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Ben
KeymasterI suppose I have a few “Fallen Heroes” I’ve talked about before. Though not many that have been around a long time that are permanently destroyed or that I’m unable to use. A few WELL-used ships have been hit so often that their mast tabs have gotten a bit loose – I can think of the Enterprise and El Acorazado off the top of my head.
Ben
KeymasterThe marines can then be dropped off at a contested wild island to hold things down until the Marin can come and pick the gold up.
That’s the hope, but stuff like that has never really worked for me. The Marine doesn’t prevent a ship with 2+ masts and explorer from coming in and grabbing stuff, then leaving before the Marine can get a second shot in. (assuming the first even hits) It helps to have 2, but it’s an awful lot of points to be paying for a couple of mobile 2S cannons that are easily avoided or taken out.
I think the “extra cannon crew” would have been a lot more viable and interesting if the original pricing had Musketeers at 2 and Marines at 4. Or even 1 and 3 or 2 and 3. Musketeers are not that great, making the premium Marine version even less effective, to the point where I’ve found them to be somewhat useless. To make them worth 6-7 points, they would have to both prevent explore actions and have a 2L or 3L musketeer for “sniping” that eliminates crew, in addition to the regular 2S. Even then they’d be risky compared to an extra gold runner or for example a world-hating captain.
This fleet will go up against Barbary Corsairs and a Jean Laffite-led swarm fleet soon.
Yikes. Though perhaps the Marines will be good against 1 masted gold runners.
Ben
KeymasterOpponent 3 had another HMS Grand Temple as well, but he chose not to crew his ship, adding another empty ship alongside the Temple; the Musarde.
Yikes, that sounds like only 28 points. That’s one thing I’ve had to explain to newbies – if you have even one or two less points than you can have in your fleet, that could honestly make the difference between winning and losing.
Wow, OE Fantasma on the Constitution sounds brutal. 🙂
The Temples were the highlight of the game
No surprise there, they have a way of doing that.
Due to how the linking rules wok, the Spanish main version of Skyme will only link to the Spanish main version of Jack Hawkins, since his link text specifies ‘Captain Jack Hawkins’ and thee are no other ‘Captain Jack Hawkins’, just Jack Hawkins.
However, you may link both versions of Skyme the Monkey to the Spanish Main version of Jack, since his link text specifies ‘Skyme the Monkey’ and the two versions of Skyme are spelled the same way, therefore both versions may link to ‘Captain Jack Hawkins’.
No. Page 4. This is why the Code should be checked constantly, to avoid spreading misinformation.
I do like the Captain Jack and DJC Skyme pairing a lot, regardless.
I like it more now, kinda pricey but neat. Crew with Hoard are tough since they take up a valuable space you wanted the extra gold to be in.
Ben
KeymasterUSS Chesapeake Bay
Type: Ship
Faction Affiliation: American
Rarity: C
Point Value: 12
Number of Masts: 3
Cargo Space: 5
Base Move: S+S
Cannons: 4S-4S-3L
Ability: When this ship is docked at a friendly fort, she may repair up to two masts per repair action.
Link: Erwin SpetnerFlavor text: Hauling hardwoods and occasionally fresh gems up and down the Atlantic Coast, Erwin Spetner’s vessel has narrowly avoided deadly situations with pirates and The Cursed in recent months.
Erwin Spetner
Type: Crew
Faction Affiliation: American
Rarity: U
Point Value: 6
Ability: Captain. This ship gets +1 to her cannon rolls when carrying treasure.
Link: USS Chesapeake BayFlavor text: Spetner was a merchant in Florida before being pressed into service by the U.S. Navy. He quickly grew to enjoy it more than his past occupations, and has been promoted to captain of the USS Chesapeake Bay. He still takes his cargo and profit duties seriously, inspiring the crew to work extra hard when defending a full cargo hold of goods.
Historical Custom of the Day #398
George Raynor
Pirate
Crew
3 points
Ability: Reverse Captain. Instead of giving this ship an action this turn, you may give a friendly fort this ship is docked at an extra shoot action instead.
Link: Batchelor’s Delight, William Dampier, Edward Davis, James KellyYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterTalindurum (“Talon-doo-rum”)
Type: Ship
Faction Affiliation: Barbary Corsair
Rarity: C
Point Value: 11
Number of Masts: 2
Cargo Space: 3
Base Move: S+S
Cannons: 2L-2L
Ability: Galley. Ghost Ship. You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.Flavor text: An old haunt of Raidamos, the Talindurum is a true ghost ship. With less than one reported sighting per year, she has been all but forgotten. However, rumors suggest that mysterious cannon fire late at night near Minorca is coming from the mysterious galley.
Raidamos
Type: Crew
Faction Affiliation: Barbary Corsair/Mercenary
Rarity: U
Point Value: 6
Ability: Captain. Eternal.
Link: Jagged Tooth, Talindurum, BatreansFlavor text: Raidamos has held many commands throughout his two decades at sea. He often transfers between his many vessels, often just in time to miraculously save them from certain sinking.
Batreans
Type: Ship
Faction Affiliation: Mercenary
Rarity: U
Point Value: 16
Number of Masts: 3
Cargo Space: 3
Base Move: S+S
Cannons: 3S-3S-2S-2S
Ability: Mercenary. Bombardier. Crew assigned to this ship don’t take up cargo space; this ship can be assigned a maximum of three crew.
Link: RaidamosFlavor text: The newest ship that Raidamos has commanded, the Batreans is a modern attack vessel with more cargo than most of the existing “flamethrowers”.
Historical Custom of the Day #397
Resolution
Type: Ship
Faction Affiliation: Pirate
Rarity: C
Point Value: 8
Number of Masts: 2
Cargo Space: 4
Base Move: S+S
Cannons: 2L-3S
Ability: When this ship sinks another ship, you may repair one of this ship’s masts.
Link: Robert Glover, Dirk ChiversYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterDevil’s Kingdom
Type: Ship
Faction Affiliation: Cursed
Rarity: LE
Point Value: 30
Number of Masts: 10
Cargo Space: 8
Base Move: T
Cannons: 2L-5L-4L-4L-4L-3L-3L-3L-4L-4L
Ability: Junk. Treasure Ship. This ship must be towed (as if towing a derelict).
Link: All Cursed crew with point cost of 10+Flavor text: Although she is too heavy and dilapidated to sail under her own power, the Devil’s Kingdom has become a sort of haven for Cursed brethren. Her huge cargo hold is almost always full of demons, fiends, criminals, valuables, and corpses. Despite this, she always seems to have room for more. Although she must be towed into position, it is not considered embarrassing for a high-ranking Cursed officer to lay claim to her useless helm.
Historical Custom of the Day #396
Robert Glover
Pirate
Crew
3 points
Ability: Captain. Other named crew cannot use their abilities on this ship.
Link: ResolutionYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterI’ve been trying to track down Crimson Coast packs online, as I don’t think I ever bought more than 6-7, but I’m only seeing single ships/crew.
Wow yeah, a simple search only shows an expensive option from Germany. OK found this but pretty expensive.
Decent CC fleets for a limited collection. I like the Duke but I LOVE the Victoire.
Ben
KeymasterThanks for the link, I’ll add it to the Game Ideas page. I’ve seen that document before but never looked at it in detail.
Perhaps you could find a middle ground where the captured ship must sail back to your home island before it can be given anything other than a move action or something like that.
Interesting idea that makes sense, neat!
One boarding roll per turn would mean that you can’t conduct this action all at once. You eliminate one crew/mast a turn. So in the example above it would take the Zephyr four turns to finish the boarding action and capture El Leon. Over the course of those 4 moves, El Leon can’t move or shoot, and Zephyr can’t shoot and can’t move unless it becomes no longer pinned.
Whoa… that changes everything about this, and seems like way too long of a battle (relative to this game) considering all that can happen in those turns. That makes boarding too big of an event in my opinion, and it shouldn’t really be a separate action.
One thing is for sure – you should NOT be able to immobilize an enemy ship just by ramming them. There’s a reason “reverse pinning” was banned once the old Bonaparte strategy got popular. Also, stopping the rammed ship from shooting is hard to imagine as well. You could ram a fully loaded 10 master with a 1 master and keep it from moving AND shooting until the boarding stuff ended….
Ben
Keymaster@Jack: That Banshee’s Cry setup looks like 4 points to me.
As said above, I’m reposting two Fleets per day to “save” the text from MT, and I think the last 3 are some of the more interesting ones I’ve made. (as of March 9th anyway; more fleets coming tomorrow! 🙂 )
Ben
KeymasterThis is an alternate way to conduct boardings which I’ve seen online as a house rule
Do you know who came up with it? Please include a link to the original source if possible.
– I’m not sure what to do with Inquisitor-type cards that eliminate all crew on a successful boarding. The doc I read didn’t offer any ideas. I think perhaps you could say they eliminate all crew with a successful roll, instead of just one at a time, but that’s really strong. I do like it though…
I do too because Massacre is overpriced (not usually worth 5 points) and lots of times you’ll only eliminate one or two extra crew (still powerful, but not likely to happen much in games).
The ram does no damage due to Leon’s ability. The Zephyr shoots and misses.
The shot would come first; order of operations is move-shoot-ram-board.
I like how the number of dice is tied to how many crew are actually on the ship. Of course an “empty” ship wouldn’t actually have nobody aboard, but the game doesn’t represent that very well with a single person normally taking up an entire cargo space by themselves.
The main issue I have is that thematically it’s a bit strange. If the other ship has already run out of crew, why bother chopping masts down from a ship you’re trying to capture? I think being able to eliminate all of a ship’s masts just from declaring a boarding party is too much, and makes very little sense historically. It’s hard to imagine the melee of a boarding party knocking down a full mast in most circumstances, especially intentionally by the boarders.
I do like that boarding can lead directly to capturing the ship, but a lot of captures (probably most) in the Age of Sail happened without the other ship getting dismasted first. I’ve been toying with the idea of a “super capture” boarding ability that lets you capture an enemy ship without making it derelict first, but it’s tough to do with making it extremely expensive and overpowered.
Only one boarding roll can occur per turn
What does that mean? You can only intentionally board one enemy ship per turn?
A ship which is being boarded can not move or shoot. The attacking ship may not shoot, but can move away (and call off the boarding) if they are not pinned.
When? If it’s your turn, the enemy wouldn’t be able to get actions anyway. Is the attacking ship not allowed to shoot due to cannon angles? It’s harder to pull off in Pirates, but plenty of boarding in the Age of Sail happened with ships broadside to each other, rather than a head-on ram. If a Galley wasn’t pinned but wasn’t interested in continuing the boarding rolls, moving away would require an extra action because a move action ends when you hit something. S-Boarding would make it more complicated.
I think there’s some potential here. I think it would be interesting to allow crewless ships to be captured regardless, which could incentivize people to put more crew on gold runners and make the game more combat/piracy oriented.
Ben
KeymasterSomething I just thought of to bypass the boarding ability, a Doctor crew. The Pirates must have at least one, and the Cursed might have one given all the custom stuff we’ve made for them. Hmmm…. If that would work then this ship gets much more interesting, especially if you can bring along a recruiter crew along, then you’d WANT to board so you could use the ability chain to flip the recruiter back over with the doctor.
Wow, great point. Thanks for coming up with that, because it’s the type of potential issue some of my customs might have that I wouldn’t normally notice until I’m already playing them. That’s the kind of “power gamer” (got the phrase from James Ernest) thinking that is helpful to employ when thinking about custom abilities.
The Savior of the Antichrist is a Doctor crew, and they could get Amos aboard to recruit new people. I see that as niche and expensive but kind of OP. With The Hermit aboard providing the essential abilities, you’d have the Savior and Amos taking up 2 cargo spaces (in general), leaving 3 still available with plenty of point cap space. I’m changing it to “remove from the game” to prevent intentional abuse.
Grand Escape
Type: Ship
Faction Affiliation: Jade Rebellion
Rarity: R
Point Value: 17
Number of Masts: 6
Cargo Space: 4
Base Move: S
Cannons: 4S-4S-3S-3S-2L-2L
Ability: Junk. Crew with abilities that steal cargo do not take up cargo space on this ship. If this ship is within S of an enemy ship or enemy home island when this ship is given a move action, she gets +L to her base move, and +L+S when carrying cargo stolen from an enemy.Flavor text: With a hyperactive crew intent on getting away with massive heists, the Grand Escape is ready to set sail at all times. She carries long wooden rods used to push off of enemy ships and docks, in addition to stern chasers that deter a hot pursuit.
Historical Custom of the Day #395
Amity (sloop)
Type: Ship
Faction Affiliation: Pirate
Rarity: R
Point Value: 9
Number of Masts: 1
Cargo Space: 3
Base Move: S+S+S
Cannons: 2S
Ability: Shipwright. This ship ignores terrain when given a move action.
Link: Thomas Tew, John IrelandYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterPrimal Chaos
Type: Ship
Faction Affiliation: Cursed
Rarity: R
Point Value: 19
Number of Masts: 5
Cargo Space: 5
Base Move: L
Cannons: 4L-3S-2S-3S-4L
Ability: Firepot Specialist. Stinkpot Specialist. After this ship resolves a boarding party, eliminate a crew from both ships after all other results are applied. Pirate crew can use their abilities on this ship.
Link: The HermitFlavor text: Crewed by an intimidating mix of tribal natives, haggard pirates, and “primal cavemen”, this deadly vessel pillages the seas for hedonistic pleasures. She is led by a “wise hermit” who helms the ship almost naked. Rumors abound that the ship houses young dames from the Far East, but in reality it is a mixture of ammunition, corpses, rum, and wild animals. The ship is noisy, blood is spilt, and the chaos goes on.
The Hermit
Type: Crew
Faction Affiliation: Cursed
Rarity: U
Point Value: 5
Ability: Captain. Helmsman. This crew can only use his abilities on his linked ship.
Link: Primal ChaosFlavor text: Still going strong at over 60 years old, The Hermit is a caveman at sea. In spite of the Primal Chaos engineering bedlam at all times, he is used to solitude at the helm.
Historical Custom of the Day #394
John Ireland
Pirate
Crew
2 points
Ability: This ship gets +1 to her cannon rolls against targets with all their masts.
Link: Amity (sloop), Thomas TewYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterWoelf’s response:
The printed deckplate should still be considered correct. It’s entirely possible that the spreadsheet I had wasn’t the final-final version, and things got tweaked just before the set was printed. From seeing how things are done behind the scenes with a different company, I’m assuming they used a completely separate layout sheet (with artwork) to show the factory exactly what to print, rather than relying on the spreadsheet directly.
Even if it was a typo, it doesn’t break the ship, and keeps it more playable.
Last night I submitted a correction to the MT database, and now I’m off to correct the Master Spreadsheet.
Ben
KeymasterDoesn’t the Pandora have worse guns and a slightly worse ability? I’m not sure I would take 3S guns and +1 to boarding rolls over 2S guns and an autoheal, or a crew snipe
Yes, but SEVEN cargo. More than any other non-Hoist 3 master, and by a lot in most cases. She’s not the best gunship of the three, but makes the best hybrid and best gold runner, and therefore is the best of those three in my opinion.
Ben
KeymasterThat’s strange, my faceplate says S+L… Is the Miniatures entry correct, or is this a misprint?
Wow, I just checked my card and it’s S+L. O_O I’ve been thinking it’s wrong all this time. This is what happens when I rely more on MT than my physical collection. XD Sorry about that!
But wait- it gets more interesting! The original Wizkids spreadsheet says S+S. Asking Woelf now if the cards are misprinted or not. It’s not in the Code.
The ship is weird enough since it’s got a red rarity corner, but now it’s just plain confusing. XD
Ben
KeymasterBen, I’m not sure why you’re saying that El Raton is slow when the San Pedro and El Raton have the same starting speed and I haven’t given a helmsman to the San Pedro both for points sake and cargo space.
No they don’t, Raton is S+S while San Pedro is S+L.Edit: Nope, Ben relied too much on MT and El Raton has S+L on her deckplate!
Ben
KeymasterEl Ladron was my first pirate ship, it will always be one of my favorites even though it’s not exactly a very playable ship.
I’d say she’s plenty playable as a cheap sort of hybrid, it’s just that the Pirates pretty much always have a better ship, and the Recreant is slightly better from the very same set. (not to mention the excellent Pandora, keeping the ship type the same)
Ben
KeymasterYou can tow the flotilla with the San Pedro like Ben said and use the spare 2 points to upgrade Leon into El Duque for better speed and cargo.
I don’t see that as much of an upgrade since Leon has better cannons and a solid ability. Though I’ll always favor a ship like the Leon over a ship like the Duque. 🙂
@Mechavelli: Diablo being towed by the San Pedro would be an excellent deterrent and a good way to protect your most valuable ship. The Raton is pretty slow for towing Diablo, so she might have trouble getting the firepower into position and keeping up with the Leon or San Pedro. Though depending on the setup you could just plop the Diablo near important islands and run gold with the Raton too.I think swapping the FPS to a helmsman on the Bloody Jewel would be a good idea. However, since you say you’re playing against newer players, I probably wouldn’t do that for a starter game since it makes the fleet more competitive. I think leaving it as-is would be cool, I like the fleet! I like how you’ve got at least 2 cargo open on every ship.
Ben
KeymasterLooks like a solid fleet. I think the San Pedro combo comes to 21 points, so you could add a point somewhere. I would separate the Raton and Diablo in the fleet section; you might be surprised how badly you’ll wish Diablo was towed by the San Pedro instead. (better speed and more direct protection) Raton probably won’t be a big factor.
Ben
KeymasterBut this game has weird rules about the end of the game. The pirates should not have rammed the Albion because between their HI and fort they only had 12 gold. There was 16 gold in Ramsgate. England wins.
It can get a bit strange. The gold in Ramsgate is still very much in play, so the Pirates needed to go after that first. I assume the English transferred gold to Ramsgate to get that much in there?
Sounds like a fun game with neat setups; I would have expected the Pirates to win with their speed and cargo advantage.
Ben
KeymasterAlso, underrated bit about the Corsairs is since they’re all galleys, you can’t tow them since they’re never derelict.
That’s only the case if you have an oarsman aboard. It’s a bit awkward, but the updated Oarsman keyword does not apply (Page 32) to the rowing ship type keywords. It’s a bit confusing, but I think it’s for the best because otherwise the rowing ship types would be more difficult to capture than they should be. (you’d need a canceller to knock out the ship type keyword) It would make Galleys a bit overpowered for their cost, although Longships and Turtle Ships are already more expensive than they need to be.
I think it would be interesting to have a house rule allowing you the option to shoot the oars off a galley by targeting them – if both sets get shot off, the ship loses access to the keyword for good. However, that would be a bit strange as well since then they’d be able to do ram damage. XD
Ben
KeymasterMy first several dozen games were with one pack of Spanish Main and one Crimson Coast. I got a lot of mileage out of it.
That sounds amusing; I like hearing about Pirates origin stories and why people like certain ships more than others. HMS Lord Walpole and HMS Birkenhead will always have a special place in my collection as my first English ships.
I got some college friends into it, but I don’t live near them anymore (+ done with college), hence my lack of physical playing compared to 2015-2017 (started teaching people in 2015).
It’s not even about the investment I have in the game, it’s more about actually playing the game since it’s really fun and honestly, I can kind of see how Ben has been playing this for years.
Indeed. For me the variety is incredible – 14 sets (including RtSS but not including tons of customs), over 1,000 ships, essentially endless build total options (generally in the range of 10-500 points though lol), and TONS of Game Ideas and huge games to play.
Ben
KeymasterKing’s Aura
Type: Ship
Faction Affiliation: English
Rarity: LE
Point Value: 15
Number of Masts: 4
Cargo Space: 4
Base Move: L
Cannons: 3L-2S-2S-3L
Ability: This ship gets +1 to her cannon rolls for every friendly ship within S of her.Flavor text: Yet another large warship in the Royal Navy fleet, the King’s Aura boasts superior firepower in close-quarters melee actions.
Historical Custom of the Day #393
Charming Mary
Type: Ship
Faction Affiliation: Pirate
Rarity: C
Point Value: 6
Number of Masts: 2
Cargo Space: 4
Base Move: S+L
Cannons: 4L-3S
Ability: This ship gets -1 to her boarding rolls.
Link: William May, Richard Glover, Richard BobbingtonYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterAw man, the SAC/Devil’s Maw combo isn’t legal anymore? What a shame, that was a really awesome technique I was planning on using. Same with sac’ing Ransom crew, I guess I’ll either not use them or figure out how to make them more useful.
Both of those techniques SHOULD be illegal. You won’t be a fan of it the one time you don’t use it but your opponent beats you with it. Ransom crew are extremely valuable by generally having great additional abilities. (+5, “free” reroll, etc)
I do have a question about cost reducers like Zuan. If he reduces crew cost, why can’t he reduce build total cost as well? I don’t understand his appeal otherwise- the amount of times a crew selection would go over a ship’s cost shouldn’t be happening that often and even then he’s not guaranteed to do much, so why does he even exist?
Because that would allow for overpowered builds, especially on large ships where you could save a lot of points. It would also be extremely confusing if the reducers let you mess with the build total but crew like Jonah did not – and they’re confusing enough as it is. That said, the 2 point reducers should have costed 1 point to make them more viable. They are only useful in extremely specific situations. (such as the Divine Dragon with OE Davy Jones, captain, helmsman, and Sir Edmund, which is my favorite and by far the most-used combo with a 2 point reducer)
Ben
KeymasterThe Corsairs are generally the best minor faction due to their speed and cargo. They have a lot of ships that fit well into smaller fleets, making them competitive in 40 point games. They can make for a good swarm fleet, but since they lack good named crew, some of their ships are better off empty.
In terms of strategy, you can try boarding since Galley allows them to not be pinned after ramming, but they also can’t do ram damage. I’ve found it’s much easier to explore for gold than steal it. They’re simply a great gold running faction, although slightly underrated in combat.
Hopefully you’ve seen my youtube channel; perfect timing! Released this video a few days ago:
Ben
Keymaster@Mechavelli: Neat story! Glad to have you aboard.
I honestly always have this little bit of hope whenever I go into a store that I’ll find one.
I often glance down the card aisle at Target just to glimpse the Pokemon and Yugioh stuff, but I never really stop anymore. I got some Fairfield boxes at a different Target in late 2011 and now I just think “been there, checked that”. XD
Now that it’s over I can’t wait to get back to playing!
Huzzah! Go forth new pirate! XD Feel free to post summaries in the Battle Reports thread if you want.
Ben
KeymasterI think the idea to create a new Pirates company and have investors be shareholders is a good idea, at least for marketing your pitch to people who might want to donate money to you. It would be an extremely expensive venture, especially considering how Wizkids went under in part because the Pirates packs were so expensive to produce for the value they were sold for.
You’ll need to have a solid business plan worked out and an airtight case done before you go up to anybody with donation requests, much less the title-holder company. I don’t know if it can be done, but I would look into it if there’s no possibility of a comeback happening and you feel invested enough.
Makes a lot of sense, thanks for the feedback.
Ben
KeymasterTopaz Dragon
Type: Ship
Faction Affiliation: Mercenary
Rarity: SE
Point Value: 15
Number of Masts: 3
Cargo Space: 4
Base Move: S+L
Cannons: 2S-4S-2S
Ability: Mercenary. Windcatcher. This ship gets +1 to her ram rolls. This ship can shoot Grape Shot and Grapple Shot.Flavor text: A “fiery devil” of a vessel, the Topaz Dragon is a fast and fierce foe. When traveling in a straight line, she often catches targets off guard with her blazing speed, not slowing down to slam hard into the enemy ship. Her crew often board with spears, though they are also adept at using various weaponry with the cannons.
Historical Custom of the Day #392
Richard Glover
Pirate
Crew
1 point
Ability: Ship treasure trading.
Link: Charming Mary, John HoarYou can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas
Ben
KeymasterThis is entirely anecdotal, but after posting a picture of my pirates collection to my Snapchat story, I received atleast 3-4 messages expresssing nostalgia for the game.
keep in mind I only have 30~ or so friends and none of the people who messaged me play any sort of tabletop games at present.
Exactly; that’s great to hear!! Hopefully you could get them back into the game! Although in my experience, a lot of people seem to have moved on permanently and don’t like hearing that it’s now out of print.
Ben
KeymasterThere is however, a lot of people who have nostalgia for this game, and there is not a CSG on the market currently. I feel like the fact that there is no other CSG on the market is the key to bringing this or a similar game back.
I didn’t know that, but I feel like the nostalgia factor would be at least as big a factor as the CSG thing.
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