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XerecsModeratorReport 12 is now up! Crazy stuff is happening!
XerecsModeratorI just realized you posted Report 10 exactly one year after your first posted the intro thread on PwB.
Hopefully that won’t happen for the 21 game…..
at the end of 11 turns right, not this current round?
Yes….. did it seem like I implied otherwise?
XerecsModeratorDo any of those “reset” the timer, or is the three turn restriction a hard limit? Does it refer to the most recent user’s turn only, or all player turns?
Good questions! I think it should be a hard limit. If the Treasure changes ships or somehow changes ownership, it still can’t be used until the initial 3 turns have expired.
What does the Seafloor Traveler keyword do?
Seafloor Traveller: At the beginning of each of you turns decide if this ship is submerged or not. If she is, she cannot ram, be rammed, pin or be pinned, board, be boarded, shoot or be shot at. She may only be given move actions.
I know I posted it back on MT, but I’m not sure if I ever posted it here. Anywho, it basically lets you submerge a ship, like the Dutchman in Pirates of the Caribbean.
XerecsModeratorSo which custom ships do you like better? The wooden variety from Cloud of Craft? Or the 3D printed versions offered by Vulkan?
Tough question. I really like what I’ve seen and received from Vulkan, but I also quite like the wooden ships made by cloud of craft. Vulkan’s selection seems limited; cloud of craft doesn’t really have colored-in ships and crew. I think I need more product from both before I can draw a conclusion.
XerecsModeratorWe’re back……
Century of Economy 2020, Report 10 is now up!
XerecsModeratorYou might have annoyed someone with the automated messages comment. 😀 The second one though….. Huh? I thought they had the rights, or had part of the rights.
XerecsModeratorA re-work of the Olmak UT
Olmak
Ability: Load this treasure face-down. Give this ship a move action but do not move her. Instead reveal this treasure and dock this ship at any wild island. Turn this treasure face-down, it cannot be used for three turns.
I’m not sure if this is better or worse than the previous version, but this is closer to what the source does.
XerecsModeratorKinda think I might like to use The Olmak though… XD
It’s getting a re-work to function more like the Necklace of the Sky. I’ll post it later. 😀
XerecsModeratorInteresting, would creating a house-rule that allowed for Sea Monsters (or creatures for that matter) to have treasure transferred to them be game-breaking or inherently unfair in any way that you can imagine?
XerecsModeratorNifty idea, I’m quite intrigued by that ability. I could absolutely see it being use or abused in a campaign setting with a SAC captain.
XerecsModeratorSilly question, but a Sea Monster that has cargo space can have treasure transferred to it, correct?
XerecsModeratorWe’re already thinking of re-wording the Olmak to be similar to the Necklace of the Sky from SS. I suppose that the Ignika could be abused on a SAC build ship, but you’d still need to get good rolls, which rarely a guarantee.
XerecsModeratorDo people care much about flavor text on custom pieces?
XerecsModeratorI think the Olmak is more powerful than the Ignika. A string of bad rolls with the Ignika will leave you with no crew.
Thinking about their source material, I think the Olmak needs to change. Something like docking the ship at an island, similar to Necklace of the Sky from SS.
XerecsModeratorI’d like to be able to trade them for cards we’re missing from the checklist.
Which checklist? Ocean’s Edge (OE) specifically or in general?
XerecsModeratorThere was some discussion about it on the Discord server. Does the treasure have to be random? How is it handled in a multi-player game? Do the Who Picks rules apply to the ability? As in, does the person being raided choose which treasure the raider takes?
May 3, 2021 at 3:38 PM in reply to: Psst… want to know how much a “complete set” of Pirates sells for? #13129
XerecsModeratorI was also surprised by how high some of the auctions got – F&S going for a whole $300 more than SCS was maybe the craziest thing to me.
The FS set had ALL the LE things. All the Morning Stars and Sea Lizards, plus the historical pirates pack, Raptor Maw, Chum Maker and more. I suspect that’s why it went for so much.
XerecsModeratorWhere in the Code is the home island raiding ability covered?
“This ship may dock at an enemy home island and load one treasure. If able, she must leave on your next turn.”
I’ve looked in the code and can’t find a specific entry for this ability or the few variants of it. Am I just not seeing it?
XerecsModerator#1 Correct, in order to build say, a French Fort, you need to have at least one French ship in your fleet.
#2 I’m not entirely sure. They changed how 3-mast schooners are configured in later sets so that their masts don’t overlap.
#3 I think so. I’ve played it that way in the past, but I could be wrong.
XerecsModeratorI have a nephew I’m looking to introduce Pirates to. He has an interest in dragons and other fantasy elements. Which faction(s) offer the most in that realm?
The Cursed and the Pirates mostly. They have Sea Dragons in the Ocean’s Edge expansion. They’re a little difficult to get ahold of however, since they came on mega sized cards and were only available in the two player mega pack.
Other fantasy elements (other than Sea Monsters) would likely include the ships with moving parts, like Scorpions and Switchblades, as well as Bombadiers. These are linked more to a set than a faction. Scorpions can be found in the Rise of the Fiends set, and now that I recall all but one of them are Cursed, so I guess they’re faction specific.
Switchblades and Bombadiers are found in the Fire and Steel set, and almost all of the factions got one or the other.
XerecsModeratorwould prevent other players from using them against your ship.
Even UT’s that don’t affect the ship directly? Like Altar of the Loa, etc.?
XerecsModeratorI have a question about a custom UT (not my own)
This ship cannot be affected by unique treasures unless you permit it. This treasure cannot be unloaded.
The way that the above is worded, would it be prevent UT’s from affecting the ship ONLY when it explores a wild island, or would it prevent a UT from affecting the ship period?
For example, if someone tried to use the Explosives UT against a ship that had this UT on it. Would the Explosives work?
XerecsModeratorNice pull! The FS Super Rares are pretty decent game-play wise. Granted, the Skin Flayer is expensive, and for the same amount of points you can get the Endeavor.
XerecsModeratorInteresting. I’m not familiar with types of ship, at least historically. Are they similar to a Trireme?
XerecsModeratorReally? What are they more like then?
XerecsModeratorSince none of them can be activated more than once during a turn, they effectively wash each other out and whatever other ability was involved gets to function normally. The specific timing of which canceler goes first doesn’t actually matter.
I take it then, that if an opponent tried to cancel something else (like a captain for instance) that was on the same ship as a canceler crew, I could use my canceler to cancel theirs, thus allowing my captain to function?
In less words,
Ship A sails in range of ship B. Ship B cancels ship A’s captain. Ship A cancels ship B’s canceler. Can Ship A now use their captain?
XerecsModeratorHow did it perform?
With EA possible along with Parley to give it a second layer of defense, I imagine it was hard to damage.
XerecsModeratorI’m fairly certain I’ve asked this, but I can’t find where. What happens when two sources of the cancel ability get within range of each other? Do players have an option to use their cancellation on something other than the opposing canceller if in range?
A matter of timing as well. Lets say that I have a ship with a canceller, and it is my turn. I sail next another ship with a canceller. The opposing ships controller declares that they cancel my canceller, before I say what I am going to cancel with it. What I’m trying to understand is who cancels first, is there an order or is it as fast as a player can declare?
XerecsModeratorConsidering the excellent crew selections the pirates have, this is a VERY good ship. 23 points is a good place to start, it could very easily go up. It might be more interesting if it was slower. Reducing the speed would also bring the point cost down imo. If you go from S+L to L you could probably bring this down to around 20 points.
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