Forum Replies Created
-
AuthorPosts
-
XerecsModeratorTwo more for the Ionics as we approach the end of this cycle of customs!
Terran
Ionic
Points: 14
Masts: 4
Cannons: 3S-4S-4S-3S
Cargo: 6
Movement: S+S
Ability: This ships crew cannot be eliminated unless she sinks.Flavor: TBD
Sekar
Ionic
Points: 11
Masts: 4
Cannons: 2L-2S-2S-2L
Cargo: 2
Movement: L
Ability: Titan. Friendly ships within S of this titan get -1 to their cannon rolls. This titan gets +1 to her cannon rolls if a captain crew is assigned to it.Flavor: Many Ionic sailors believe that Sekar is somehow related to the more famous and beloved Ussal. While the physical resemblance can be seen by anyone, Sekar is far more hostile than Ussal, and has attacked Ionic ships more often than not.
XerecsModeratorThe Colina feels expensive for what you get. You have 5 masters from English and America with more cargo hold using the same ability + an Oarsman that still come in cheaper with equivalent or better firepower. 13-14 would be more competitive pricing.
Hmmm, good point on the cost, even at 13 or 14 she might still be too expensive, given the 2 cargo spaces. I’m going with 12 for now, and same for the Fenix, as without her named crew she’s very underwhelming.
XerecsModeratorDaily Customs continue, two more for the Spanish from the Farthest Shore!
Colina de la Horca
Spain
Points: 17
Masts: 4
Cannons: 2S-2L-2L-2S
Cargo: 2
Movement: L
Ability: Oarsman. This ship gets +1 to her cannon rolls against pirate ships.Flavor: Rumored to be unsinkable, Pirates fear this vessel more than the very Gallows she’s named after.
El Fénix
Spain
Points: ?
Masts: 3
Cannons: 3S-3L-3L-3S
Cargo: 2
Movement: L
Ability: Bombardier. When this ship is assigned her linked crew, she is considered to have the Eternal keyword.
Link: Capitan José MirandaFlavor: Capitán Miranda was both surprised and dismayed to find out that he’d been assigned to a new ship when the race to the Farthest Shore began. However, his mood greatly improved upon seeing the giant artillery cannon attached to the bow of El Fénix.
Capitan José Miranda
Spain
Points: 4
Ability: Captain. This ship gets +1 to her boarding rolls against ships with fire masts.
Link: El FénixFlavor: Calm and kind in appearance, Capitan Miranda often incorporates the usage of firebombs in his artillery. He claims that it’s highly effective in scaring away small pirates and even larger, foreign battleships.
I’m unsure of a point cost for the Fenix, right now I’m inclined to go somewhere in the 11-14 range.
XerecsModeratorDaily Customs continue! Two more Frenchmen from the Farthest Shore!
Normandie
French
Points: 14
Masts: 3 (B)
Cannons: 3S-2L-3S
Cargo: 3
Movement: S+S
Ability: Ironclad. This ship sinks when her last mast is eliminated.Flavor: The last of the Gloire-class ironclads to be made, Normandie was the first to cross the Atlantic Ocean to support the Second Franco-Mexican War. Her career otherwise uneventful, the French have decided to utilize her in the hunt for the Farthest Shore.
Coeur d’Acier
French
Points: 15
Masts: 3 (B)
Cannons: 2S-2L-2S
Cargo: 3
Movement: S+S
Ability: Ironclad. Shipwright.Flavor: It is said that the “Steel Heart” has metal plating all throughout her interior as well as her exterior. Some theorize that this is for extra resistance to cannons, but none of these allegations have been confirmed.
B=Uncommon
Ironclad: This ship’s masts can only be eliminated by a cannon roll of 5 or 6.
XerecsModeratorDaily Customs continue, two more Cursed from the Farthest Shore!
Hom-Dai
Cursed
Points: 16
Masts: 3 (B)
Cannons:2S-2S-2S
Cargo: 2
Movement: S+S
Ability: Demon.Flavor: Built to be the final resting place of a treasonous ancient Egyptian priest, the Hom-Dai is a Curse upon the world. Sightings of her sailing in the regions of the Farthest Shore has encouraged rumors and “prophecies” of an approaching apocalypse.
Hex
Cursed
Points: 24
Masts: 3 (A)
Cannons: 4S-4S-4S
Cargo: 5
Movement: L
Ability: Schooner. 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, choose one enemy ship in play: that ship cannot be given actions this turn.Flavor: Rumored to be captained by a witch, and crewed by her minions, woe betide any poor soul who makes himself an enemy of the Hex.
A= Common, B= Uncommon
Keyword
Demon: Fear. This ship gets +1 to her cannon and boarding rolls against ships that have the Nephilim keyword.
XerecsModeratorAfter a Halloween hiatus, we are back with daily customs from Farthest Shore! Two more pirates!
Dark Swan
Pirate
Points: 10
Masts: 3 (A)
Cannons: 2S-3S-2S
Cargo: 4
Movement: S+S
Ability: Cursed crew may use their abilities on this ship.
Link: Killian JonesFlavor: Killian Jones has successfully circumnavigated the globe three times with this ship, taking a different route each time. In her day she has played host to and flown the colors of every nation under the sun, and under the moon.
Killian Jones
Pirate
Points: 4
Ability: Privateer. Captain. Explorer.
Link: Dark SwanFlavor: Willing to boldly go where no man has gone before, for a price. Jones has explored many islands and found several strange new lands and the occasional treasure. He offers his services to any who can afford his steep asking price.
Tiger Moth
Pirate
Points: 13
Masts: 3 (A)
Cannons: 3S-4S-3S
Cargo: 6
Movement: S+L
Ability: If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry. When this ship reaches her cargo limit, her base move becomes S.Flavor: Crewed by an infamous family of pirates, the Tiger Moth’s captain knows how to balance the titles of Captain and Mother. Her children would argue that they’re the same, but talking back to “Captain Mom” will result in a week’s worth of deck swabbing or kitchen duty.
Keyword
Privateer: This piece may use its abilities on any ship, but it gains the Loyal: X keyword for its flag faction.A=Common
XerecsModeratorDaily customs continue, with two more for the Americans!
USS Sedgwick
American
Points: 13
Masts: 3 (B)
Cannons: 3S-3S-3S
Cargo: 5
Movement: S+S
Ability: One of this ships treasures is worth +2 gold when unloaded at your home island.Flavor: The personal vessel of the Sable family, the Sedgwick has all the comforts and amenities of a southern mansion. That any profitable business is done with the ship is a testament to the Sable family name.
USS Miracle
American
Points: 12
Masts: 4
Cannons: 2L-3S-3S-2L
Cargo: 3
Movement: L
Ability: Eternal.Flavor: The former USS Plunder was declared lost at sea for several weeks. Her sudden appearance at Boston harbor with all hands accounted for lead to her rechristening.
B=Uncommon
XerecsModeratorI did indeed try to make a combined canceller and SAC action so I mostly lifted the text from the existing cards and mashed them together. I believe normal cancellers should work that way unless I misread those.
They do indeed work that way. Since this version requires a crew to be eliminated it’s maybe not as good as the actual ones, but it does have a wider range which is pretty significant. I’m still on the fence of whether OEW is powerful enough to require Limit, as taking a second look at him I’m not sure he’s better than existing cancel crew.
The artificial point thing is just with the other Limit crew though, you miss out on the “You may build your fleet using 5 more points than the game’s build total.” sort of crew. While I do like the free re-roll 0 cost options too they’re not usually worth sacrificing 5 points to me either.
Okay I’m following a bit now, the +5 crew are pretty good, especially for the Pirates who have several ships they could squeeze into 5 points.
If the flipping over is part of the cost would that mean Nemo’s Plans resets it to use again or just allows it to be retained (face up) until another ship or item/event could reset it properly?
IF I am reading the Code right, the Eyepatch would stay face-up on the ship, but could be used again. I may be wrong though. Either way the Plans are a fringe scenario anyway, I don’t think you’re likely to encounter them often in a regular game so the Eyepatch is fine as is.
XerecsModeratorSo obviously the above is very much flavored/directly lifted from The Goonies background and fluff.
…..Why did I not think of this already? I love that movie!
Interesting ship, always fun to see a Treasure Ship, and with a very interesting ability especially for people who play by the rules. I kind of house-rule that treasure goes down with ships so I’ve never considered making that an ability for a ship, crew or UT. The point cost is slightly limiting, even for the Pirates, given that OEW is taking up most of the point space on his ship.
While Willy has powerful abilities in combination, the limit restriction does impose an artificial 5 build point cost to him, artificially making him about 12-13 points depending on how someone rates the Ransom and Hostile keywords.
I agree he does have a powerful ability. The wording is similar to a regular canceller crew like Diaz or LeNoir, does this mean that he could SAC a crew on an enemy turn? That might be worth Limit, but if you switch to the normal cancel ability then I’d say you can loose the Limit keyword and open up some combinations. Could you expand on what you mean by Limit giving him “artificial 5 build point cost”? I’m not quite following the logic there.
The Eyepatch would allow you to use Parley, but without sending a coin to your opponent? Hoo, that could get VERY interesting if paired with Nemo’s Plans. 😀
XerecsModeratorBoth of those look interesting, and pretty neat. Maybe you’ll use the Vassal on VASSAL in CG4. XD
Heh, there’s a possibility of that happening.
XerecsModeratorTwo more for the English from Farthest Shore!
HMS Vassal
English
Points: 12
Masts: 4
Cannons: 3S-3S-3S-3S
Cargo: 4
Movement: S+S
Ability: Once per turn, when this ship hits an enemy ship eliminate one of that ship’s cargo.Flavor: The Vassal has made enemy of every pirate on the waves, with her destructive and explosive cannons. Not to mention her crew’s habit of hanging pirates from her yardarms.
Selene
English
Points: 13
Masts: 4
Cannons: 5S-4L-4L-5S
Cargo: 6
Movement: S+S
Ability: If this ship is not assigned a helmsman crew, roll a d6 after she resolves a move action. On a result of 4-6, this ship can move L.Flavor: The Selene tends to perform better when fewer souls are on board. The few hands who always sail on her can handle her with such precision that they often don’t need more than a handful of sailors.
XerecsModeratorBeen under the weather for a couple days, here are the final Nexus Alliance ships for this cycle!
Corsque
Nexus Alliance
Points: 16
Masts: 3 (A)
Cannons: 3S-2L-2L
Cargo: 4
Movement: S+L
Ability: This ship gets +1 to her cannon rolls for every friendly ship within S.Flavor: TBD
Scimitar
Nexus Alliance
Points: 11
Masts: 3 (A)
Cannons: 3S-3S-3S
Cargo: 4
Movement: S+S+S
Ability: This ship cannot be assigned helmsman crew.Flavor: Made with a streamlined hull and special sails provided by Dalgaard’s followers, the Scimitar is one of the swiftest vessels in the Alliance fleet. However, space on board is limited, and the admiralty almost always prefers cannons over speed.
Katana
Nexus Alliance
Points: 13
Masts: 3 (A)
Cannons: 2S-2L-2S
Cargo: 6
Movement: S
Ability: Chain shot. This ship ignores the first hit she takes each turn.Flavor: Thick hull beams hide a cavernous hold in the Katana, which is filled mostly with her impressive armament. A host of chain shots and other munitions to ensnare ships are stored on her, with ample room for other cargoes.
Cleaver
Nexus Alliance
Points: 9
Masts: 3 (A)
Cannons: 3S-2L-3S
Cargo: 2
Movement: L
Ability: Ramming cannot eliminate this ships’ masts.Flavor: Named before it’s construction was complete, the Cleaver was intended to cleave through ships, with cannons and brute force. However, the opposite has happened, with the ship being nigh impervious to cannon fire and ram attempts.
XerecsModeratorTwo more for the Alliance!
Lancer
Nexus Alliance
Points: 13
Masts: 3 (A)
Cannons: 2S-3L-2S
Cargo: 4
Movement: S+S+S
Ability: This ship’s bow cannon has Extended Range.Flavor: The Lancer was designed to spear-head attacks on enemy ships in formation. Most of her armament is angled toward her bow and she is outfitted with special bow chasers that let her sail forward and fire at the same time.
Halberd
Nexus Alliance
Points: 9
Masts: 3 (A)
Cannons: 2S-2L-3S
Cargo: 4
Movement: L
Ability:Flavor: The Halberd is usually a cadets first stop after initial training on the Venture Explorer. Almost all eventually move on or are re-assigned but a handful choose to stay on the vessel.
XerecsModeratorTwo more for the Farthest Shore!
Dragon
Nexus Alliance
Points: 10
Masts: 3 (B)
Cannons: 2S-3S-2S
Cargo: 3
Movement: S+L
Ability: This ship gets +1 to her cannon rolls against ships with more masts remaining than her.Flavor: While the Dragon may be undersized, her crew certainly don’t behave as if she is. They seem to relish the challenge of taking on larger warships.
Mantis
Nexus Alliance
Points: 12
Masts: 3
Cannons: 2L-3L-2L
Cargo: 7
Movement: L
Ability: Junk. If this ship has a captain crew she gets +1 to her cannon and boarding rolls.Flavor: Like some of the larger warships, the Mantis has a larger cargo hold relative to her size. This allows her to carry a large number of goods and munitions.
B=Uncommon
XerecsModeratorContinuing through the Farthest Shore! Two more for the Alliance!
Monkey
Nexus Alliance
Points: 13
Masts: 3 (A)
Cannons: 2L-3S-2L
Cargo: 4
Movement: L
Ability: This ship gets +1 to her cannon rolls against any non-Alliance ship.Flavor: Many of the Monkey’s sailors have been trained by Master K’el. However, his skills for stealing ships have not been well imparted on them, as they prefer to sink ships as opposed to steal them.
Panda
Points: 9
Masts: 3
Cannons: 2S-3L-2S
Cargo: 5
Movement: S
Ability: Junk. This ship gets +1 to her boarding rolls. She gets +2 when boarding ships with more masts than her.Flavor: The Nameless Master has trained the crew of the Panda. His training is evident as they are expert at boarding ships.
XerecsModeratorThe first 3 mast ships for the Nexus Alliance!
Hammer
Nexus Alliance
Points:
Masts: 3 (A)
Cannons: 2L-4S-2L
Cargo: 3
Movement: L
Ability: This ship gets +1 to her cannon rolls against targets within S.
Flavor: One of the first ships the Nexus Alliance constructed, the Hammer started a tradition of naming ships after weapons or tools.
Gilded Blade
Nexus Alliance
Points: 17
Masts: 3 (A)
Cannons: 3L-3L-3L
Cargo: 3
Movement: S+L
Ability: Once per turn before this ship is given an action, roll a D6. On a result of 5-6 this ship gets +3 to its cannon rolls this turn.Flavor: Originally drawn up as a ship of the line, the Gilded Blade was reduced in size due to a lack of materials. Her firepower was not among the reductions she suffered however.
A=Common
XerecsModeratorThe last two regular 4 mast ships the Alliance receives in Farthest Shore! Tomorrow we delve into their 3 mast selection, and we’re roughly a third of the way through their roster of regular ships!
Sutoru Hatto
Nexus Alliance
Points: 16
Masts: 4
Cannons: 3L-4S-4S-3L
Cargo: 5
Movement: S
Ability: Schooner. When touching a Cursed ship, this ship may load as much treasure from that ship as she can carry. Once per turn if this is touching another ship, show any Unique Treasures on that ship to this ships controller. This ship may load up to two Unique Treasures from that ship.Flavor: Dalgaard has assigned this ship a difficult task; to hunt down and steal if necessary any cursed relic, strange or paranormal treasure and bring it back to Ravencloud Refinery. Once refined and “cleansed” the artifacts and other treasures are to be taken to Nexus Tower for further study. So far the ship and her crew have not disappointed.
Sonic
Nexus Alliance
Points: 15
Masts: 4
Cannons: 2L-3L-3L-2L
Cargo: 4
Movement: L
Ability: This ship gets +1 to her first cannon roll each turn.
Link: James WeaverFlavor: Armed with an experimental “sound wave cannon”, the Sonic is ready to defend Alliance waters from the greedy imperial nations, firing rounds that can’t even be seen.
James Weaver
Nexus Alliance
Points: 4
Ability: When this ship hits a target on a roll of 6, eliminate two masts/flags.
Link: SonicFlavor: A tinker and an engineer by trade, James Weaver came to the Alliance after America’s government deemed his research on sound frequencies to be a trivial matter. Now, having completed the first prototype sonic weapon, Weaver can’t wait to prove how useful his research was.
XerecsModeratorReturning to the Nexus Alliance for this cycle!
River Dolphin
Nexus Alliance
Points: 9
Masts: 4
Cannons: 3S-3S-3S-3S
Cargo: 5
Movement: S
Ability: Schooner. Explorer.Flavor: Built and assembled at Nexus Tower, the River Dolphin was named for the dolphins found living in a river on the Tower’s island. She has been tasked with venturing out beyond the boundaries of the Nexus Alliance to explore and scout new islands for the Alliance.
Nikolai’s Pulse
Nexus Alliance
Points: 12
Masts: 4
Cannons: 2S-3L-3L-2S
Cargo: 4
Movement: S
Ability: Schooner. This ship gets +1 to her cannon rolls if she is assigned an equipment.Flavor: The Nikolai’s Pulse carries a comprehensive arsenal of hand-to-hand weaponry on board. These weapons are either distributed across Alliance territory as needed, or are used by the crew in times of need.
XerecsModeratorIs Abraham’s +2 bonus for cannon and boarding rolls? It might be better to have a semicolon so it doesn’t seem like a separate ability. I could see someone construing it as +2 to d6 rolls against sea creatures. I’m not sure if I love Wizkids’ way of doing it, but it is pretty clear. Ex (Kodiak): This ship gets +1 to her boarding rolls. She gets +2 instead if her opponent is a sea monster.
His +2 bonus would be for cannon and boarding rolls against Sea Creatures specifically, but nothing else. I’ll try and re-word his ability to make it more clear.
XerecsModeratorRounding out this cycle with some mercenaries, the Nexus Alliance returns tomorrow!
Uhyggelig
Mercenary
Points: 14
Masts: 4
Cannons: 4S-3L-3L-4S
Cargo: 3
Movement: S+S
Ability: Mercenary. This ship ignores terrain except for fog and storms when she’s given a move action.
Link: Abraham the SlayerFlavor: TBD
Guardian
Mercenary
Points: 18
Masts: 4
Cannons: 3S-3L-3L-3S
Cargo: 4
Movement: L
Ability: Mercenary. Once per turn, this ship can ignore one cannon hit that she takes.
Link: Solomon KaineFlavor: TBD
Abraham the Slayer
Mercenary
Points: 9
Ability: Ex-Patriot. Musketeer. This ship gets +1 to her cannon and boarding rolls. She gets +2 against sea creatures.
Link: UhyggeligFlavor: When Abraham saved his port town and killed the infamous Shal-Bala, he was celebrated as a hero. Putting his experience and hunting skills to the test, Abraham strives for a future where no man need fear monsters of the deep.
Solomon Kaine
Mercenary
Points: 5
Ability: Ex-Patriot. Captain. This ship gets +1 to her cannon rolls against sea creatures.
Link: GuardianFlavor: TBD
XerecsModeratorTwo more Ionic ships from the Farthest Shore!
Cairn
Ionic
Points: 19
Masts: 4
Cannons: 2L-2S-2S-2L
Cargo: 3
Movement: L
Ability: When this ship sinks, place an island from outside of the game where this ship was sunk. All crew and cargo on this ship are placed on this new island. This ship may never have a crew with the Eternal keyword assigned to her.Flavor: The Carin is fated to one day be sunk or wrecked. It is said that a new land shall emerge from her wreck. These tales are dismissed as nothing more than folk tales by the admiralty.
Stinger
Ionic
Points: 9
Masts: 4
Cannons: 3S-4L-4L-3S
Cargo: 3
Movement: S+L
Ability: This ship can not carry treasure.Flavor: TBD
XerecsModeratorTwo more Spaniards arrive from the Farthest Shore!
El Redentor
Spanish
Points: 13
Masts: 4
Cannons: 2S-2L-3L-3S
Cargo: 3
Movement: S+L
Ability: If this ship is assigned a crew with the Hostile: X keyword, she gets +1 to her cannon rolls against whatever is signified by X.Flavor: The Redeemer offers a unique opportunity to Spanish Pirates, criminals, and heretics alike: Volunteer to sail aboard this ship on the front lines, defending the Armada, and their records will be cleared. If they survive.
La Maravilla
Spanish
Points: 11
Masts: 4
Cannons: 3S-3S-3S-3S
Cargo: 4
Movement: L
Ability: American crew may use their abilities on this ship.Flavor: A merchant vessel built in the Florida territory, the Maravilla’s crew tends to be a mix of bilingual Americans and Spaniards, depending on the trade goods of the day.
XerecsModeratorTwo more Frenchmen from the Farthest Shore!
Le Fantôme
French
Points: 12
Masts: 3
Cannons: 2S-2S-2S
Cargo: 2
Movement: L+S
Ability: If this ship ends her turn in a fog bank, she may leave from any other fog bank in play on her next turn. Once per turn, when this ship hits another ship, eliminate one cargo from that ship.
Flavor: Swift and mysterious, the Fantôme is all but a ghost ship, seeming to appear and disappear at will, evading capture from both enemy imperials, and the French Royal Navy.
Invincible
French
Points: 14
Masts: 3
Cannons: 2S-3L-2S
Cargo: 3
Movement: L
Ability: Ironclad. English ships get +1 to their canon rolls against this ship.Flavor: Second of the Gloire-class ironclads to be built, the Invincible’s crew had enjoyed relatively calm patrols through North American waters until the discovery of the Farthest Shore. Now, rejoining the veteran warships, her crew can only hope that she’s still as sturdy as the day she was launched.
Keywords
Ironclad: You must roll a 5 or 6 to hit this ship.
XerecsModerator27 points is a lot to put into a 3-masted ship, but you could also do a lot of really fun things with this combo.
Flint is likely coming down to about 7 points, thus reducing the overall point cost of the combo. I’m hesitant to reduce the cost of the Spider Queen if only because she has very good stats and abilities.
XerecsModeratorTwo more Cursed ships from Farthest Shore!
Green Hades
Cursed
Points: 14
Masts: 4
Cannons: 2S-2L-2L-2S
Cargo: 3
Movement: S+S
Ability: Ramming cannot eliminate this ship’s masts.Flavor: Built with a strong, sturdy hull, the Green Hades is a fearsome vessel. It is said her captain hangs boarding prisoners from the Hades’ masts with only the greenest of seaweed and kelp from the ocean floor.
Lich King
Cursed
Points: 13
Masts: 3
Cannons: 3L-3L-3L
Cargo: 4
Movement: L
Ability: Fire Shot. If this ship is assigned crew, she is considered Eternal. When she returns to your home Island after sinking, you must eliminate a crew from her.Flavor: TBD
XerecsModeratorSome more pirates from the Farthest Shore!
Stardust
Pirate
Points: 12
Masts: 3
Cannons: 2S-2L-3S
Cargo: 4
Movement: S+S
Ability: If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry. When this ship hits another ship, you choose which mast is eliminated.Flavor: The Stardust has made a name for herself, stealing whole shipments of goods from imperial merchant vessels, without taking the life of a single sailor in the process. Rumors about magic, starlight, and cannons that harness lightning, are exchanged between crews that have encountered the Stardust’s enigmatic captain.
Spider Queen
Pirate
Points: 18
Masts: 3
Cannons: 2S-3L-2S
Cargo: 5
Movement: S+L
Ability: Dories. Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses. If this ship ends her turn in a fog bank, she may leave from any other fog bank in play on her next turn.Link: Captain Nathaniel Flint
Flavor: Flint’s ship seems to appear and vanish at will. One moment it is there in the water, the next it has vanished, leaving only fog behind; and fog brings the Cursed….
Captain Nathaniel Flint
Pirate
Points: 9
Ability: Captain. Secret Hold. This ship gets +1 to her cannon rolls against ships that are carrying gold.Flavor: Like a dog hunting for a mark, Nathaniel Flint can smell gold. His knack and ability to find laden ships is legendary, and his greed is matched only by his bloodlust.
XerecsModeratorAnother linked pair for the Americans!
Star Breaker
American
Points: 18
Masts: 4
Cannons: 3S-3L-3L-3S
Cargo: 3
Movement: S+S
Ability: This ship eliminates two masts with each hit.Link: Captain Damien Hart
Flavor: The Star Breaker’s bow is adorned with a carving of a three-headed dog, each mouth full of fire at all times. Captain Hart claims it to be a warning to mortal sailors, and an invitation to The Cursed.
Captain Damien Hart
American
Points: 7
Ability: Captain. Fear. Firepot Specialist.Link: Star Breaker
Flavor: Captain Hart delights in setting his enemies’ ships on fire without provocation, or surrender demands. These actions of his have earned him the title of madman to both his enemies and his colleagues.
XerecsModeratorBeen a bit longer than I anticipated or intended, but we return with daily customs! Continuing in the Farthest Shore we go to the English for our next few:
HMS Orient
English
Points: 22
Masts: 4
Cannons: 4S-3S-3S-4S
Cargo: 5
Movement: S+S
Ability: Dories. This ship gets +1 to Blood Island and Mysterious Island rolls.Link: Sam “Thunder” Grant
Flavor: The Orient was converted from a merchant vessel to the specifications of Sam ‘Thunder’ Grant. With Thunder and his cadre of adventurers manning her, the Orient is set to circumnavigate the globe, and bring any strange treasures back to the Crown.
Sam “Thunder” Grant
English
Points: 7
Ability: Guardian. Explorer. Captain. Musketeer.Link: Henry Cane; HMS Orient
Flavor: Sam Grant, “Thunder” to his acquaintances, is an explorer and adventurer renowned for his numerous treasure hunts into East Asia. With the race to the uncharted corners of the world beginning, the Crown has ensured Grant’s loyalty by offering to wipe clean his less than stellar history.
Henry Cane
English
Points: 5
Ability: Helmsman. This ship ignores terrain when given a move action.Link: Sam “Thunder” Grant
Flavor: Thunder’s closest friend, Henry Cane has accompanied him on almost all of his adventures. New to the sea, Cane is adapting quickly to life on the waves.
Guardian: This piece is linked to all other pieces with this keyword.
September 21, 2023 at 12:58 AM in reply to: Submit your questions for Pirates game piece creator + designer Mike Mulvihill! #17314
XerecsModeratorFollow up questions from part 2:
Does Mike realize that those victory conditions and rules decisions lead to the meta of using ships that are as fast as possible while being as cheap as possible to fit into a 40 point framework?
Given that he and the other designers wanted the game to be about gathering the treasure instead of fighting it out, did they realize how important a ships speed and abilities that boosted that speed would be?
September 16, 2023 at 2:25 PM in reply to: Submit your questions for Pirates game piece creator + designer Mike Mulvihill! #17269
XerecsModeratorThought of a few more, hopefully not too late.
What determined how many game pieces a set received? Was there a limit on how much could go into one set? If so, who imposed that limit or how was that limit determined?
-
AuthorPosts
