Woelf

  • Why does Barrel o’ Monkeys require you to load the transferred UT face down even if the UT transferred is normally always a face up UT?

    That’s intended mostly to hide the value of the transferred non-unique coins from other players, but it also will “reset” a previously used UT that can be loaded face down.

    If the UT is one that must be revealed w…[Read more]

  • @Lukas

    6. Name: Nordwind

    Ability: At the Start of your turn roll a d6 on a 1-3 you MUST remove one fog out of the game. At the end of your turn place a fog as a free action anywhere on the map (it can’t touches islands or ships)

    Is this intended as two separate abilities (so you might remove, but always place), or does the die roll affect both p…[Read more]

  • I realize I’m not going to win this argument, but I have a bone to pick with the rules. 🙂

    The sea creature rules state that sea creatures cannot be assigned crew.

    Ex-Patriot
    This crew may use its abilities onboard any ship.

    The Pirate Code, page 5:

    Sea creatures are considered to be ships. Any actions, abilities, or other effects that refer to s…

    [Read more]

  • Now I’m confused again. In game 2 between the French fleet and the UPS one, it ends with the Sea Crane establishing the Devil’s Maw. But France can still move. La Courageux is actually a nightmare for the Devil’s Maw to deal with because she can just sit so only one short gun of the fort is in range and fire with impunity. How come the game ended…

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  • Not sure if this question goes here but here goes. I’ve noticed a few “unofficial” keywords when describing semi-common abilities, like “Fog-hopper”. If at all possible is there some kind of general list of unofficial keywords of the like.

    Once upon a time there was a thread with all of the common abbreviations, acronyms, and such. I think tha…[Read more]

  • Ok so this is embarrassingly simple but I suddenly think I’ve been playing forts wrong all this time. If the only gold left in the game is on forts, does the game end? I’ve always played that it did, because no player can load any treasure from wild islands that they don’t already own. But the more I think about it, the more it seems you’r…

    [Read more]

  • Do you know why there doesn’t appear to be a shark building guide in the Start Here rules for OE? Maybe Wizkids just forgot, or assumed people wouldn’t need a guide for it?

    I have no idea!

    They probably just forgot to add it, but it is possible that they had to cut it for space and/or time reasons and assumed by that point that players would be…[Read more]

  • if you sac a sac captain

    u get an extra action but cant use the cap ability is that right?

    When you sac a crew, that crew’s abilities are gone immediately, so you can’t keep using them.

    (This indirectly also prevents a sac character from eliminating itself.)

  • @colringbk

    Since the Flotilla’s flag takes 2 hits from the same shoot action to destroy, what happens if an iceberg drifts into it? Nothing? Does the iceberg just stop?

    The iceberg stops, but nothing else happens. They only eliminate masts, but flotillas have none to lose.

    My next question is can Flotillas shoot while being towed?

    Yes.…[Read more]

  • @Jack

    Does a firepot count as a “hit?” I know that it counts as a mast replacement not an elimination, so it bypasses effects like Acorazado’s, but what about effects like La Belle Etoile, which eliminate cargo when they “hit” a ship, and ships that ignore the first hit each turn?

    They do count as hits, so other abilities and effects that refe…[Read more]

  • @Xerecs

    Let’s say that a ship has an Ex-Patriot crew on her, giving her the Mercenary keyword and all that implies. This same ship also has Eternal, as an ability provided by the ship, not coming from a crew. The ship is sunk. If I have Raft, can I flip it and throw the crew onto the nearby island, thus eliminating the Mercenary keyword from the s…

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  • Also @Xerecs: Regarding the Mask of Creation UT-

    Once per turn roll a d6. On a result of 6 place up to three random treasures on the nearest wild island. If there is a tie, the player to your left chooses which island.

    Are these 3 “random” treasures from outside the game?

    Anything that pulls in pieces from outside of the game can become pro…[Read more]

  • @Woelf: Lukas gives me an idea for one of the most weird and obscure combos ever. Per the Code for the Fog Hopper ability, bottom of Page 28. Would this be a legal way of removing an enemy fog hopper from play?
    1. Create a fog bank with a smokepot specialist.
    2. Use an L-mover to force an enemy fog hopper into the fog bank.
    3. Completely…

    [Read more]

  • When you put an eternal crew on a ship that sinks when the last mast is gone how can u win vs this with shooting ships without canceling? only by gold running i guess?

    The best strategy is to ignore it entirely while it’s back at home making repairs, and spend the time grabbing more gold. It’s generally not an issue in standard games unless they…[Read more]

  • How unfortunate, and kind of bothersome. Though I can find only 4 ships (Asp, Fire Djinn, Sultan’s Sword, and Marrkesh) with this limitation, and three of them appear to more focused on boarding Rolls so perhaps it balances out.

    It doesn’t seem like it at first glance, but rank-6 cannons are actually an advantage.

    They add nothing to the c…[Read more]

  • I don’t see her listed in the Code, but I assume Jongleur from MI should have Galley as well?

    All of those LE galleys should probably have the Galley keyword, and all of the LE turtles nearby should probably have Turtle Ship too.

  • Regarding the Arcane custom ship from JW Darkhurst’s Seas of Doom set:

    Once per turn, you may give this ship a move action, but do not move her. Instead, roll a d6. On a result of 6, you may place a Unique Treasure on any ship in your fleet.

    Is there any way to get around that once per turn part? From this post last month it sounds like the A…

    [Read more]

  • Master Gunner Rogelio Vazquez: All of this ship’s cannons have L range. 5 pts

    Interesting ability. Not sure if it’s worth the 5 points. I know of at least one ship that has this same effect, but no crew. The first ship that comes to mind to try this on is actually the Black Swan. A pirate five master with all 3-S guns.

    This one always felt lik…[Read more]

  • @dylasmaras

    Hit the nail on the head. This was something that I have gone back and forth with quite a bit. One one hand, yes, the next turn thing puts the ships at risk. My thought was that this forces the controller to be strategic with the ability and prevents it from being too OP. If the Soul of the World gets an EA, then it can completely undo…

    [Read more]

  • Oh boy… I’m probably missing something, but I don’t see anything in the rules or Code that prevents you from taking enemy crew (or equipment) from their home island when you dock with a home island raider….

    I don’t think it’s explicitly stated anywhere, but it is very strongly implied by the combinations of several other rules. It probabl…[Read more]

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