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XerecsModeratorDaily Customs continue! Two more for the Nexus Alliance!
Autumn Dance
Nexus Alliance
Points: 20
Masts: 4
Cannons: 3S-4L-4L-3S
Cargo: 3
Movement: L
Ability: Clipper Ship.Each time this ship unloads gold at your home island, one treasure coin is worth +1 gold. Once per turn as a free action, you can transfer one treasure from a friendly ship within S of this ship to this ship.Flavor: The Autumn Dance is both ship and shop, traveling from place to place in Alliance waters. Every port of call sees something new added into her hold, as well as something sold. Captain Felix takes pride in the rotating inventory of his floating business.
Smooth
Nexus Alliance
Points: 13
Masts: 4
Cannons: 3S-4S-4S-3S
Cargo: 4
Movement: L+S
Ability: This ship cannot shoot when she carries treasure.Flavor: The crew of the Smooth have a passion for music and dance. So great is their passion that they often will perform daily tasks as a dance.
Keywords
Clipper Ship: This ship’s movement is measured from bow to stern.
XerecsModeratorDaily customs continue!
Huwhere
Nexus Alliance
Points: 15
Masts: 4
Cannons: 2S-4L-4L-2S
Cargo: 7
Movement: L
Ability: Cursed crew may use their abilities on this ship. This ship gets +S to her base move if a captain and musketeer crew are assigned to this ship.Flavor: Dalgaard keeps several powerful relics in the hold of the Huwhere. That many powerful objects in one place often attracts the attention of the Cursed.
Warped Ace
Nexus Alliance
Points: 16
Masts: 4
Cannons: 5S-4S-4S-5S
Cargo: 6
Movement: S
Ability: When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.Flavor: Officially known as the “Ace” she was supposed to be the most advanced ship in the navy. However she wound up slower than some barges and proper cannons were never installed on the ship. As a result sailors and crews have taken to calling her warped, or unfinished, giving her her more commonly known name.
XerecsModeratorWe return to the Nexus Alliance for the next cycle!
Warp
Nexus Alliance
Points: 20
Masts: 4
Cannons: 2S-4S-4S-2S
Cargo: 3
Movement: L
Ability: Clipper Ship. Black Mark. Once per turn, one crew or ship within S of this ship cannot use its ability this turn.Flavor: The Warp was a fully fledged merchant vessel when Dr. Overton had her built. When Amanda Dalgaard was given the ship, she filled it with her strange charms and hexes, and gave it cannons.
Scouter
Nexus Alliance
Points: 16
Masts: 4
Cannons: 2S-2L-2L-2S
Cargo: 3
Movement: S+S
Ability: Clipper Ship. This ship may look at all face-down treasures on islands within S. This ship cannot shoot when she carries treasure.Flavor: Though her hold is small, and she is lightly armed, the Scouter is more than capable of holding her own in a fight. However her crew often choose to run from fights, so as to preserve any valuable goods or treasures she may be carrying.
Keywords
Clipper Ship: This ship’s movement is measured from bow to stern.
XerecsModeratorTwo more for this cycle, then back to the Nexus Alliance tomorrow!
Bloody Fist
Mercenary
Points: 16
Masts: 5
Cannons: 2S-3L-3L-3L-2S
Cargo: 6
Movement: L
Ability: Mercenary. This ship cannot be given fire masts. When this ship is assigned her linked crew, she gets +S to her base move. Viking crew may use their abilities on this ship.
Link: Drago the ChallengerFlavor” TBD
Valkyrie II
Mercenary
Points: 14
Masts: 4
Cannons: 2L-3L-3S-2S
Cargo: 4
Movement: S+S
Ability: Mercenary. Schooner. This ship gets plus one to her cannon rolls against any non-Mercenary ship.Flavor: TBD
Drago the Challenger
Mercenary
Points: 7
Ability: Ex-Patriot. Captain. This ship gets +1 to her die rolls.
Link: Bloody FistFlavor: TBD
XerecsModeratorAlmost finished with this cycle, two more Ionic ships!
Bukran
Ionic
Points: 17
Masts: 4
Cannons: 2S-3L-3L-2S
Cargo: 4
Movement: L
Ability: When this ship is given a shoot action, you may roll two d6 for every cannon shot. You may choose the result you want.Flavor: Many of the sailors that man the Bukran were trained on the Kikano, and have taken that same rash and reckless behavior to their new ship.
Stelus
Ionic
Points: 10
Masts: 4
Cannons: 3S-3S-3S-3S
Cargo: 5
Movement: S
Ability: This ship gets +1 to her cannon rolls against ships within S of her. Forts cannot hit this ship.Flavor: Fiercely loyal and protective of their home land, the crew of this vessel are deadly marksmen. But only in close quarters.
XerecsModeratorTwo more Spaniards!
Amor de la Muerte
Spanish
Points: 19
Masts: 4
Cannons: 2L-2L-2L-2L
Cargo: 3
Movement: L
Ability: When this ship hits an enemy ship, eliminate a cargo from the enemy ship.Flavor: The gunners of the Amore de la Muerte are so accurate, they can clear the top deck of a ship without missing once. Unfortunately, this tends to leave no one left to tell stories of their frightening talent.
San Gabriel
Spanish
Points: 13
Masts: 4
Cannons: 2S-3S-3S-2S
Cargo: 4
Movement: S+S
Ability: This ship gets plus one to her cannon rolls against any non-Spanish ship. This ship gets +2 instead against Pirate and Cursed ships.Flavor: The crew of San Gabriel have been charged with the task of clearing piracy from Spanish waters. Ships flying the Red Skull of Davy Jones, are merely a bonus.
XerecsModeratorDaily customs continue, two more for the Tri-color!
Chancelière
French
Points: 20
Masts: 4
Cannons: 2L-3L-3L-2L
Cargo: 3
Movement: S
Ability: This ship eliminates two masts with each hit.
Link: Capitaine Mathus ArtusFlavor: A recent addition to the French Navy, the “Chancellor” is equipped with some of the finest weapons money can buy from the English black market. Proudly flying the Tri-Colors of France, the admiralty hopes she can turn the tide against the English, using their own weapons against them.
Capitaine Mathus Artus
French
Points:
Ability: Royal Officer. Musketeer. Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.
Link: ChancelièreFlavor: After proving his worth and skills time and again, Mathis Artus was promoted to the rank of Capitaine, and given the Chancelière. Now with a goal of becoming an esteemed Amiral, Artus’s loyalty to his superiors and the navy he serves knows no bounds.
De Bergerac
French
Points: 16
Masts: 4
Cannons: 2S-2S-2S-2S
Cargo: 3
Movement: S+S
Ability: When this ship sinks another ship, you may repair one of this ship’s masts. Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.Flavor: The De Bergerac is one of the finest vessels in the French navy. Frequented by Sir Christian Le Bret, this ship has become infamous for her efficiency at sinking enemy warships, or scaring the crews to the point of surrender.
Keywords
Royal Officer: When this crew is assigned with or on its linked piece, its point cost is not counted towards the point limit of the ship. The crew’s points still count towards the build total.
XerecsModeratorI assume it would be best to use it on the most accurate cannon available, but only at the end of the shoot action. That way, you have the best chance of hitting in order to get the second shot, but if it backfires, you can just eliminate a mast that has already shot (therefore not needlessly losing that shot).
Of course, that assumes positioning and targets that would allow you to do such a thing – sometimes it might be more optimal to shoot at different targets at the beginning vs. end of the action, or you may only have the most accurate cannons in range of something you’d prefer to hit later in the action vs. right away. Though I think those considerations are more fringe cases than anything else.
I’ve used Double Shot often in campaigns as an additional weapon for ships on top of musketeers or other equipment. It’s most ideal cannon is a 2L cannon, to take advantage of equipment not being limited to within S to be used. Typically it has been the last shot fired and I’ve often put it on 3 mast ships that are fighting two broadsides, that way a mast can potentially be eliminated from two targets.
However, not everyone plays campaigns, and not everyone that does uses the same rules. Regarding different targets, depending on the situation at hand one ship might be a higher priority target to either dis-mast or outright sink than another one. For example, HMS Kirkwall is near HMS Endeavour. The Endeavour is a high priority target normally, but the Kirkwall has the last gold coin with value on it. Which ship do you try and dis-mast first, the Kirkwall or the Endeavour? I’m not a big fan of ramming (I hate being pinned) so I’d likely try and use double shot on a bow cannon to try and dis-mast the Kirkwall then bring the rest of my cannons to bear on the Endeavour to cripple that ship.
XerecsModeratorDaily Customs continue!
Bliddo
Cursed
Points: 19
Masts: 4
Cannons: 3S-4S-4S-3S
Cargo: 2
Movement: S+S
Ability: Sea Monster. You may give this sea monster a shoot action to make one L-range Rank 2-rank breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces up to two of her masts with a fire mast, per the Firepot Specialist rules.Flavor: Bliddo emerged from the depths of the ocean when the Baron Typhonus ascended to the Cursed. He is the only one who has been able to exhibit some control over this fearsome beast.
Kurl
Cursed
Points: 19
Masts: 4
Cannons: 2L-4S-4S-2L
Cargo: 4
Movement: L
Ability: When this ship hits an enemy ship, you may also eliminate a mast from a different enemy ship within S of the target ship.Flavor: The Kurl goes into battle firing every gun on every deck on each side, creating a circle of cannon fire around her. Her crew rarely draw an intended line of fire to a target, instead preferring to simply let the cannonballs fly.
XerecsModeratorIf a switchblade blades a ship, would that count as touching that ship for the purpose of abilities like Filching Gold (Once per turn this ship can randomly take one treasure from any ship she touches)?
If yes, would a Scorpion hitting a ship with it’s blade also count?
Filching Gold is worded as a”once per turn”, could it be used like any of the other once per turn abilities like a canceller or a spying ability?
XerecsModeratorMore Pirates on the seas, daily customs from the Farthest Shore continue!
Dreadwind
Pirate
Points: 23
Masts: 4
Cannons:2S-3S-3S-4S
Cargo: 4
Movement: S+S
Ability: Black Mark. Repeating Guns. Cursed crew may use their abilities on this ship.
Link: Captain Jerica KeyFlavor: Jerica Key wrested this ship from her arch rival,the Red Rayven and made it her own. Though it lacks the firepower that most pirates have nowadays on the waves, Jerica’s skill and reputation dissuade most from openly attacking.
Captain Jerica Key
Pirate
Points: 9
Ability: Black Mark. Captain. Parley. This ship gets plus one to her cannon rolls against any non-Pirate ship.
Link: DreadwindFlavor: If not for a feud with Nemo, Jerica would be a mercenary. She will take any job, for any price. Though her skills are sharp, she has begun experimenting with Cursed powers to accentuate them further.
Quetzalcoatl
Pirate
Points:
Masts: 3 (uncommon)
Cannons: 2L-2S-2S
Cargo: 4
Movement: S+S
Ability: Fear. When this ship his an enemy ship, eliminate a cargo from the enemy ship.Flavor: The crew of this ship claim to be descendants of the Aztecs, and have sworn to wreak vengeance on the wold for the fall of their empire.
Keywords
Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again as a free action. The first cannon that misses on its second shot ends the shoot action.
XerecsModeratorTwo more for the daily customs! I think the Americans have the most linked pairs, after the Nexus Alliance.
USS Quest
American
Points: 17
Masts: 4
Cannons: 4S-3L-3L-4S
Cargo: 5
Movement: S+S
Ability: Dories. Armed Merchant.
Link: Professor Archibald HaleFlavor: Archibald Hale’s ship is his home away from home. The Quest is well equipped for long periods of time at sea, and is well armed to keep pirates and thieves away.
Professor Archibald Hale
American
Points: 4
Ability: Explorer. One of this ship’s treasures is worth +2 gold when unloaded at your home island.
Link: USS QuestFlavor: Hale is a professor of history, and is convinced that ancient relics and powerful treasures are still waiting to be found in distant and unexplored places. He has promised the American navy that he and he alone can find these mythical artifacts.
Keywords
Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.
XerecsModeratorTwo new Englishmen come sailing in!
HMS Acclamator II
English
Points: 17
Masts: 4
Cannons: 4S-3L-3L-4S
Cargo: 5
Movement: L
Ability: Armed Merchant. Hidden Gold.Flavor: TBD
HMS Scavenger
English
Points: 12
Masts: 4
Cannons: 3S-4S-4S-3S
Cargo: 5
Movement: S+S
Ability: One of this ships treasures is worth +1 gold when unloaded at your home island.Flavor: As her name implies, the Scavenger will scavenge whatever her crew can from wrecks and derelicts. Her crew are expert refurbishers, and have turned a profit more times than not by selling what was junk only the day before.
Keywords
Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.Hidden Gold: This ship has 2 extra cargo spaces that may only be assigned treasure.
XerecsModeratorAbility changes likely coming for the Doomhammer, in the meantime daily customs continue, with the last two Nexus Alliance ships for this cycle!
Star Talon
Nexus Alliance
Points: 15
Masts: 4
Cannons: 3S-3L-3L-3S
Cargo: 3
Movement: L
Ability: Clipper Ship. This ship ignores terrain when given a move action.Flavor: The Star Talon quite literally flies over the water. Under full canvas and with a favorable wind, she can skip across the waves at speeds not thought possible.
Sunshine
Nexus Alliance
Points: 18
Masts: 4
Cannons: 3S-4S-4S-3S
Cargo: 3
Movement: L
Ability: Clipper Ship. If this ship is assigned a captain crew, she gets +S to her base move.Flavor: Dr. Overton saw an American Clipper in action, flying over the water, and decided that the Alliance needed a ship like the one he had seen. The Sunshine is the first Alliance clipper, and is a strange mix of merchant vessel and warship.
Keywords
Clipper Ship: This ship’s movement is measured from bow to stern.
XerecsModeratorAs long as nothing else is preventing the transfer
I take it that Sea Creature rules would prevent a transfer, correct?
How would an ability have to be worded to be used with Broadsides Attack?
XerecsModeratorBased on the flavor text I assume this is meant to be mandatory, so you should add a “you must” into the first sentence to make that as clear as possible. Specifying the timing might be useful too, like beginning/end of turn (if used on ALL turns), immediately before/after taking an action (if only your own turn), or tying it specifically to shoot actions (which would fit the flavor text).
Also, assuming it is mandatory, this will be problematic at the start of a game, especially if it’s rolled every player’s turn. Someone late in the order of a multiplayer game could be forced to make several rolls before getting to their first turn, but even the first player could take a bunch of unwanted damage if they couldn’t space their ships out enough immediately.
More good points. 😀
“At the beginning of every players turn you must roll a d6. On a 5 or 6 every ship within L of this ship loses a mast. When this ship is given a shoot action roll a d6. On a result of 1-3 every ship within S of this ship loses a mast.”
If I change the ability to the above I believe timing issues are settled, but still is problematic for multiplayer games. I’m not sure if changing the odds from a 4-6 to 5 or 6 would solve that problem. The second ability might be the way to go for the entire overall ability of the ship even though I’d rather not change it to just that.
XerecsModeratorTo make it work on a ship it needs to be highly restricted, by capping the maximum damage reduction (2 or 3 at most), reducing the rolls so it only blocks damage with certain results (1-2-3 reduces that amount; nothing on a 4+), or adding some other meaningful negative to it (hits eliminate two masts, hits automatically become fire, can only repair at home, etc.).
Hmmm, these are good points. I don’t really want to make the ability very similar to the existing damage reducing abilities (can only be hit on a 6, two hits for one mast, etc.). Would this wording be better for what I’d like the ship to do:
Each time this ship is hit, roll a d6. On a result of a 4-6 the hit is ignored instead.
I think I’ll add that it can only repair at a home island, regardless of how the first ability is changed.
Daily customs continue!
Doomhammer
Nexus Alliance
Points: 15
Masts: 4
Cannons: 4L-2L-2L-4L
Cargo: 3
Movement: L
Ability: Once per turn roll a d6. On a result of 4-6, every ship within L of this ship loses a mast.Flavor: Built with a wide beam, this vessel is capable of firing full broadsides from her port and starboard sides at the same time. However, the berserker gun crews pay little attention to friend or foe when they let the cannonballs fly.
Spark
Nexus Alliance
Points: 14
Masts: 4
Cannons: 3S-4L-4L-3S
Cargo: 3
Movement: S+S
Ability: This ship gets +1 to her cannon rolls for every cargo on her.Flavor: Once a derelict hulk, the Spark has been restored and repurposed from her previous life as a merchant vessel.
XerecsModeratorDaily customs continue!
Grand Cannon
Nexus Alliance
Points: 25
Masts: 4
Cannons: 2L-3S-3S-2L
Cargo: 5
Movement: S+S
Ability: Every time this ship would be shot at, roll a d6. The result is the number of times this ship must be hit before masts can be eliminated.Flavor: Built to hold cannons that lived up to her name, and as an unintended result has become almost impossible to damage.
Fist of the Gods
Nexus Alliance
Masts: 4
Cannons: 4L-3S-3S-4L
Cargo: 6
Movement: L+S
Ability: This ship gets +1 to her cannon rolls for every friendly ship that is sunk.Flavor: Most members of the Nexus Alliance are willing to fight to protect their home. Those that wish to fight for vengeance or revenge find themselves stationed on this vessel.
XerecsModeratorDoes a ship have to have cargo space available to be transferred something that doesn’t take up cargo space? For example, if I wanted to put a unique treasure that didn’t take up cargo space on the Jikininki.
If they had cargo space, would you be able to assign an equipment to a Sea Dragon or Kraken/Octopus? Similar to how a Sea Monster can have equipment assigned to it.
In a related tangent, when would you be able to assign an equipment to a Sea Monster? Only during fleet construction and game set-up? Could you somehow transfer an equipment from a friendly ship to a friendly Sea Monster during a game?
XerecsModeratorSeems I double posted yesterday, ooops! Instead of two we have three new ships today!
Ocean Rush
Nexus Alliance
Points: 16
Masts: 4
Cannons: 4S-3L-3L-4S
Cargo: 4
Movement: L
Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice.Flavor: The last vestiges of the Jade Rebellion have found their way into the Alliance, and made this ship their home.
Divine Wrath
Nexus Alliance
Points: 23
Masts: 4
Cannons: 2S-3S-3S-2S
Cargo: 7
Movement: S
Ability: Give this ship a shoot action. Roll a d6, on a result of 5-6 every enemy ship within L+L loses a mast and cannot be given a move action on its next tun. This ability cannot be used for turns equal to the total number of affected ships.Flavor: Duke Exeter claims the Divine Wrath as one of his ships, and not Dalgaards. This is odd, as many sailors have claimed that she “shoots lightning” at opposing ships.
Helm of Destruction
Nexus Alliance
Points: 22
Masts: 4
Cannons: 4L-5S-5S-4L
Cargo: 8
Movement: L
Ability: Give this ship a shoot action. Roll a d6, on a result of 6 place a token within S of this ship. Evey enemy ship within L of the token is placed as close to it as possible, and cannot be given a shoot action on their next turn. This ability cannot be used for turns equal to the total number of affected ships.Flavor: A collaborative effort from Dalgaard, Exeter and Overton resulted in the Divine Wrath, each contributing some of their ideologies into this one singular vessel.
XerecsModeratorThe above discussion about Abandoned Crew has me now wondering, if a Native Canoe finds an abandoned crew, can the canoe use the abandoned crew, seeing the crew doesn’t have a point cost?
XerecsModeratorIf Davy Jones copies the ability that states a specific ship type, such as “…this sea monster…” or “…this sea creature…” would Jones be able to use that ability, or would he not be able to, being a crew on a ship instead of a sea monster/creature?
XerecsModeratorDaily customs continue as we wind through the Farthest Shore!
Hurricane
Nexus Alliance
Points: 20
Masts: 4
Cannons: 3L-3L-3L-3L
Cargo: 6
Movement: S
Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. When used at normal range, this ship eliminates two masts with each hit.Flavor: One of the first ships in the Alliance to utilize cannons from the Ionics, the Hurricane boasts a range few ships can match, and a destructiveness at close range to rival that of the best English cannons.
Arrow
Nexus Alliance
Points: 17
Masts: 4
Cannons: 2S-3L-3L-2S
Cargo: 5
Movement: S+S
Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. Once per turn before this ship is given an action, roll a d6. On a result of 5-6 this ships cannons have a range of L+L.Flavor: The Arrow is a full realization of the cooperation between the Nexus Alliance and the Ionics, sporting cannons that have a range greater than that of even the Hurricane.
XerecsModeratorTwo more for the Alliance!
Shield of the Savior
Nexus Alliance
Points: 18
Masts: 4
Cannons: 3S-2L-2L-3S
Cargo: 6
Movement: L
Ability: If a friendly ship within S of this ship would have a mast eliminated, eliminate a mast from this ship instead.Flavor: Duke Exeter wanted a new line of ships that would “shield the Nexus from harm”. However the new ships proved too expensive to build, and with resources allocated elsewhere only the first was fully completed.
Hurricane
Nexus Alliance
Points: 20
Masts: 4
Cannons: 3L-3L-3L-3L
Cargo: 6
Movement: S
Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. When used at normal range, this ship eliminates two masts with each hit.Flavor: One of the first ships in the Alliance to utilize cannons from the Ionics, the Hurricane boasts a range few ships can match, and a destructiveness at close range to rival that of the best English cannons.
XerecsModeratorSuppose I have Grapple Shot on a 4 mast ship and I’m shooting at a 5 mast ship. I decide to use my Grapple Shot last, and hit with it, while my other cannons went 1 for 3. For the boarding party that Grapple Shot initiates, what value does the 5 mast ship use? The one it currently has or the one that it had before I started shooting at it?
Also, which would happen first in a turn, deciding a submerged status or playing an Event? Or are the technically simultaneous and their order is left up to me the player?
XerecsModeratorWe return to the Nexus Alliance for the next cycle!
Sorcerers Hand
Nexus Alliance
Points: 17
Masts: 4
Cannons: 2S-3L-3L-2S
Cargo: 5
Movement: L
Ability: Broadsides Attack. If this ship hits with a Broadsides Attack, every friendly ship within S may repair a mast as a free action.Flavor: Home to some of Dalgaards most mystical followers, the Hand doesn’t look like much, but she carries some of the heaviest cannons in the Alliance.
Divine Sword
Nexus Alliance
Points: 19
Masts: 4
Cannons: 2L-3L-3L-2L
Cargo: 5
Movement: L
Ability: Two hits in the same shoot action are required to eliminate one of this ships’ masts.Flavor: Exeter oversaw the construction of this vessel, with double panels for her hull and reinforced masts and rigging. At the same time, he ensured that the firepower was not lacking.
XerecsModeratorRounding out the cycle with some more Mercenaries, then back to the Nexus Alliance tomorrow!
Rising Moon
Mercenary
Points: 17
Masts: 6
Cannons: 3S-4S-5L-5L-4S-3S
Cargo: 8
Movement: S
Ability: Mercenary. Junk. This ship gets +1 to her cannon and boarding rolls against sea creatures. This ship gets -1 to her fire mast rolls.Flavor: Made to withstand attacks from most sea monsters, the Rising Moon utilizes her massive cargo hold to store limbs, fins, eyes, teeth, and other pieces from the monsters she hunts. These specimens are then sold on black markets worldwide, making the Moon’s captain both rich and wanted.
Darke Dragon
Mercenary
Points: 13
Masts: 5
Cannons: 3S-2L-3S-2L-3S
Cargo: 4
Movement: L
Ability: Mercenary. Cursed crew may use their abilities on this ship.
Link: Merrin ReeFlavor: TBD
Merrin Ree
Mercenary
Points: 6
Ability: Ex-Patriot. Guardian. Black Mark. Once per turn, choose one Cursed crew in play worth 5 points or fewer. This crew may use that crew’s ability for that turn. You may choose a different ability each turn.Flavor: TBD
August 15, 2023 at 10:59 AM in reply to: Would “perfect parity” of point costs make the game better? #17021
XerecsModeratorMight be options overload, or could lead to situations where player skill, knowledge and luck become more driving factors than certain ships simply being better than other ships.
Also, if everything is “costed right” you may need to increase the suggested point limit of standard games from 40 to something else, as a fleet made of costed right ships might get you one or two ships in a fleet (without heavy crew combos) and max out your build total of 40.
XerecsModeratorApproaching the end of this cycle, two more Ionic ships!
Torak
Ionic
Points: 19
Masts: 4
Cannons: 2L-2L-2L-2L
Cargo: 4
Movement: L
Ability: Two hits in the same shoot action are required to eliminate one of this ships masts. This ship gets +1 to her cannon rolls against any non-Ionic ship.Flavor: A double planked and coppered hull, and cannons provided by the Nexus Alliance give this vessel both extreme durability and impressive firepower.
Raptor
Ionic
Points: 17
Masts: 4
Cannons: 3S-3S-3S-3S
Cargo: 3
Movement: L
Ability: Give this ship a shoot action to make one 3L+L catapult shot (it may make no other attacks). If it hits, eliminate two masts and one cargo from the target ship.Flavor: A large catapult is affixed to this vessel amidships. The catapult has a range greater than any of the ships own cannons, but the crew are not well trained in its usage.
August 14, 2023 at 12:38 AM in reply to: Submit your questions for Pirates game piece creator + designer Mike Mulvihill! #17013
XerecsModeratorWhy was the original point limit suggestion 30 points?
Why was the suggested limit changed to 40?
Were other suggested point limits for games discussed or tested among the designers?
Why did the suggested point limit for games stay at 40, and not increase later?
What was the reason for the “half of starting gold value” rule?
Were other victory conditions planned but never put into practice?
Did/does the design team believe that games would revolve around racing to get treasure or fighting to get treasure?
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