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XerecsModeratorThe Cursed did get their hands on Favor of the Gods, and used it. Since then till now no event has been played, even though the Pirates still have two of them on their island….
XerecsModeratorIts even better for the Pirates since the Treasure ship can move S after loading or UNLOADING cargo at a home island.
The Pirate controller told me he didn’t want to use Events, but he said he felt forced to in order to get around the Phantom. I don’t exclusively ban them for games like this, it’s just that my brothers and I typically don’t use them.
I haven’t considered Eragon stuff for customs either……. 😀
XerecsModerator@Avery, nice. I did see those on the FB group and left a few thoughts there. You can also put the links in the Custom Ships Organized thread, so that they don’t “get lost” in this thread.
XerecsModeratorThis is a fascinating concept, can’t wait to see more.
XerecsModeratorAm I taking this Soul Split keyword/ability to mean that I could fire on friendly ships?
XerecsModeratorGlad you enjoy them. More on the way. 😀
XerecsModeratorThat idea of launching English stuff but for the Spanish was tossed around. For this year I’m not allowing it but perhaps next year if a faction is eliminated…. Heck, maybe we could throw that into CG4.
The idea the Cursed had with Plague was to have Squalo ram a ship, and then have another Sea Monster ram the same ship to take the Plague back. That way the UT would stay in the hands of the Cursed. Unfortunately that didn’t happen…
I’m a little frustrated that the pictures are looking so blurry. They look sharp and clear on my PC, they look sharp in the camera and while editing. I can only assume that something is going on in rendering that is making them look ‘soft’.
XerecsModeratorSoooo. Took a week off from reports. Which means I’m backlogged. Again. At least I’ve got footage/pictures 😀
Anyway, moping aside, Report 3 is now up!
XerecsModeratorAdditional house rule. 0 point LIMIT re-roll crew do not have the Limit keyword, but retain all other abilities.
XerecsModeratorI probably will do something like that, it’s been used in CoEC. A faction got the six ability and used it to cancel out Nemo’s Plans.
XerecsModeratorThanks. I may specify and retcon this one to be ships and crew only
The full UT ability, from the Customs database:
Once at the beginning of each of your turns roll a d6. On a 1-3 all of your ships get +1 to their cannon and boarding rolls against all targets. On a 4-5 one ship in you fleet may be given an extra action. On a 6 cancel any one ability in play until the beginning of your next turn.
So you roll for it at the beginning of each of your turns.
XerecsModeratorThanks woelf, a bunch of this is relevant to CoEC.
Another odd one, and less of a question, more help with clarification.
“On a 6 cancel any one ability in play until the beginning of your next turn.”
This is from a custom UT of mine. The way it is worded, could it be used to cancel the ability of a UT, if it was face-up?
XerecsModeratorRules announcement. Ships, crew, and some other pieces from the Unreleased section of the Master Spreadsheet are now viable for use in the game.
XerecsModeratorNice report. For future games I’d recommend including more helmsmen crew in fleets. Speed is key.
XerecsModeratorApologies for another post, but things keep coming up.
The Gem of Hades/Red Skull changes the ship and crew that find it to Cursed, the code says that crew that are placed on the ship after become cursed, but revert back to their original nationality if they are removed from the ship. If the treasure is removed from the ship in question, would the ship revert back to it’s original nationality as well?
Also (and apologies if this has been asked before), can the ability “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.” be used to take a Unique Treasure that is already face-up? I’m assuming it can, since I have recollections of doing this in previous games, but the wording of the ability is leading me to believe that only UT’s that are revealed by the ability can be taken, not UT’s that are already face-up on the ship that has been targeted.
Finally,
“The Pirate Code, Unique Treasures section”
….and may be transferred by abilities and effects that steal, take, or trade treasure, unless an ability specifically prevents them from being unloaded or removed from a ship.
I take it to mean that the abilities “Once per turn this ship can randomly take one treasure from any ship she touches.” and “If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry.” would be able to remove/take a Unique Treasure (unless it can’t be removed) whether it was face-down or not?
XerecsModeratorAnother weird situation.
A ship finds Cross of Coronado and Nemo’s Plans. An opposing ship targets that ship with a Broadsides Attack. Can the Cross of Coronado be used to ignore the hits from the Broadsides Attack, or would BA cut through any protection that the UT would provide?
XerecsModeratorTwo questions, kind of
Let’s say that someone had a field day with Captain Nemo, captured a bunch of crew. The ship Nemo is on gets captured, ala the Harbinger from Spanish Main. Nemo’s ship had the SAC ability on it. The person who captured Nemo’s ship then builds the Devil’s Maw fort. Can the person who captured Nemo use the SAC ability on his ship and the Devil’s Maw to get their captured crew back; or would this situation fall under this part of the code regarding the Devil’s Maw:
In addition, that ability cannot be used intentionally with this fort to give those crew the Ghost Ship keyword instead of gaining an extra action
What happens to Runes of Odin if Pirata Codex/Kharmic idol is revealed, and the Runes have already been played. The Code seems to indicate that the UT token would be removed, but would it’s effect still apply to the iceberg?
XerecsModeratorYeah, the English should have had a larger, more diverse fleet. If he really wanted to keep the Endeavor, then he should have used some of the cheaper English options, like the Hound or the Dover, it would have helped round out the starting fleet.
This report has had some of my favorite “sunlight” shots so far.
Indeed, you and I have made large strides with how the games look, starting on floors and moving up to tables.
The docks on the Lagoon Island are not modular, they’re built into the island. However, I could easily add some or have a mechanic that allows a faction to create additional docks at the island.
XerecsModeratorQuestion about Native Canoes; since they have no masts, and cannot be assigned crew, if they went through a whirlpool and rolled badly, you’d HAVE to eliminate a treasure that they were carrying, yes?
XerecsModeratorThanks for watching!
That was my thoughts as well when the English controller put together their starting fleet.
I too was a little upset at the loss of Smaug, since I didn’t think the French would get their EA/SAT rolls….
XerecsModeratorWhen a ship explores an island, it leaves behind a marker to show that it is explored. Once explored a ship can dock and then load treasure/cargo as a free action.
Suppose two friendly ships are docked at the same island. One of them explores it, but does not load any treasure, just leaving an explore marker. Now that the island is explored, the other ship loads the treasure/cargo from the island as a free action, and uses her main action to begin moving back to the home island. Is this correct, or does the second ship also need to explore/ use a general action to load the treasure/cargo?
Also, suppose there are ships docked at their home island. Ship A has a UT that the controller feels would be better off on Ship B. The UT is transferable, and the controller moves it to the desired ship, and also sends a crew from Ship A to Ship C. Can any of these ships involved now be given actions? The code seems to indicate that Ship A at least cannot, since she was given an explore action to move the cargo around.
“The Code” under Exploring
Transferring cargo directly between two friendly ships always requires an explore action, unless an ability specifically allows otherwise. Only one of the ships must be given the explore action to allow a two way transfer.
Additionally, how would this:
“The Code” under Exploring
If treasure is transferred to a ship that is already docked at its home island, it does not automatically unload. That ship must move away from the island and re-dock or it must be given an explore action targeting the home island, at which point all treasure worth gold is immediately unloaded.
Relate to the ability of 058 Captain Jack Sparrow? Would the ship he sends a treasure to be able simply explore the home island to unload the treasure he sent to it?
XerecsModeratorI’m quite excited about this,
Me too!
Do they have to complete it once or twice to move on and accept a new quest? Do factions always get to pick quests?
Factions don’t need to complete a quest twice to move on to the next one, they can pick and choose which quest to take on. Some quests are specific to the ships that accept them/pay for them.
The Quest Fort is immune to terrain, but can it be placed on it? For example, to move around on an iceberg or be used to partially block a fog or whirlpool exit location.
Yeah, the Fort can be placed on top of an iceberg, inside a storm, and so on.
Although it wouldn’t be sustainable with the Quest fort moving around so much.
I think I’m going to change that just a little. I do want the quests to be completed, so I can’t have it move TOO much. It has to be in one place long enough for a ship to dock and pay to accept a quest. That said, I’m thinking that every three rounds it will move.
The line I included about factions only being able to complete a quest twice was to prevent a faction from spamming one repeatedly. I do expect some of the quests to be done quickly, but the Crops series is not one of them. A faction would have to build a colony somewhere, convert the necessary resources into crops, and then take those crops to the Quest Fort, which could be on the other side of the map.
XerecsModeratorI just recalled the Makuta crew from SpMg….. Putting even one of those guys on this would be nuts, especially if you get all the condiditons met. You’d essentially get +4 to cannon rolls, +1 to boarding and general die rolls…. Yikes.
XerecsModeratorHad an idea for putting a Quest into a game. Would have to be a large game, or a game centered around fulfilling the various quests, such as Sink X number of enemy ships; Bring X to get Y.
XerecsModeratorWow, I like both of these, though I probably like the Frenzy the most. From a flavor standpoint, I’m imagining it as an Octopus/Kraken living inside the hull of the ship, like a hermit crab, with the tentacles extending from the ship. Would the ship inside be able to fire its cannons as long as it could draw a line of fire that didn’t cross a tentacle?
I like the conditions you’ve made for the Pantheon. If X then Y kind of thing, and not simple ones at that. Most probably you and I would put some boarding focused crew on her, off the top of my head I’m thinking of the Skelds from RoDJ who give you +1 to boards for every crew on a ship. 0.0 With them on here and the other condition met, you’re looking at something like +9-10 to boarding rolls, enough to take out other ten masts!
XerecsModeratorNice serpent, good speed and more than one or two cargo which is interesting. I’m always fascinated by Sea Monsters with cargo, since it implies they can take treasures in boarding parties and hold them.
XerecsModeratorThose are some interesting combinations of abilities. The forced re-roll of Agwe Flambeau feels like some combination of the Rune UT’s and the Altar of the Loa UT.
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