying that their effects occur before loading and applying any other mandatory face up UT’s. In this situation I think you must apply the Savage Natives before the Missionary, which could prevent the loading of Missionary?  Savage Natives says “Then this ship can load one more treasure (only).” Since the loser/explorer usually chooses, I chose to load the 6 and not the Missionary as the only other treasure the ship could load.  Or was that wrong because normally you must take any face up UT’s, and that rule would override which of the two remaining coins the ship could load?  I assume if the final coin was something like Rotting Hull instead of the 6, then the exploring player could choose which to load since they’re dealing with a mandatory face up UT either way? (Missionary vs. Rotting Hull)

    in reply to: Questions About Game Rules & The Pirate Code #18172
    Ben
    Keymaster

    If you find Altar of the Loa and Plague on the same island, I assume you cannot sacrifice crew to the Altar before they would be eliminated via Plague because the effect of Plague occurs as part of the explore action and the Altar effect is optional and you wouldn’t be able to use it until after the explore action ends?

    If I eliminate crew to trigger the Altar and gain control of my opponent’s actions on their next turn, and then the Altar is eliminated later on my turn via the Kharmic Idol, does that mean the crew were sacrificed for nothing and the Altar effect is gone?  I played it that it would still work on my opponent’s turn, because the crew had been eliminated and were gone for good (the Altar was already activated). I partly went that way because it felt more like a “trigger” effect unlike a persistent ability that is active throughout a round.

    Like other persistent/duration effects, if the source (Jack) is eliminated or cancelled somehow, the ability restriction immediately ends.

    in reply to: What book are you reading? #18167
    Ben
    Keymaster

    Recently finished Murtagh (follow up book to the Inheritance Cycle). I thought it was quite good and it leaves open the possibility of other stories being told with the characters.

    Ah nice, I still have to read that after the Tales from Alagaësia book.

    in reply to: What book are you reading? #18165
    Ben
    Keymaster

    Finished:

    Think Like A Monk (Jay Shetty)

    Currently reading:

    Change Your Brain, Change Your Life (Daniel Amen)

     

    Both quite good.

    in reply to: Questions About Game Rules & The Pirate Code #18163
    Ben
    Keymaster

    I’m not quite sure how having additional Runes of Thor would change the scenario?  They would each give you one additional guaranteed success with CCJ’s roll on a future turn, but Nemo’s Plans still wouldn’t be able to retain any of them.

    It was in reference to attempting to block the “no future move actions” endgame trigger – going back to the initial question.  However, since the MI roll could never be guaranteed with no Runes of Thor to ensure it (since the Runes would already be cancelled by CCJ before making the MI roll), it wouldn’t be a way to block it.

    in reply to: Questions About Game Rules & The Pirate Code #18159
    Ben
    Keymaster

    I understand the first answer below makes the second situation nearly impossible, but it could still happen via an MI that allows for a coin to be replaced with a UT, providing the possibility of additional Runes of Thor for CCJ every turn. (hence my follow up question)

    If CCJ’s ship uses Runes of Thor to get the 6 and also has Nemo’s Plans aboard, does Runes of Thor get eliminated when Nemo’s Plans gets shut down, or is it preserved if Nemo’s Plans can save the Runes before CCJ’s ability takes effect?

    ^If it’s the latter: Is endgame condition #3 (no future move actions) triggered if a player has CCJ with Nemo’s Plans and Runes of Thor aboard to prevent an enemy player’s last (derelict) ship from ever repairing with the Trees UT? (for example, if they loaded Trees with a derelict ship while CCJ is active, the derelict ship is then forced away from the island, and the theoretical “future repair” of Trees is the player’s only hope of staying in the game)  On one hand, the CCJ player could decide not to use the Runes of Thor and miss a CCJ roll, letting Trees repair the enemy ship and it could get future move actions.  Or they could just flat-out say they would always use CCJ to prevent the use of Trees, in which case they would have complete control over the game if the endgame condition was not considered to be triggered.

    Runes of Thor removes itself as soon as it converts the result to a 6.  Because that also triggers Jack’s ability, Nemo’s Plans cannot save it.

    Jack can prevent a derelict from repairing with Trees, but won’t prevent that endgame trigger if Trees are facedown on the island, even if all players know it’s there, because the game counts it as a generic facedown coin if it’s not face up.

    In the example I was thinking about, it seems Trees would be face up on the enemy derelict if it was loaded when CCJ was active.  However, perhaps it would trigger as “revealed” as soon as CCJ’s effect wears off, repairing the derelict on an enemy turn and preventing CCJ from cancelling it continuously?

    If the ship moves within range of the K/O it can be surrounded again, but the whirlpool effect will not retrigger again even if one or both are still touching the second one.

    Makes sense for the second whirlpool; I was thinking of a strange niche situation where there are 2 pairs of whirlpools each within “surround distance” so the kraken+ship combo could keep bouncing between them.

     

    Can a kraken that has no segments (still in play via Eternal) move away from the home island with no segments and surround an enemy ship?

    What happens if an Eternal sea creature with no segments is moved away from the home island (perhaps by an L-mover) before it can repair? Does it just “sink” again?

     

    This is just me being stubborn on the “can’t ignore iceberg terrain” weirdness, but I couldn’t help but notice: HMS Hermes is the one ship in Ocean’s Edge with the ability of “This ship ignores terrain when she is given a move action (islands are not terrain).” (just confirmed on the card as well, not just the Master Spreadsheet)  Icebergs were present in OE, which came out after FN.  However, the ability text changed back to not excluding icebergs from the “ignore” criteria. This also appears to be the case on other post-FN ships, such as Argo, USS Mercury, and Honu Iki.  I think I’m just turning into more of a “rules/abilities as written” type of player over time.

     

    Thanks for the answers!  I think that was probably my longest-ever Rules question post O_O

    in reply to: Strategy/Gameplay discussion thread #18065
    Ben
    Keymaster

    Here’s a weird way to potentially blockade an enemy home island:

    Get two Titans (El Toro likely being one). They both need the ability to not be shot at while docked. Bianco’s Haulers for El Toro, and Copier Davy Jones on Brachyura/Raninoidea to copy BH. They both also need the Letter of Marque UT – the CC/PotC variants are not on the No-Duplicates List, so they can both be included in the treasure distribution. Once both titans have both abilities, move them on top of an enemy HI using the Letters of Marque to dock, making sure to arrange them in a way where their claws hopefully block any docking access points (likely either putting them with their backs together, or with extended claw tips touching).  They cannot be shot at while docked, they cannot be rammed, and the Letters of Marque prevent them from ever moving away from the enemy home island!

    in reply to: Questions About Game Rules & The Pirate Code #18064
    Ben
    Keymaster

    Mysterious Island effects cannot be re-rolled.

    I assume this confirms that MI effect rolls are considered to be made for the island rather than the ship?  In which case, the Cursed Zone event would not affect MI rolls.

     

    Cursed Captain Jack: Once at the beginning of each of your turns, roll a d6. On a result of 6, no abilities except Parley can be used until the beginning of your next turn.

    -If any events are in play when this ability is applied, their effects are ignored but they are not removed from the game. When the effect of this ability ends, any events in play resume their effects as normal.

    What happens to game pieces that involve counting turns? (such as the mermaids event, Sunken Treasure UT, etc.)  Would the “reset period” before rolling for CCJ’s ability on the following turn of a “cancelled turn” cause them to elapse a turn in the count? (I imagine there is a reset since CCJ’s ability has the same “beginning of turn” text as Copier Davy Jones, who has a reset period that can have implications where abilities like a cargo bonus could have wider implications even if the same ability is re-copied)
    Not sure if any of those would be affected in different ways – for example, Sunken Treasure says “at the beginning of each of your turns”, while mermaids does not.

    If CCJ is eliminated or removed from the game during a “cancelled round” where he rolls a 6, are all abilities except Parley still cancelled until his player’s next turn?

    I assume CCJ functions even if the use of his ability being applied would prevent him from functioning? (ex: he gets a 6 while on a sea monster via Chariot of the Gods, cancelling the UT which I believe forces his removal from the game)

    If CCJ is active, does that cause Turtles in the water to be both immobile and immune to elimination?

    When Turtles dock at a home island, are they replaced by 1 coins or the tokens simply placed on the island?  If they are not converted to 1’s, would CCJ make them worthless?  (it seems so; it would be wild to “cancel” an opponent’s gold advantage at the opportune moment. This could also implicate the PotC Dead Man’s Chest UT and others)

    Are Gold Capture captives already unloaded at a home island worthless while CCJ is active? (Code says “zero gold when unloaded” but nothing about if they’ve already been unloaded)

    -If a captured crew is taken or stolen by an opponent other than the original owner, or this ability is cancelled, eliminated, turned facedown, or removed from this ship, the previously captured crew remain generic cargo, cannot use any abilities, and will not count against the ship’s point or cargo limits. They will be worth , unless some source of this ability is also present and active (not cancelled) on the ship.

    I assume CCJ prevents abilities that happen in the “future” ahead of his effect, from effects/abilities that occurred before his 6 roll happened?  Ex: Player 1 steals gold with the HI raiding ability. Player 2 gets a 6 with CCJ – does Player 1’s ship have to leave the enemy HI on her turn, or can she now just sit there instead since the ability is cancelled for the whole round?

    Does Holy Water/Davy Jones’ Heart provide any protection against CCJ?

    I assume that as soon as CCJ goes inactive, any dormant UT effects are applied immediately, before other things such as a kraken surround can occur?

    If CCJ’s ship uses Runes of Thor to get the 6 and also has Nemo’s Plans aboard, does Runes of Thor get eliminated when Nemo’s Plans gets shut down, or is it preserved if Nemo’s Plans can save the Runes before CCJ’s ability takes effect?

    ^If it’s the latter: Is endgame condition #3 (no future move actions) triggered if a player has CCJ with Nemo’s Plans and Runes of Thor aboard to prevent an enemy player’s last (derelict) ship from ever repairing with the Trees UT? (for example, if they loaded Trees with a derelict ship while CCJ is active, the derelict ship is then forced away from the island, and the theoretical “future repair” of Trees is the player’s only hope of staying in the game)  On one hand, the CCJ player could decide not to use the Runes of Thor and miss a CCJ roll, letting Trees repair the enemy ship and it could get future move actions.  Or they could just flat-out say they would always use CCJ to prevent the use of Trees, in which case they would have complete control over the game if the endgame condition was not considered to be triggered.

    While CCJ is active, are players allowed to unload UT’s that can normally be unloaded for gold? (if so, they would just be worthless and I believe stay that way)  Ex: Barbary Banner/etc become “generic” UT’s? “UTs that produce a gold value must be unloaded when a ship docks at its home island. No other face-up UT can be unloaded to any island unless an ability specifically allows otherwise.”  Would CCJ’s ability take precedence over that rule, allowing a face-up UT like Fruit to be unloaded to a home island?

    If a ship explores an island and finds a unique treasure, it is loaded and revealed per the standard rules but remains dormant until the effect of this ability ends. If the UT would normally be loaded facedown it remains face up.

    Since they are loaded face up, does that mean it automatically turns Abandoned Crew into crew (not treasure) as soon as they are loaded?  Or do they “remain dormant” and in some kind of purgatory state in between crew and treasure?

    While CCJ is active, if a ship loads a bunch of UT’s that are normally loaded face down, what happens when they go active?  If they suddenly have to take up one cargo space each (due to their abilities functioning normally), can a player activate them before resolving an illegal cargo situation, or are they forced out of the game before any effects can be applied?

    Lots of strange implications with CCJ! Would be fun to intentionally give an opponent a UT like Fruit that normally can’t be unloaded, upon losing a boarding party. Also, since you can use Parley while it’s active, I think you could give an opponent a negative UT that normally can’t be unloaded.

     

    Runes of the Serpent: This treasure takes up one cargo space. This ship can dock at any iceberg. On her next turn, you may place her docked at any other iceberg; she can still be given a move action that turn. Then remove Runes of the Serpent from the game.

    After the ship docks at the first iceberg, does it being eliminated via Runes of Destruction prevent the ship from docking at a different iceberg on her next turn?

    If after docking at the second iceberg and Runes of Magic is played, does the ship lose a mast to the iceberg if the iceberg is moved L in such a way that it maintains contact with the bow of the ship? (such as the port bow area to the starboard bow area on a wide junk ship)  Or would that be considered a terrain-based redocking?  (I assume if the iceberg is moved into contact with any other part of the ship, she definitely takes damage)

     

    Runes of Wealth: This treasure takes up one cargo space. When this ship has reached her cargo capacity, roll a d6. Replace the value of each non-unique treasure on this ship with the result. Then remove Runes of Wealth from the game.

    If Runes of Wealth is rolled for in a Cursed Zone and the player gets a 1, are the coins replaced with 0’s or 1’s? (theoretically they should be -1’s, but I would guess 1’s since d6 rolls below 1 are not accounted for in the game, to my knowledge)

    If Runes of Wealth and Nemo’s Plans are on the same ship, what happens when the cargo capacity is reached? I assume the player could just continually roll a d6 over and over until they got the result they wanted?  Or would they have to re-reach the ship’s cargo capacity each time they wanted to roll? (such as unloading a crew and loading it back again via the free transfer rule)

     

    I thought I was onto a potential auto-win via a smokepot specialist gimmick…

    Fog Hopping with a smokepot specialist: When the fog bank is removed at the beginning of your turn, you may choose to roll and place this ship immediately (per normal the rules for smokepots) or you may choose to have it remain “inside” the fog. If it remains in the fog, the ship must exit another fog bank before the end of your turn; if it does not exit, it is removed from the game instead.

    Smokepot Specialist entry: When the smoke (fog bank) is to be removed, if there are any ships “lost” inside the player whose turn it is should roll for each of their exit locations, place them accordingly, and then remove the fog bank.

    … but it appears impossible. I assume that the second option (to stay inside a fog bank about to be eliminated) for a Fog Hopper is there and not in the Smokepot Specialist entry because if it was in the latter, it would allow for gamey situations where the smokebank controller could choose to let any enemy ships inside be removed from the game?

    Ex: Put a smokebank next to an enemy HI on turn 1, then use MI’s or Altar of the Loa/etc to move their entire enemy fleet into the smokebank. At the beginning of your next turn, since you are the current player, choose option 2 that all ships inside stay and therefore get removed. (looks like option 2 is only an option with a Fog Hopper specifically)

     

    Regarding sequential bad fire mast rolls, I assume this is the correct ruling because it occurred before this one? (both answers at the bottom of those posts. I didn’t realize until now, searching for an unrelated past question that I had asked it twice)

     

    I can’t recall or find what happens when an outside force pushes a ship out of a fog bank.  If an L-mover or something like Bad Maps pushes a ship out of a fog bank, do you still roll for exit location?

     

    If a piece of terrain is placed underneath a kraken surrounding a ship, do both roll for effect or is it only the kraken since it is (likely) the only one touching the terrain?  Would placing a whirlpool under the kraken+surrounded ship via the Lost UT allow both players that control those ships to use the whirlpool immediately?  Since the kraken would be touching the whirlpool first, I assume its controlling player would choose whether or not to whirl the kraken first. If they choose to, can they bring the surrounded ship with them since the surrounded ship never touches the whirlpool? If they choose not to bring the surrounded ship and the formerly surrounded ship takes the whirlpool to the same exit location, the kraken player could then immediately surround the ship again (“At any time during your turn if your kraken is within S of an opponent’s ship, it may surround that ship as a free action”).  If it was a 10 masted ship, the hull is long enough that the resulting surround could place the kraken in contact with a third whirlpool – within S of the second one.  Thus the cycle could potentially renew again!  XD

     

    Going back to March 2023:

    The mover ability of Tsuro (and similar) doesn’t work because it can’t push one ship through another, even if there would be enough physical space at the end of the L-distance to place the target ship.   The Kraken’s base does count as part of the Kraken even though it mostly only shows water, and any outside force the tried to move the surrounded should would have to move the surrounded ship through that base, so the ship has nowhere to go.

    Would an L-mover work if the ship inside the kraken was ghostly?

    The effect of ghostly applies any time this ship moves, whether it is due to a move action or any other means.

    It seems like that could be used on a ghostly ship to execute a “kraken pass” going from one kraken to another.  Or on a non-ghostly ship if both krakens were cancelled.

    If a kraken is cancelled while multiple ships are forced to move into it (such as an entire set of native canoes), what happens when the Kraken keyword is reactivated?  Are all but one of the ships forced out, or can the kraken player choose to not surround any of the ships?  In this instance, does it matter when the Kraken keyword is reactivated? (ex: if it gets reactivated after a friendly CCJ roll fails, vs. if reactivated during an opponent’s turn when an enemy CCJ effect wears off)

     

    Can a ship that has all L-range cannons use Broadsides Attack successfully to hit an enemy ship that has the defensive “L-immunity” ability? (L-range cannons cannot hit this ship)  Relevant Code entries:

    -Broadsides Attack ignores all defensive abilities of the target ship, except those that make it an invalid target for a shoot action.

    -The ability “L-range cannons cannot hit this ship” does not make a ship an invalid target, even if the attacker has only L-range cannons available. It can prevent a shot from hitting, but does not prevent the shot from being made.

    This seems to imply that a Broadsides Attack from L-range cannons could indeed hit an otherwise L-immune ship – since the enemy ship is not an invalid target, BA should ignore all defensive abilities, including the ability to not be hit by L-range cannons (regardless of them being reduced to S range).

    It seems like that last sentence of the second entry (can prevent a shot from hitting) is meant as a reminder for when L-range shots are potentially taken against an L-immune ship, not specifically when BA is used against an L-immune ship.

     

    Should the Letter of Marque UT’s be part of the No-Duplicates Rule? The CC version has an additional ability regarding forts, while the PotC one is clearly set in that “movie universe” which is distinct from the Crimson Coast lore.

    I think the Letter of Marque UT is actually a trojan horse. It says “This ship can dock at an enemy home island and be given repair actions (only) while there.”  Technically, that means you cannot be given a move action to move away from the island… meaning the ship is stuck there!  O_O  XD

    in reply to: Questions About Game Rules & The Pirate Code #18063
    Ben
    Keymaster

    I discovered something I don’t think I’d ever seen or thought about before in a recent game of Tournament #3. An island can be placed so close to the corner of the map in such a way that a ship can start the game docked there, but with no room to maneuver to leave that little corner it occupies.  Especially with flat earth (hard boundary, not abyss) as the default rule, are there any rules problems with that?

    I see it as a potential double edged sword: it could be a way to almost ensure protection for a Ransom/Mycron/Calypso “home island camper” crew, but it could also be to a player’s detriment if they wished to end the game early via sabotage when they know they’re ahead (but can’t derelict their final ship).

    In the example pictured, the width of the galley oars and the height of the rocks on the GF9 island would have combined to make it impossible for the Patagonia to leave her little corner (she didn’t actually start the game there). I think there was room on the east side of the island for a 2 mast blockade runner (very narrow beam) to slip through for a ram, but the island also could have been placed in such a way that no ship or cannon shot could make it through.  There are also some island shapes that have more of a cove/inlet shape, potentially allowing a larger ship to hide out all game. (an actual “hidden cove”!)

    HI issue

    This also has some interesting implications for some ideas I’ve been having lately, about trying to prevent the game from ending, winning by stalemate, etc.  Especially in a 2 player game, this combined with a low number of terrain (or an oared ship in the enemy fleet that is hard to suicide) could potentially prevent the “no future move actions” endgame trigger.  Combined with game elements such as Isles of Fire that can help prevent the “half or more” trigger and things like Wolves, things could get silly in a hurry.  XD   (maybe you could hide ships in the cove to help win on Units in Play if a 0-0 gold tie resulted, though it would be hard to pull off)  It’s also unlikely to work properly more than once against the same opponent if using the default rule of choosing other players’ home islands.

    in reply to: Questions About Game Rules & The Pirate Code #18061
    Ben
    Keymaster

    The 0-Point assignment rule applies in all of those cases, forcing them to be on a nationality-matching crew at all times, except when explicitly captured using an ability like Ransom (swaps and trades aren’t  enough).

    Fair enough, though I will say that I disagree and I consider it to be a true rules loophole at this point.

    Assignment only applies to ships, not islands. “Assignment refers to both the act of placing or loading cargo onto a ship and to the constant state of being carried by that ship.”

    They should have worded it more specifically in the Placing Crew section as something like “A crew with a point cost of 0 can be assigned only to a ship that shares its nationality, and can never be on an island.” (addition in italics)

    in reply to: The non-eBay Sales & Trades thread #18058
    Ben
    Keymaster

    Looks like a decent deal for Spanish Main on Mercari.

    in reply to: Strategy/Gameplay discussion thread #18054
    Ben
    Keymaster

    For island #4 I assume you’d need to choose a Treasure that could actually be loaded, as opposed to one that would go face-up on the island?

    Correct, it’s in The Pirate Code now on page 11, I believe in part due to ziotoo4’s Creative Fleet Challenge entry back on MT.

    Another UT to farm with the canoes would be Lost. Being able to place trade currents all over the map could set up some really easy logistics, or maybe place terrain under a ton of enemy ships. (could also be a way to “hack” the terrain setup meta if an opponent votes for 0 terrain and gets the d6 rolloff, then canoes hoard Lost and yank in 1-2 dozen terrain lol)

    in reply to: Introduce Yourself! Join the Crew! #18053
    Ben
    Keymaster

    I’m not a member of any other sites, but I will say I greatly appreciate the effort and upkeep poured into this site. Happy to be aboard.

    Welcome aboard matey, glad to have you here!

    in reply to: Questions About Game Rules & The Pirate Code #18050
    Ben
    Keymaster

    I assume you cannot swap a 0-point crew via the CJS/UPS ability because such a crew (like Robinson) can never be on an island?  It says so explicitly for the 0LR +5 crew but not the 0-point reducers (or 0LR Rerollers), so I wanted to make sure. I just can’t find anything that says that they cannot be unloaded to an island.

    CJS: When this ship is given an explore action, you can swap a treasure on the wild island a crew on any friendly ship.

    Pirate Code: If the treasure cannot be loaded onto the ship or the crew cannot be unloaded due to an ability, effect, or any other reason, the swap cannot be made.

    Complete Game Rules: A crew with a point cost of 0 can be assigned only to a ship that shares its nationality.

    -This limits what ships the crew can be assigned to, but since I don’t think you ever “assign” crew to an island, it seems as though they could be unloaded.

    Pirate Code for Jail!: -If a crew aboard this ship cannot be unloaded because of an ability or because it has a point cost of 0 (zero), it remains aboard this ship; all other crew aboard are placed on your home island.

    I understand that the likely intent is that ALL 0-point crew cannot be unloaded/transferred to islands. However, based on not finding it illegal in any existing rules, I can’t fault people for letting the non+5 versions be on islands.

     

    I think this was answered on MT, but can Jailhouse Dog target a Unique Treasure for elimination that is face up on a wild island that would normally be face down? (ex: Maps of Alexandria flips the Natives UT face up, then later in the game the JHD is used to eliminate Natives from the island without a ship exploring to activate the Natives first)

     

    If Natives and Plague (or Missionary) are found on the same island, I assume that the effect of Natives happens even if the exploring player chooses to apply the Plague first? Ex: Plague eliminates all the crew, which would seemingly make the ship immune to Natives in that moment. However, Natives specifically says “number of crew on her when Natives is revealed”, which means that Natives must be applied even after the crew are wiped out? (taking into account the Explore Action order of operations on page 62 of the Code)

     

    After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

    In a situation where a ship using the Island Treasure Trading ability explores and has its Explorer eliminated by Plague, must it still load the traded treasure (let’s say it’s a regular 3 coin) or can it not load it because the free explore was interrupted and stopped by the UT ability?

    Exploring: -If an explore action is provided by an Explorer crew and that crew is eliminated or removed by a unique treasure you must still resolve the effects of any other remaining UTs before the action ends. An additional explore action will be required to load any other treasure or cargo from the island onto the ship.

    I think it would still have to load it, based on this line:

    -Ability Conflict Hierarchy: This list applies only when two or more abilities conflict. When an ability and a rule conflict the ability always takes precedence regardless of the terms used, unless specifically stated otherwise.

    in reply to: Questions About Game Rules & The Pirate Code #18044
    Ben
    Keymaster

    Mysterious Island #16: 5-6: After this ship explores this island, swap any number of treasure coins taken with an equal number of treasure coins chosen randomly from other wild islands.

    This implies that the treasure you trade for must be loaded.  What happens if you receive a UT that can’t be loaded, such as Wolves?  I assume it would apply to any treasure received via the swap, and not to the treasures you took originally and didn’t swap? (because it occurs after exploring, and after step 8 – “Apply the effects of all revealed unique treasures.”)

    Ex: Exploring ship takes 3 coins and wants to swap the final one.  She gets Wolves in return – are the first 3 exempt from the effects of Wolves? (or another UT such as Bloody Gold)

    in reply to: The Fleets Thread #18043
    Ben
    Keymaster

    Thought of another way to gamify a UPS build to potentially win on the first turn. MI #7:
    1-2: Randomly move one treasure from this island to another wild island.
    3-4: No effect.
    5-6: After exploring this island, place a treasure coin from your collection with value equal to or less than one you took on the island.

    With a +2 bonus at home, all you need is a single 6 or 7 in order to win (barring negative UT’s of course). Trade home the first coin for 8+ total, then use the ship’s second action to send home the new high-value coin for another 8+ gold for 16 from two actions.

    That MI could also be used to intentionally extend the game, so I think I’ll add a note about it in my Delay of Game fleet

    in reply to: Strategy/Gameplay discussion thread #18042
    Ben
    Keymaster

    Using native canoes to farm Mysterious Islands can break them even more than I thought. It would even work really well for the Mind Control strategy – since they don’t have masts, they’re immune to the negative effect. In a perfect scenario, you could perhaps start 10 American canoes at MI #2, go first and redock them all. With tons of reefs and sargasso seas in the setup, potentially wreck multiple enemy ships or get ships stuck for a while.

    1-2: Roll 3d6. For every 4-6 result, eliminate one of this ship’s masts.
    3-4: No effect.
    5-6: Move an opposing ship using this ship’s base move.

    Canoe farming could make MI #4 sickening. Hidden Cove a ship that has S-Explorer to the MI and mark it explored. Canoes then redock and explore. If you get four 5-6 results (quite possible especially if redocking with 10 canoes instead of 5), you could convert the entire island into UT’s. This could be used in various ways, but possibly the most devastating would be a double Odin Missile to wipe the best two enemy ships off the map. (Runes of Odin x2 and Runes of Magic x2)

    1-2: Roll 5d6. For every 4-6 result, eliminate one of this ship’s masts.
    3-4: No effect.
    5-6: When this ship explores this island, replace one treasure coin with a unique treasure from your collection.

    in reply to: Custom Ships (post your custom game pieces here!) #18039
    Ben
    Keymaster

    When your ship docks at an island, on the next turn, place this fort, it now acts as a second home island.

    It sounds like the Nexus Tower is mandatory to build?  Ex: Once you have at least 30 gold on your HI, you would have to build it at the next opportunity after docking.

    I can’t quite tell if it’s supposed to get around the regular fort rules where a ship has to be docked there to build it.  Does the ship in question have to stay at the island on the following turn, or can it leave and the fort is still built at the end of your next turn anyway?

    in reply to: Questions About Game Rules & The Pirate Code #18033
    Ben
    Keymaster

    I don’t think it’s specified one way or the other if the removed treasure is revealed, but because the “more than half” rule isn’t used, there’s no real need to reveal it.   Unless something else forces it, or the group/person running the event decides otherwise, it’s safe to assume it does not get revealed.

    In that case, I assume that treasure eliminated via an Isle of Fire would have to be revealed in a 1v1 standard game?

    I would think it still doesn’t get revealed, because since abilities that add to the original 30 gold don’t change the requirements of the more than half rule (16 gold), it seems like subtractions from the total amount of starting gold would also not affect the required total of 16+.  Eliminating treasure just makes that endgame condition less likely (or impossible if a lot of coins are eliminated), so the game is more likely to end with all treasure unloaded to HI’s or no future move actions.

    in reply to: Questions About Game Rules & The Pirate Code #18030
    Ben
    Keymaster

    Pretty sure I’ve asked this but not seeing it via the forum search: If you start your turn on a sargasso sea but you didn’t get stuck last turn, do you have to roll since you’re sailing over it?  Or would you only roll if you contact a NEW sargasso sea during that action?

    You don’t get stuck (or have to roll) immediately if you start on it, but when you move if any part of the ship is still touching the terrain after any segment, you will have to roll again.

    I assume that’s the case for reefs as well?  For example, if I start a move action on a reef with S+S speed, and after the first segment the ship is still touching the reef – it has to roll for effect/take damage again, even if it doesn’t end the move action on the reef?

    I’m pretty sure you said in the past that when a ship is sunk in a multiplayer game, any treasure aboard that gets removed from the game remains a secret to the other players (unless the player chooses to say/reveal what it is I suppose).  Is that also the case when random treasures are eliminated from the game, such as via the Isle of Fire MI’s?  For the Isle of Fire MI’s specifically, would the player whose roll eliminates the treasure be able to check what coin it is, or must it remain hidden to all players? (even those whose turn it is)

    Does the Explore Action order of operations on page 62 of the Code always take precedence over Unique Treasure ability text?

    Ex: I explore an island and find Pirate Globe, Pirata Codex, and Savage Natives. I want to apply them in that order, so all treasure is flipped up and then all UT’s are wiped out, including Savage Natives before the Savage Natives can take effect.  However, Savage Natives says “when revealed”, and seems to imply that you cannot load it.  All 3 say “when revealed” so I suppose it wouldn’t matter and the explorer would still get to choose the order they’re applied in.  I suppose my question is if there are any UT’s in the game that force you to apply their effects before you can do step 7 and load face up UT’s? (maybe Wolves?)

    ~~~~~

    Gold Capture: If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.

    What happens if a Gold Capture crew steals a Marine, and then that ship gets wrecked on a reef with both crew still aboard?  For example, if a player other than the original owner is able to explore the wreck with a ship capable of using the Gold Capture ability (such as loading Bonny Peel onto an opposing Pirate ship), does it matter which order in which they load the crew?  Theoretically if they load the Gold Capture crew first and the Marine afterwards, they can unload the Marine at home for a gold payout?  Perhaps the order doesn’t matter, unless loading the Marine first causes it to revert to being a full Marine before the Gold Capture ability can be applied.

    Can you unload crew captured via Gold Capture at a wild island?

    If the original Gold Capture crew (such as Bonny Peel) is eliminated or removed from the game when there are captives still aboard, are those captives automatically unloaded at your home island when docking there, or can you choose to keep them aboard because they’re generic cargo?  If you had another Gold Capture crew such as Blackbeard at your home island when docking in this manner, could you load Blackbeard via the free transfer rules and then automatically unload the captives for a payout, or would you have to redock at the HI or explore it in order to unload the captives? (similar to how gold is only automatically unloaded upon docking, not if transferred to a ship already docked at home)

    -If a captured crew is taken or stolen by an opponent other than the original owner, or this ability is cancelled, eliminated, turned facedown, or removed from this ship, the previously captured crew remain generic cargo, cannot use any abilities, and will not count against the ship’s point or cargo limits. They will be worth zero gold when unloaded, unless some source of this ability is also present and active (not cancelled) on the ship.

    in reply to: The eBay Sales thread #18017
    Ben
    Keymaster

    BIG lot with some complete sets.  The MI LE’s in the pictures make it more interesting, but if I were going for it I would definitely ask them if the CC and DJC sets include the LE’s.

    in reply to: Custom Ships (post your custom game pieces here!) #18016
    Ben
    Keymaster

    Some neat customs!  I do like some of the implications of those Ex-Patriot crew.  Erickson might see usage on a ship with Dories or a Hoist.

    Rynah seems like a really extreme fort.  She has a high gold cost to match, but it will be interesting to see if it might be broken despite that.  It would be the ultimate game extender in 2 player games, because an opponent is extremely unlikely to be able to destroy it. (making it harder to reach a gold endgame condition)

    in reply to: Questions About Game Rules & The Pirate Code #18013
    Ben
    Keymaster

    For the purposes of measuring the “S away from home island” for the Mercenary keyword, is that measured from a point on the ship that touches the water (playing surface), or from any point on the ship?  In a recent game Randy and I noticed that it could give Celtic Fury a bigger jump if measuring from the edge of the aftermost stern deck rather than at the waterline.

    If you can measure from any point on the ship, is that measured from the height of that part of the ship to the edge of the island’s height, or just an over-the-top measurement that doesn’t factor in the height differential between the ship part and the height of the home island?

    Do you recall if there was ever a defined “width” of a cannon shot for the purposes of measuring lines of fire in tight spaces?  A few years ago Spence brought up that it should probably be the ~1mm width of a deckplate card since that’s the default measuring device for cannon arcs (which makes a lot of sense to me).

    I know these questions are irrelevant in 99% of games, but hopefully some of them break new ground.  It’s getting to the point where I’ve played so much that the really nitty gritty tiny details get exposed now that so many other (sometimes more basic/consequential) questions have been answered!

    in reply to: Questions About Game Rules & The Pirate Code #17970
    Ben
    Keymaster

    I think Woelf should probably clarify a bit more on the subject. It seems like he’s saying the choices should be made at the same time unless there is an issue where timing is relevant.

    It is an odd gray area. In a competitive environment or with experienced players, the timing will almost always be relevant. At a minimum, player 2 will always want to bring in their +5 selections after player 1 brings in theirs.  Ex: If P1 has no events in their starting fleet but brings in one face down via the +5, P2 is more likely to potentially use their +5 to bring in Favor of the Gods or an event/events of their own to stay more competitive.  Or if P1 brings in a Black Mark crew face up to turn a ship Cursed, P2 might bring in Soul Mark with their +5.

    Considering that it’s usually going to be just crew being added and they generally aren’t getting revealed immediately, all players with a +5 can usually make their choices simultaneously without it really mattering too much.  However, if it is an issue somehow, the choice and placement of the extras should follow the same player order established for initial fleet placement.

     

    In a lot of casual games it won’t matter when +5 stuff is brought in, especially since in my experience a lot of people don’t really consider their +5 selections to be modular based on an enemy fleet – they just built a 65 point fleet in the first place for a 60 point game (with 5 points still separate of course).  The rules are quite vague on it, so I suppose a play group could play it either way.

    I prefer to have it be in turn order rather than at the same time, because the “simultaneous” option could easily get gamey if one player just happens to already have all their crew out and obvious and the other player intentionally delays getting their stuff out and secretly changes some selections based on what they observe.

     

    If a player has both the Hoard ability and “eliminate all of the other ship’s crew” boarding Massacre ability on the same ship and wins a boarding party, can they steal all treasure and eliminate all the enemy crew?  (this is distinct from the RtSS Headhunter, who gives an either/or choice)

    in reply to: Strategy/Gameplay discussion thread #17964
    Ben
    Keymaster

    I only have one copy each of SS 051+052, but both crew chips on them (Shap’ng Tsai and Eileen Brigid O’Brien) have the flag/background art extend to the edge of the chip. Since they both have it, I assume everyone else’s crew chips from those cards are like that as well.  Outside of misprints/miscuts, I think they are the only crew in the game like that. As a result, if you see one of them on an enemy ship, you know it has to be one of those two crew.  Fun little tidbit detail that might help for knowledge purposes once in a great while, especially if trying to determine what kind of Ex-Patriot might be on a non-Mercenary ship.  (such as Tsai on San Cristobal in a competitive game)

    in reply to: Questions About Game Rules & The Pirate Code #17958
    Ben
    Keymaster

    When are game pieces brought in by 0LR+5 crew chosen, and are they chosen in turn order or at the same time?

    Chosen when on the Placing Crew part of the rules, so after home islands have been chosen and before placing treasure. (theoretically before placing equipment as well, but it seems odd to place them separately from crew in the order of operations)

    They are chosen in turn order.

    in reply to: Questions About Game Rules & The Pirate Code #17936
    Ben
    Keymaster

    Can gold from the Gold Capture ability be used to build a fort?

    If this ship wins a boarding party, she may capture the crew with the highest point cost instead of eliminating it. This captured crew becomes cargo worth its point cost in gold when unloaded at your home island.

    If a player uses the Altar of the Loa UT to force an opponent’s ship to explore an island and the Castaway UT is found, I assume that the Altar user chooses which crew is brought into the game based on this line from the Code? (because the Castaway ability only even happens because of the explore action itself)

    The owner of the ship may choose to reveal and use abilities normally, however, if the ability applies specifically to the action you have given to the ship you determine how it is applied.

    Castaway: “Place any one crew with point cost 3 or less on this ship, using standard cargo capacity rules. That crew assumes this ship’s nationality. Remove Castaway from the game.”

    in reply to: Questions About Game Rules & The Pirate Code #17931
    Ben
    Keymaster

    Can you flip an abandoned crew face up just to make it crew so you can use the free transfer rule with it?  Normally you can only flip a crew when using it’s abilities I think, but this seems like a good exception to that since you may want the abandoned crew to be treated as crew as soon as possible after loading them onto a ship.

    No, you can only flip them by using their abilities.

    I can’t find anything in the normal rules or The Pirate Code that forbids a player from turning a crew face up (whether abandoned crew, or regular crew). I find it a little strange that crew cannot be revealed, because in general you may actually want to reveal a crew to an opponent to prove you’re not bluffing about someone you have assigned to a ship. (ex: you can tell them verbally and even pick up the chip and show it to them, but apparently you cannot keep the chip face up on the deckplate)

    You must reveal (turn face up) a crew when using its ability, and it must remain face up the remainder of the game.

    It doesn’t say you can’t reveal them when not using their abilities.

     

    The above discussion about Abandoned Crew has me now wondering, if a Native Canoe finds an abandoned crew, can the canoe use the abandoned crew, seeing the crew doesn’t have a point cost?

    They could carry one face down because it’s treated like treasure that way, but it cannot be face up.    Individual canoes don’t have defined points cost at all, so nothing with a value can be assigned, even if it’s worth 0.

    If Rollando touched a native canoe that was carrying an abandoned crew and chose not to take it, would the abandoned crew be removed from the game because it cannot be face up on the canoe?

    Once per turn, if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry.

    -If a unique treasure is revealed by this ability it does not have to be used immediately, but it remains face up.

    Since Rollando’s ability says “once per turn” (similar to things like the spyer abilities that can be used on any and every player’s turn), could he use his ability on an opponent’s turn?  (ex: if a cancelled native canoe rammed his ship to board and steal a face down abandoned crew, then activate his ability to reveal the abandoned crew and force its removal from the game)

    In the Official Tournament Rules, it talks about a standard round being 30 minutes. Do you know if that was 30 minutes per player in a game, or 30 minutes for the entire game?

    It’s interesting that the victory condition doesn’t include gold in forts.

    A league is a special type of tournament that extends game play throughout an entire month. At this time, the Pirates of the Cursed Seas PocketModel game League format rules are under review, and will be presented again later this year.

    Do you happen to know if the League format rules ever came out, or if you have them? (would be from 2008)

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