Xerecs

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  • in reply to: Custom Ships (post your custom game pieces here!) #15110
    Xerecs
    Moderator

    Ironclad keyword looks okay, combining two existing abilities into one is cool. I would advise using language similar to or exactly used by WizKids. In this case the second half of the ability would read thusly: Ramming cannot eliminate this ships masts.

    Return Fire would need some re-wording I think. Possibly something along this line:

    “When this ship is shot at, after the attacking ship has fired all of their cannons, as a free action this ship may be given a shoot action to shoot with all of her remaining masts. For this shoot action this ships cannons increase to rank 4.”

     

    It could probably be better said but the above specifies when and how the ship returns fire.

     

    For the treasures, both should have language that specifies when they are used or go into effect. For example: when revealed, when given a move action, when given a shoot action, etc.

     

    For ships and crew with multiple distinct abilites, I recommend seperating those abilities with periods instead of commas. That small quibble aside I like Johnson. I think his second ability should be more clearly stated, such as: this ship gets +1 to all d6 rolls. Additionally his final ability should specify is the repair action is a free action or not. Given that a bonus to all dice rolls is VERY powerful, Johnson should probably increase in point cost, from 6 to closer to 10 or above even.

    Emile is quite similar in that regard, should probably cost more than 7 points, though I do like his combination of abilities.

     

    Le Ronde seems like an interesting ship, though her 2 cargo spaces will limit what she can do significantly. Is her last ability meant to be exactly the same as the Glorious Treasure’s or is it meant to be different slightly?

    Unless you’ve got a different model in mind, the Pinnacle should only have 3 cannons/masts as Turbine’s were never larger or smaller than 3 masts. That said a few people have made 4 mast Turbine ships so it’s not out of the realm of possibility, just something to keep in mind if you ever manage to bring the ships off the paper.

     

    All of the events should have a range specification, measured either from the token when it’s placed, or from some other point that is specified in the ability. For example: Every ship within L of the event token must roll a d6 before being given a move action; Every ship withing L of the chosen island/terrain must roll a d6 before being given a move action.

    Additionally, what would the point costs of those Events be?

     

    Wind in a Bottle needs more concise wording, like the other two Unique Treasures.

    in reply to: Questions About Game Rules & The Pirate Code #15103
    Xerecs
    Moderator

    Can you re-roll the die roll for the Duel event, if the chosen crew are on the same ship as a re-roll?

    in reply to: Custom Ships (post your custom game pieces here!) #15084
    Xerecs
    Moderator

    Would point costs change dramatically if Sea Beast was used instead of Sea Monster for the existing Sea Monsters?

    in reply to: Questions About Game Rules & The Pirate Code #15081
    Xerecs
    Moderator

    If a ship has Holy Water, and an enemy ship has Voodoo Doll, can the Doll be used against the ship with Holy Water? I’m thinking no, since it would count as a direct effect because it targets a specific crew and turns them face-down and prevents them from using their abilities.

    in reply to: Custom Ships (post your custom game pieces here!) #15079
    Xerecs
    Moderator

    I like this a lot.  My hunch is that playtesting would go well.

     

    You might have more chance to test it in a normal setting than I will, at least in the near future. A simple test run would be to use Sea Beast instead of Sea Monster with some of the regular Monsters from DJC, OE, and so on. It still probably wouldn’t make sharks good though. 😀

    in reply to: Custom Ships (post your custom game pieces here!) #15042
    Xerecs
    Moderator

    A keyword that could be used to “replace” Sea Monster. I would have no intention of retroactively applying this to WK ships or to my own exiting customs. Anywho, this was spawned after some discussion between my brothers and I after some minor discussion on Discord. I present the Sea Beast keyword.

     

    Sea Beast

    A ship with this keyword printed on its deckplate card is a sea creature.

    At the beginning of your turn, decide if the Sea Beast is submerged or on the surface. If submerged, a Sea Beast can only move; it cannot shoot or be shot at, and it cannot be rammed. A submerged Sea Beast may ram another ship, but only succeeds on a die roll of 5-6. Regardless of success, it must immediately be moved S away from the target instead of boarding. A submerged Sea Beast gains +S to its printed base movement while it is submerged.

    If a Sea Beast is on the surface, it may move or shoot like a normal ship. As long as a Sea Beast has all of its segments, it may move and shoot as part of the same move action. A Sea Beast may ram opposing ships (the rammed ship becomes pinned instead of the Sea Beast) and it may board. After winning a boarding action the Sea Beast may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.

    A Sea Beast may repair missing segments only at sea. If a Sea Beast repairs a segment, it cannot be given any additional actions. A Sea Beast cannot repair a segment as the result of an extra action.

    in reply to: Questions About Game Rules & The Pirate Code #15032
    Xerecs
    Moderator

    Can a submarine ram another submarine while both are submerged? I couldn’t find anything conclusive in the Code.

    in reply to: Questions About Game Rules & The Pirate Code #15030
    Xerecs
    Moderator

    Is the ability of Tobias Huntington the same as the ability of Rollando (and others). I know there is a difference in text but would the two abilities function more or less the same?

    For reference:

    Tobias Huntington: Choose a ship within S of this ship. If there are any unique treasures on that ship, that ship’s controller shows them to you. This ship can load one unique treasure from that ship, if able.

    Rollando: Once per turn if this ship is touching another ship, reveal all face-down treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry, even those that otherwise can’t be removed.

    in reply to: Questions About Game Rules & The Pirate Code #14983
    Xerecs
    Moderator

    Transferring the crew is allowed, but all of the extra effects caused by it will cease as soon as the possessed crew is separated from the possession source.    It will revert back to its original nationality, it will take up cargo space again, and its point cost will apply normally.  (ADDED:  It does not return to its original owner.)

    The same happens if the Possession ability is cancelled, except in that case you may end up having to eject some crew.

     

    For clarification, this applies to the ability of Wraith (SS) and Captain Davy Jones as well, and not just to the “possession” ability of Papa Doc?

    For reference:

    PD: If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.

    Wraith/CDJ: Whenever any crew is eliminated, roll a d6; on a result of 6, assign the crew to this ship. Its nationality changes to match the nationality of this ship and it becomes linked to this crew.

    in reply to: Custom Ships (post your custom game pieces here!) #14819
    Xerecs
    Moderator

    I would suggest a re-word to Mortar Shot. SOmething more along this maybe:

    When this ship is given a shoot action you may double the range of one of her cannons. If you do you must roll a 5 or 6 to hit with that cannon. Remove Mortar Shot from the game after the shoot action.

     

    This ship gains one 3S cannon that can shoot from any mast. If a 1 or a 2 is rolled when shooting, eliminate a mast from this ship and remove Ornate Cannons from the game.

    Does this apply to any of the ships cannons, or just the Ornate one? I would suggest some text that specifies.

     

    When this treasure is loaded, roll a d6. On a 1 or a 2, eliminate a random piece of cargo from this ship. On a 3 or a 4, this ship loses her next turn. On a 5 or a 6, bring in a crew worth less than 3 points to this ship, so long as she has the required cargo space. Eliminate Stowaway from the game once the effects of the roll have been applied.

    I’d suggest some minor wording changes here. On a 1 or 2 eliminate one random cargo from this ship. On a 5 or 6 place any one crew with point cost of 2 or less on this ship, using standard cargo capacity rules. That crew assumes the nationality of this ship.

     

    When this treasure is unloaded on to your home island, it is worth half the total gold points held by the player whose turn it is next.

    This would be a powerful one I feel, if a little wonky. Would you round up or round down if your opponent has an odd number of gold on their home island?

     

    When this treasure is loaded, roll a d6. On a 1-3, this ship must skip her next turn. On a 4-6, this ship must skip her next two turns. Eliminate False Sighting from the game once the effects of the roll have been applied.

    Oof. This is like Mermaids. Not sure if the two turn skip should be kept.

    in reply to: Questions About Game Rules & The Pirate Code #14807
    Xerecs
    Moderator

    Thanks Woelf, had an idea about getting Explosives on the Skin Flayer. Should be fun to try it out…..

    in reply to: Questions About Game Rules & The Pirate Code #14805
    Xerecs
    Moderator

    What would happen if you got Explosives onto a switchblade? If it hits more than one ship with it’s blades and rams another ship, which ship can Explosives be applied to? Could it be applied to all of the affected ships, or just to one of them? If just to one of them, which one?

     

    On a similar tangent, would an Eternal ship that used Explosives successfully against another ship return to its home island per the Eternal keyword, or would the UT override the keyword?

     

    For reference, the ability of the Explosives UT:

    Load this treasure face down. You may reveal it when this ship rams or pins a ship. Roll a d6. On a result of 4–6, both ships sink. Remove Explosives from the game.

    in reply to: Defeat Davy Jones Fleet Challenge #14800
    Xerecs
    Moderator

    Has playing the fleets started yet?

     

    Sadly no, not yet. However I do have everything set-up on VASSAL, I just need some time to run the fleets and record it.

    in reply to: Questions About Game Rules & The Pirate Code #14797
    Xerecs
    Moderator

    “Infin8Ouroboros said”

    To be clear, a “ghostly” ghost ship only ignores terrain while physically in motion, not during the entire move action(and associated free actions), correct?

     

    This has generated some rules discussion on Discord, including whether a Ghostly Ship can shoot from within a terrain (such as an iceberg or Fog) while said ship is ghostly and overlapping said terrain. Additionally there is some confusion about this line of text from the Code:

    “Infin8Ouroboros”

    “The effect of ghostly only applies when the ship is moving. If it stops on terrain, the effects apply normally.”

    this line from the code is my main point of contention, as it is unclear when a ship is considered to have “stopped moving”

    is it at the end of a move action or the moment during a move action at which all movement segments (and stern turns, etc) have been used? 

    in reply to: Questions About Game Rules & The Pirate Code #14785
    Xerecs
    Moderator

    Does towing an enemy derelict count as “capturing” that ship, for the purposes of meeting the requirements of the Ransom keyword?

    in reply to: News and Updates Thread #14784
    Xerecs
    Moderator

    old_man tells me he has sold his entire Pirates CSG collection with the exception of his custom made Vieil Homme.

    That…… is very sad to hear. First Holo, now old_man. 🙁

    in reply to: Questions About Game Rules & The Pirate Code #14738
    Xerecs
    Moderator

    What other questionable ones are out there that need it, besides the Runes and the Cross?

     

    Has this already been covered with the orange text?

    in reply to: Questions About Game Rules & The Pirate Code #14694
    Xerecs
    Moderator

    “The Code, Nemo’s Plans”

    If a UT applies to, modifies, or is triggered by a specific action or situation (other than exploring the wild island) it may be used once, each time that action or situation occurs.

     

    Does this mean that if Cross of Coronado (or a similar treasure) were on the same ship as the Plans, you could use the Cross every time the ship would loose a mast, or just the first time?

    Ability of CoC for reference:

    You may load this treasure face down. If one of this ship’s masts would be eliminated, you may reveal Cross of Coronado and remove it from the game instead.

     

    ——-

    Using the same line from the Plans, how many times could you trigger Runes of Thor/Loki per turn? Once per every turn, once per your turn?

    in reply to: Questions About Game Rules & The Pirate Code #14692
    Xerecs
    Moderator

    Once each time this ship is given an action, you can roll 2d6 any time you would roll a d6. Choose the result you want to use.

     

    Can this ability be applied to extra action, SAT, or other such die-rolling ability? The Code is not clear.

    in reply to: Questions About Game Rules & The Pirate Code #14683
    Xerecs
    Moderator

    “Code entry for Intermediario”

    Placing the treasure is treated as if the target ship loaded it directly from the island. If the target ship does not have at least once cargo space open or some other ability would prevent it from loading the treasure, it cannot be targeted by this ability.

     

    I assume that the “cannot load treasure” part of the Sea Creature rules would satisfy the above and thus prevent Intermediaro from giving treasure to a friendly Sea Monster?

    in reply to: Questions About Game Rules & The Pirate Code #14562
    Xerecs
    Moderator

    Suppose that Jonah is on the same ship as Papa Doc. Would Jonah’s ability force any possessed crew to take up cargo space, or would the possessed crew not take up cargo space, per the Code entry?

    For reference,

    Ability of Jonah:
    “Always place this crew face up; it cannot be eliminated unless its ship sinks. Crew placed on this ship cost no points, but they always each take up one cargo space. When this ship is hit, roll a d6. On a result of 5 or 6, move the crew on this ship with the highest point cost to a wild island chosen by the player to your left.”

     

    Papa Doc (possession):
    “If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess a target crew on that ship. Roll a d6; on a result of 6, the target is immediately assigned to this ship. Its nationality changes to match the nationality of this ship.”

     

    “The Pirate Code, Possession ability, pg 36”
    Crew “possessed” by this ability do not take up cargo space and do not count against the ship’s point limit.

    in reply to: Questions About Game Rules & The Pirate Code #14528
    Xerecs
    Moderator

    Suppose you decide to cancel a friendly Submarine to the surface. At the end of your turn what happens to the submarine? Does it return to a submerged status or does it remain on the surface?

    in reply to: Defeat Davy Jones Fleet Challenge #14492
    Xerecs
    Moderator

    deadline tonight

    Deadline is tomorrow night, when the 1st becomes the 2nd, so you’ve still got some time.

    in reply to: Questions About Game Rules & The Pirate Code #14480
    Xerecs
    Moderator

    If I choose to use the ability of the English Native canoes (below), would I have to apply it to all of them in the set, or however many I chose, since all of the canoes are technically being given a move action.

    Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, you may repair one mast on ships within S of any native canoes.

     

     

    in reply to: Custom Ships (post your custom game pieces here!) #14478
    Xerecs
    Moderator

    I don’t want to reveal the whole ability yet, but you’re close with that first guess. I’ll probably redo bits of the main ability before the reveal. However, this might be some time from now, as the UT involved is part of the SR set for my next set.

    in reply to: Defeat Davy Jones Fleet Challenge #14477
    Xerecs
    Moderator

    You’ll need to edit that fleet Ben, Castro is part of the Dread Fleet and cannot be used.

    You may not use an alternate version of any crew or ship that has been “ensnared” by Davy Jones, and you may not use any of the ensnared ships or crew.

     

    Looks interesting though, taking advantage of the number of cancelers available to you.

    in reply to: Custom Ships (post your custom game pieces here!) #14396
    Xerecs
    Moderator

    That would depend entirely on what else the UT did.

    Something that stayed face-up on an island once revealed.

    in reply to: Questions About Game Rules & The Pirate Code #14395
    Xerecs
    Moderator

    It’s one treasure per ship per turn, so if you have multiple ships nearby, you could use it once for each.  They do not all have to occur at the same time.

    Thanks, I have an idea for a fleet involving Intermediaro and ships that can submerge. 😀

     

    I think it could be pretty neat to have some MI effects that would only function while a fort was present.  There’s a lot you could do, from simple boosts to cannon rolls/ranges and defensive bonuses, to more complex things like making it more costly to build there, or having ongoing negative effects that have to be dealt with to keep a fort in a prime location.

    They haven’t been released yet but I have made a “mysterious island” that does something like this. I suspect that the wording might need to be cleared up however.

    in reply to: Questions About Game Rules & The Pirate Code #14384
    Xerecs
    Moderator

    I’m not sure what the question is.   Did some additional text get cropped out of your post by accident?

    I wanted to know how often Intermediario could use his ability, if it was a once per turn, once per your turn, etc.

    in reply to: Questions About Game Rules & The Pirate Code #14367
    Xerecs
    Moderator

    Apologies for another one, but I’d like some clarification. The Isle of Fire island from Savage Shores is a Mysterious Island, or is treated as one. Ergo if a fort was built on one the effects of the island (below) would not function in accordance to the code ruling? I ask because the code doesn’t mention them and I’d rather not assume.

    Isle of Fire

    This island can be used only as a wild island. At the beginning of his or her turn, the active player rolls a d6. On a result of 6, randomly eliminate one treasure coin from this island.

     

    As a follow up question, if there was a Mysterious Island that could have its abilities used while a fort was built on it, would that be inherently unfair, OP or game-breaking, or would it depend greatly on what the abilities/effects of the island are?

Viewing 30 posts - 421 through 450 (of 1,144 total)