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EdParticipant<p style=”text-align: left;”>The Zeus crewed by Emperor Blackheart, Grim the savage and a musketeer.24 shots from the same ship is as close as we can get to a realistic gunship(from what I understand most ship of the line had WELL over 20 cannons)or if you are playing a strictly 40 point game replace Blackheart with captain sao feng and Elizabeth Swan along with Hag of Tortuga can get you a good chance at taking 2 actions.</p>
EdParticipantThere are not really many games ive found like this but maybe im inexperienced in war games/tabletop miniatures but I love how just like Dungeons and Dragons I can play this game with my friends any way we want to,from scenarios, endgame conditions and how we build our fleets to even changing the rules if we see fit.
EdParticipantMy group and I were thinking about how its wierd that you may only board by ramming or special ability so after thinking a little bit I figured maybe a ship may make ONE free boarding action at the start of its turn if its in contact with another.(this way if a ship is still jammed against yours you may board it but it also can’t be abused to allow you to board multiple vessels at the start of tour turn)This may need its own thread but it still is related to boarding rules
EdParticipantI think that at the start OR end of your turn you should be able to LOOK at all treasure on ONE ship that is in contact with your ship as a free action. (Thematically it would take time thats why I think resricting it to once per turn at the beginning or end of a turn would help display that its a limited action that does actually take time)
EdParticipantI don’t think it would break a regular game but if you pick up a treasure in my scenario then trade it for treasure from the other end of the sea you can now just deliver it and make it home with 4 gold in 2 or 3 turns compared to like 10 or so…
EdParticipantI got to play a 1vs1 of the scenario and I realized I have to either change some wording or ban some abilities since I have 2 ships that may take a random treasure from any other wild island…ruining the fun and realism. Move S after unloading was a little over powered but id say it was at least viable and not game breaking.
EdParticipantNice I’ll have to look up some more equipment!
EdParticipantI agree that a helmsman can make a slow gunship good and fast gunships better but if you coordinate your ships well enough slow gunships can be just as dangerous as fast ones. I would imagine if you are running a hynrid fleet for gold and guns 1 fast gunship could cover all your gold runners and make a good use of a helmsman.
EdParticipantThat would be nearly perfect, but equipment are ussualy discarded when used maybe a unique treasure would be good. I would also accept an equipment that isn’t removed when used.
EdParticipantI used old gift cards so millimeters thick and I used old business cards for the cardstock it was even thinner. The holes I sliced by razor so it was a really snug fit but if I messed up it was loose.
EdParticipantI have used cardstock, plastic and cardboard all successfully but I like plastic and cardstock the most. the 5 mast ship in my profile image is cardstock.
EdParticipantYeah it would definitely be powerful to capture a non-derelic but also realistic also looking back now I think a 1 cost crew could be a sail slasher that may destroy a mast when boarding successfully.
EdParticipantI like the idea that the winner chooses treasure and the loser chooses crew, my variant rule is that if there is no crew and you succeed then you may leave a crew on the losers ship to capture it. Losing masts is to powerful unless its a seamonster or something that can break masts, I may warm up to the idea of setting fire while boarding though(no pun intended) but a simple way of handling all of this would maybe be special crew I.e. a lumberjack lol/torchbearer…
EdParticipantI can’t wait to hear how it goes I have made several ships now out of 3 differant materials.
EdParticipantThis scenario would work best with 2 or 4 players; but could be altered for 3(see bottom of posts for changes).
To Begin:
- Place an object about 3L across and four isles touching it in a square- these isles will be called ports
- Divide 15 gold per player amongst these ports. Each port has their own “internal economy“- *we will revisit this.
- Next, place 1 wild isle 3L away from each port.
- Then, place each HI across from eachother In between the wild isles
This should all come to form a square. It would be best for players to be sitting acoss from one another as well.
- Each wild isle has a luxury good on it to replace treasure (I chose diomond, emerald, sapphire & amethyst but they can be anything).
The goal is to deliver these luxury goods first, to the Ports*
*Ports pay different amounts of gold for luxury goods. 1GP from the Port closest to the luxury good’s origin isle. 2GP from the two Ports second closest and 4GP from the farthest port *these are the internal economies)
Then, deliver your gold home.
The end game is triggered when the last gold is delivered home or if someone collects half the gold themselves.
This could also be played by 3 people with only 3 luxuries and arranged into a triangle.
This scenario was inspired by Capin’Gerg
April 11, 2019 at 2:26 PM in reply to: Rules for Thought #21 – Turn order based on Points used #4177
EdParticipantIve been reading over CAGway bay rules and the idea of return fire has been growing on me, and you do a fantastic job of giving credit where it is due!
EdParticipantI highly prefer speed to accuracy when it comes to measureing so much so that I usually cut my movement short just in case its too far because I measure so sloppily(I also usually measure my movements while my opponents take their turn even though its lets them see what im about to do)
EdParticipantA helmsman is important for any gold running ship but on gunships they can be lack luster unless you want to make retreat non viable for your opponent
April 3, 2019 at 3:09 PM in reply to: What do you consider the biggest missing thematic element in Pirates CSG? #4086
EdParticipantIve been trying to figure out how to add wind and rescoures into my games but it almost always causes slower turns I still love to use special rules to switch things up though.
EdParticipantMy girlfriend and i think this is the most likely way of pirates re surfacing.
April 2, 2019 at 6:18 PM in reply to: What do you consider the biggest missing thematic element in Pirates CSG? #4080
EdParticipantWow all of those ideas sound awesome, I myself love to add a touch of mundane,my shipyard games are played with a circle of our extra ships surrounding play with a shopkeep token placed in between 2 ships the two ships on either side of it are for sale when 1 ship is purchased its moved onto the board and now another ship would be up for sale.
EdParticipantYes CCM had alot of great ideas all my grlip altered from his scenario was the +1 if nothing happens because we saw a person whale for 4 turns in a row and get nothing(that’s alright but then we saw that happen multiple times throughout the game so it became very boring especially in a “quick”15 turn game)
EdParticipantHmmm exploration rules would be nice but would defiantly take up more time, 1 way it could be done is you each agree on an amount of terrain and isles then you randomly flip and shuffle the cards put them in a bag(or any container that you can grab from but not look in) & play as normal but as a free action if your ship is 2L away from every isle you draw from the stack and place down what you get 1 L away from your ship(isles still cant be closer than 3L to any isle)
EdParticipantWow, I was just about to play test somthing like the rounds. It would be like seasons,play 4 seasons of whaling for example it would be four 12 turn seasons and the winner of the most of them(add gold totals together for ties) wins the game,but thats really cool because it gives opportunity to the loser to mover fogs,seas, ice bergs,malestorms or any other terrain that would make sense to move.
EdParticipantThar She Blows!
there are no wild islands. Lay out a home island for each player (at least 5L apart), and build your fleets as usual. (For the fleets we chose to have an equal start of the exact same ships at least 1 single mast at most 3 single mast and 1 five mast)Each player contributes the normal amount of treasure coins (no unique treasures…we played with uniques but they were custom), which are set aside, face-down.(for our games we mirror each others Hi & put a loose ring of sargosso 2L away from HI so we know once we enter the seas we can whale)
This scenario adds a fifth kind of orders a ship can be given: Whaling. Your ship must be at least 2L from any island, and 1L from all other ships, to get these orders. If you give a ship Whaling orders, it remains motionless, and you roll a die for that ship.
1.If the ship has no treasure, nothing happens. If it does have treasure on board, it is rammed by a whale! Roll another die, and remove that many treasure coins from the ship. If you run out of treasure, start removing masts. If you rolled a 6, the ship loses all its cargo and becomes derelict.
2.Nothing in sight but seagulls. Your on edge so +1 to next your whaling roll
3.An experienced crew can find whales where landlubbers see only the ocean. If your ship has treasure aboard, treat this roll as a 5 (see below); if not you saw somthing over here +1 to your next whaling roll
4.Nantucket sleigh ride! Roll a die. If it comes up 1-3, the whale got away; if 4-6, you caught the whale (as if you’d rolled a 5, as below).
5.You caught a whale! Add 1 treasure coin, chosen at random, to this ship’s cargo.
6.You found a pod of whales! Fill your ship’s cargo holds with treasure coins.
Explorer crew function as expert lookouts. Perched in the crow’s nest and searching for whales, an Explorer lets you add +1 to a ship’s die rolls for Whaling if it has no treasure on board. Explorers can’t help with a Nantucket-sleigh-ride roll.
All the other usual rules apply. On top of all that we also played with the buy ships and crew with the gold you earn but with a twist.(post is long will mention the twist if asked about)
EdParticipantI like to put fog next to whirpools or reefs to make a dangerous area
March 28, 2019 at 11:16 PM in reply to: Rules for Thought #21 – Turn order based on Points used #4032
EdParticipantI would accept it as a varient rule but it would become a race to the bottom eventually 39 would be better than 40.also I agree that choosing their HI is potentially better than going 1st.
EdParticipantYup I googled it and the only other stuff I really found was miniature trading&raintyger.
EdParticipantI have made several fogs(white cardboard) and lots of sargosso with varied green cardboard(my favorite of which is a green river with a croc floating in it…its from the back of a halloween cereal box)
EdParticipantI use dice to represent how many masts a ship has left after a brand new ship broke its mast tab right out of the pack.
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