Woelf

  • That ship gains the Parley keyword for this turn.

    This is actually quite powerful, because you can target a ship in the middle of a battle from far away, and make it very difficult to take down. As long as the ship is in a different location, you wouldn’t be able to cancel the ability effectively either to combat it.

    When something gains an a…[Read more]

  • Making Ex-Pats cost 1 extra when used on non-Merc ships would work fine, but I doubt it would change things much. Most of the Ex-Pats that do get pulled over to other nations are getting used because that nation doesn’t already have the specific ability (or they do, but need multiples). Because it would almost always cost more points and/or…[Read more]

  • It’s so bizarre. A while back at MT, someone had a compelling argument based (I think) on Jules Verne material that said the Coleoptera was supposed to look like the Nautilus because she was designed to be disguised as such. Perhaps that was an alternate or later version of the ship. The flavor doesn’t match of course. I don’t know who said…

    [Read more]

  • Even as someone who generally considers himself a near OCD completionist, that shading difference for SM is just not something I want to try and tackle.

    I keep a bunch of the lighter cards mixed in with all of other cards used for playing, but that’s almost entirely due to nostalgia because most of those were literally the first cards I owned for…[Read more]

  • (Ben) Pandemonium
    Cannons: 3L-3L-3L-3L-3L-3L-3S-3S
    Ability: This fort may use any equipment with “shot” in the name up to once per turn each (the equipment does not have to be in play).

    Allowing the use of effects from outside the game is problematic on its own, but even if they had to be on the island (or at least present somewhere in the gam…[Read more]

  • There might be a photoshopped image or two floating around out there somewhere, but if an original correct version or rendering exists, it hasn’t made its way out to the public.

  • Then, in the artwork, the sails and/or deck can be shown to be on fire.

    Disappointing but makes sense.

    If the fake fire mast actually does something it would be fine to reference it in the ability, but based on your description it sounds almost entirely decorative.

    That’s fine having extra pieces for decoration whether it’s referenced in the…[Read more]

  • At the very least, it would be nice if whatever crew were included in a pack were guaranteed to match the ships they came with, especially named crew. Generic crew could be changed to true generics without nationality requirements so they’d be a non-issue.

    Single nation packs would kill the “game in every pack” marketing claim, but when was the…[Read more]

  • I’m all for adding rules to allow for buying/building new ships, especially in campaign settings, but requiring a shipwright for that just sounds like a weird way to force players to dump extra points on crew they otherwise don’t want or need. Limiting the number of masts you can build based on the number of shipwrights you have makes that even…[Read more]

  • Ring Besis (pronounced “bee-sis”)
    Type: Crew
    Link: All Cursed 10 masters

    Does this only link to ships that are naturally Cursed, or does it also work on ships converted by Black Mark?

    Ceremonial Sacrifice
    Number of Masts: 3
    Cannons: 2S-X-2S
    Ability: Firepot Specialist. This ship’s mainmast (middle mast) is always a fire mast that requires no ro…

    [Read more]

  • Enemy ships get -1 to their boarding rolls against this ship.

    I’ve got that ability on some customs, and it would be effectively the same as +1 to boards

    Yeah, there’s really no need to create a new ability that produces the exact same effect as an existing ability.

    Instead of reducing rolls, a better debuff might be to prevent the use of b…[Read more]

  • That’s the thing. I don’t want to make customs that are purely in line with what Wizkids costed things at, because then none of my switchblades and whatnot would be priced right either.

    I agree with you about WK’s pricing system having a lot of issues, and that’s why I generally try to avoid commenting on point costs for custom things (es…[Read more]

  • Carronade
    Equipment
    3 points
    Ability: This ship gains one 2S cannon that can fire from any mast (even an eliminated mast), but cannot have its range increased. When this cannon hits, eliminate one mast and one crew from the enemy ship. This cannon may be used with other equipment. Ships may use up to two Carronades in one turn.

    Really excited…

    [Read more]

  • Woelf replied to the topic For Rants and Raves in the forum Pirates CSG 7 years, 2 months ago

    I’ve always wondered how often those “basic” rules ever got used for someone’s first play of the game, and assuming anyone actually did play that way, how many of them managed to enjoy it enough to want to move up to the real rules.

    Several of the other WK game lines (Mage Knight, Mechwarrior, etc.) came with starter rules too, but those were…[Read more]

  • When I first read the heading I thought this would be more about running up the score after it was obvious the game had already been decided.

    As far as taking just enough risks to squeeze out a win, to me that’s the whole point of the game. If you always play it safe, you might have a more consistent win/loss record over a large number of…[Read more]

  • Keeping the ability as-is and reducing the cost by a few points is the simplest and cleanest way to make them better. The “plain” 5-point versions we got late in the game’s run were pretty decent, but the initial set was way overpriced because they also had that +1 boost tacked on. Drop that boost (or make it just 1 point instead of 2), and…[Read more]

  • Any sort of action of system for recovering crew after a ship sinks is already largely covered by Raft, which would become obsolete with an Abandoned Ship, Swim to Shore, or comparable house rule. That’s not necessarily a bad thing, considering it’s a single-use thing that costs build points, but also far from essential.

    For the most part, I…[Read more]

  • Weirdness continues. When I’m on the main forum page, I’m shown as not logged in. However, once I click on a thread and go in, I’m suddenly logged in. I haven’t checked the Customs thread yet though. I’m fairly sue that the oddity is on my end, though I’m not sue what to do about it, since I’ve already removed some cookies and stuff.

    [Read more]

  • One more question, if a UT remove, like Pirate Codex or some such was revealed and all face-up UT’s are removed, in the case of the Chariot, what happens to the crew that was brought in?

    Without the Chariot to ride on, that crew is in an illegal situation and has to get tossed (out of the game) immediately.

  • Randomizing MIs is a very good thing. Beyond just a d6 roll, you could go with a d10 or even a d20 that you roll against a whole chart full of island effects. It would almost completely eliminate any chance of farming for UTs, and would make the islands with game-breaking effects unreliable at best. It would add more randomness to the…[Read more]

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