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XerecsModeratorI feel that this has been asked before, but I’m not sure where.
Suppose Albert Crenshaw (or similar crew) is on a ship that has Extended Range. The Code states that those abilities don’t actually make the cannons L range, but allow for them to target things within L. By this logic, Extended Range would only extend the printed ranges of the ship in question?
Crenshaw and others: All of this ship’s cannons have (L) range.
Code entry: This ability does not change a ship’s S-range cannons into L-range cannons. It merely allows them to target objects
within L-range.
XerecsModeratorIf the rest of the mega pack is similar to this, then the Dutch are going to get a missive firepower boost. Very good cannons with a devastating offensive ability. Reminds me of Cargo-wrecking. I’m hoping her linked crew is also included in the pack, as the Dutch could use a couple more, building on what they got in Golden Seas.
My one “concern” is the point cost, she’s probably worth the points but that’s still quite a few, even with a restarting 60 point limit.
XerecsModeratorThat’s a nice treasure! The Ocean’s Edge LE ships are among the more difficult LE’s to find.
XerecsModeratorI would like a clarification, if possible. The Code entry for Carbon Charlie (and others) states:
This ability may be used at any time during your turn while this ship is docked at your home island.
……
You may create only one cannon per ship per turn.
That last “per turn” is meant to be your turn correct, not every player turn?
Related question, suppose CC found his way onto a Sea Monster that has the Eternal keyword. The only time that Monster could “dock” at it’s home island is after it is eliminated and returned by Eternal. Could CC use his ability while that Monster “repairs” at the home island to add extra cannons?
XerecsModeratorIs the ability of RotF USS Mercury considered the same as other versions of the terrain ignoring ability, or is something else going on?
USS Mercury: This ship ignores terrain.
Philipe Amqui: This ship ignores terrain when she is given a move action (islands are not terrain).
XerecsModeratorOooh. An interesting crew for sure. His gold bonus would apply to both the ship he’s on and the target of the trade, yes? Provided that the target is an opposing Dutch or Japanese ship. Would the bonus stack if you did more than one trade before docking at your home island? Suppose the players managed to pull off three trades with Dutch and Japanese ships, does the ship he’s on get a collective +3, or would it be more like three separate +1’s Also I’m noticing, he’s Loyal: Japan, despite being a Dutch crew.
XerecsModeratorDedicated treasure/cargo ship for sure. I’m slightly worried she’ll be out paced by smaller faster ships, given her base speed and considerable point cost. However her treasure trading ability could be useful or used in interesting ways.
You could make her a hybrid of sorts with Dragon Eyes, utilizing the 7 masts against slightly smaller ships to pick their crew off. Of course you’d have to catch them first…..
Artwork looks great!
XerecsModeratorSome interesting looking ships there! Fujian must have some of Kian Ng’s fireworks on board or something. 😀 I’m curious to see what this purple sailed ship is. Hong Bao is an excellent crew, making their line up of named crew even better. Curious to see who he’s sharing a card with.
XerecsModerator“The Code, Stacking Abilities, pg 16”
If two or more abilities have different triggers and/or different effects they are considered different abilities and
may be stacked.I take the above to mean that you could use White Crew and Trogs to totally cripple a ship if you win a boarding party against it. White crew would eliminate all the crew on a successful board, while Trogs would take all the treasure. Both trigger on a successful boarding attempt, but have different effects. Is this accurate?
XerecsModeratorOoooh. A new Red Seal ship. That’s quite the speed and cargo for this one, and not too expensive point cost wise. Looking forward to seeing the rest of the mega pack!
XerecsModeratorSlightly worse overall cannons, but a handy bonus if you know you’re going up against the Americans. I take it that cannon rolls and Mortar rolls are considered different for game play purposes? Not that you’d be able to stack the bonuses, since Bomb Vessel prevents that.
Are there plans to use this technical shape without using the Bomb Vessel keyword in the future? I quite like how these ships look.
XerecsModeratorHype to see this! Not quite as much cargo as I would have thought, but she does have decent speed for a ship her size and she’s points friendly. Quite a lot of linked crew. I see this as some kind of odd gunship. Might be ideal for scouting island, especially in larger games or games with Mysterious Islands.
I assume that her sister from the Expedition the Terror is on the way?
XerecsModeratorEchoing what I said on Discord, this reminds me of Akua Lapu bu without the crew limit. Here the limiintg factor will be the point cost of the ship itself. However the Pirates have several options and ways to fit crew into a tight point window. I’m envisioning this as either some odd small hybrid, or an invested gold runner, with support crew. Interested to see what Robert Sample does.
Are these historically based?
XerecsModeratorSuppose one of my ships docks at an island. As per the free transfer, I unload a crew and an equipment. Could an opposing player dock at the same island and load that crew and equipment? The Code states that a Marine cannot be loaded from an island by an opposing player, but I didn’t find anything about a regular crew or equipment.
Suppose during a game I build a fort on an island. As per fort rules, all the Treasure on the island is placed inside the fort. What happens to crew that were also on that island? Are they placed inside the fort as well? Would the same be applied to equipment?
If crew and equipment are not placed in a fort when it is built, could they be placed there when a ship docks at the island the fort is built on?
XerecsModeratorChanging “this turn” to “on its next turn” would resolve the timing issue, assuming that’s when it’s intended to take effect.
I think that’s what the intended purpose was. JWD designed this one if I’m not mistaken. I’ll make a change in the CDB.
XerecsModeratorSuppose that Altar of the Loa is found on a Mysterious Island. Would the Altar function similar to a fort, preventing any of the MI abilities from being used? Or would the island function normally?
Altar of the Loa:
Do not load this treasure. Instead, place it face up on this island. While docked at this island you may eliminate two crew; if you do, on the next player’s turn you may choose to give actions to his or her ships or choose that he or she gets no actions at all.September 12, 2025 at 12:18 PM in reply to: The New Shapes, Mega Card, and Moving Parts Fleet Challenge #20893
XerecsModeratorChallenge closed on Spet. 11, Cap’n Stormbringer was declared the winner on August 27th. The option for the next challenge is now his.
XerecsModeratorSome Englishmen to counter the Pirates! The ships from the 4th and 5th movie, along with two crew who should have been in the PotC set, instead of lumped into an underwhelming UT.
HMS Providence
English
Points: 10
Masts: 3
Cannons: 2S-3L-2S
Cargo: 4
Movement: L
Ability: Once per turn, if this ship is within S of an island, you may mark the island as explored without docking at it. The island becomes unexplored in regards to all other players.Privateer Hector Barbossa
Points: 6
Ability: Fear. Captain. This ship gets +1 to boarding rolls.Theodore Groves
Points: 7
Ability: Loyal: England. Musketeer. Eternal. This ships crew cannot be eliminated unless she sinks.Lieutenant Gillete
Points: 6
Ability: Loyal: England. This ship gets +1 to her boarding rolls. She gets +2 if a captain crew is assigned to this ship. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.Essex
Points: 17
Masts: 5
Cannons: 3S-3L-3L-3L-3S
Cargo: 4
Movement: L
Ability: This ship gets +1 to her cannon rolls against Pirate ships. If this ship is assigned a captain crew she gets +1 to her cannon rolls. Cursed ships get +1 to their cannon and ram rolls against this ship.
Link: John ScarfieldJohn Scarfield
Points: 4
Ability: Hostile: Pirate. This ship gets +1 to her cannon rolls against any non-English ship.
Link: EssexMonarch
Points: 16
Masts: 5
Cannons: 3L-2S-2S-2S-3L
Cargo: 5
Movement: L
Ability: If this ship has a captain crew she gets +S to her base move.
Link: Captain TomsCaptain Toms
Points: 4
Ability: Captain. This ship gets +1 to her cannon rolls against Pirate ships.
Link: MonarchOfficer Cole
Points: 4
Ability: Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice. This ship gets +1 to cannon rolls against Pirate ships.All flavor text TBD
XerecsModeratorSomething I’ve been slow cooking for a while now, an extension of sorts to the Disney Pirates set. The focus would be on ships and crew from the 4th and 5th movies, along with some of the other Pirates media I’m aware of (comics and novels mostly). In general I’m trying not to repeat any characters or ships that appeared in the actual set, unless there’s a very different version (like Privateer Barbossa). I’m also not including ships or crew that have already appeared in other custom sets of mine, namely the Cursed versions of Salazar and the Silent Mary.
Let’s start off with some Pirates! From the 4th movie, we have the prime antagonist and their signature ship!
Queen Anne’s Revenge
Points: 15
Masts: 4
Cannons: 3S-2L-2L-3S
Cargo: 3
Movement: L
Ability: You may give this ship a shoot action to make one 3L fire attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces one of her masts with a fire mast, per the Firepot Specialist rules.Black Beard
Points: 7
Ability: Black Mark. Captain. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
Link: Queen Anne’s RevengeAngelica
Points: 7
Ability: Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action. This ship gets +1 to her boarding rolls.All flavor texts TBD
XerecsModeratorHmmm. That gives me ideas. Thanks Woelf!
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I have a couple questions and clarifications regarding the English Native Canoes from RtSS.
In the old MT thread it was confirmed that they can be used to “repair” Sea Monsters. Would their ability allow for non-Sea Monster creatures to be “repaired” as well; such as Sea Dragons, Titans and Krakens/Octopus? Specifically for a Kraken, could the ability target both the Kraken and any ship that Kraken may have surrounded?
If I have a damaged ship near an opposing damaged ship and a friendly non-English Native Canoe is within S of both, and an English canoe succeeds at their roll, would both ships within S of the non-English canoe be able to repair a mast? Or am I able to choose to not have the enemy ship repair?
In the same situation as above, but this time 3 English canoes have succeeded on their roll. Can all of the rolls be applied through the non English canoe that is within S of my damaged ship and the opposing ship? Or would each successful English canoe roll require a different canoe to go through?
XerecsModerator“Spanish Native Canoes”
Native Canoe. Each treasure this ship unloads at your home island is worth +1 gold.
A couple questions, firstly since the ability refers to “this ship” and not “this canoe” I take it that it could be copied and used by another ship?
Is the trigger different enough to stack with other gold bonus abilities, specifically the other +1 bonuses? Or should this be considered the same as the other +1 bonuses?
XerecsModerator“The Code, S-Boarding”
-This ability may be used by or against a ship that is submerged
This would mostly apply to submarines, but if the S-board ability was on a Sea Monster, either built-in like on Lasses’ Lament or present via a the Chariot, would that Sea Monster be able to board while submerged?
XerecsModeratorThe second game of the day, between me and JW. With Charlie leaving for work related reasons, we decided on a 60 point game with little to no restrictions. 6 total islands with 5 random UT’s including some of our custom ones! I went with a mix of ships, once again including a new addition to my personal collection:
El Principe de Asturias with Carlos pavon y Miranda, Alarico Castro, Commandante Antonio de Silva, Countess Anita Amore and a helmsman
L’Heros with captain and helmsman
Longshanks with helmsman and and explorer
Ranger with helmsmanJW fielded a fleet featuring:
Fujigawa with crew
Baroness with helmsman and explorer
Knife’s Edge with linked Captain Fletcher
USS Mercury with Brent Rice, captain and helmsman
Le Bon Marin with helmsmanJW went first, splitting his fleet in multiple directions. The Fujigawa makes for the center island, while the Baroness and Bon Marin sail east and the Knife’s Edge makes for an island to the west.

My Home island was very close to the center island, and both the Longshanks and Ranger managed to make land there, draining it of gold in one turn! The Principe and L’Heros sail to either side, providing support.

JW Finds the custom super rare Nuva UT from Spherus Magna on the island in the south east!

Wishing to avoid a repeat of the last game, the Knife’s Edge zips forward and dismasts the Heros in one fell swoop! In the Background the Fujigawa heads for the island that the Knife’s Edge had been guarding.

The rest of my fleet comes about, with the Longshanks taking the Heros under tow while the Principe dismasts the Knife’s Edge! Lurking in the background is the submerged Mercury……

Surging to the surface the Mercury goes 3 for 3 against the Principe, crippling the gunship!

At the western island the Fujigawa finds Turtles!

Amazed to still be floating the Principe and Longshanks dock at home, unloading gold and seeking shelter from the guns of the Mercury.

Finding the Frond of Fisaga on the same island as the Nuva, the Bon Marin sped north and made land at an eastern island, finding the Nightmare’s Knot from Fiends of the Blood Islands! Risking a nearby storm and the wrath of the Mercury the Ranger sets out to intercept the Bon Marin which still has a hold full of gold!

The Mercury sails west instead, keeping an eye on the Principe and guarding the Turtles.

This allowed the Ranger to ram the Bon Marin derelict and take the Nightmare’s Knot from her!

A turn later and things have gone disastrously for JW! I rolled a 5 with the Knot, giving one of my ships an extra action! On top of that Castro succeeded with his SAT roll on the Principe, now partially repaired. The Extra action went to the Longshanks, moving twice to sail around the far side of my HI and make land at the eastern island and explore it. The Ranger captured the Bon Marin while the Principe dismasts the Mercury with two shoot actions!

My next turn saw the Ranger lose the Frond and place it on the center island, where the Principe could potentially pick it up. The Bon Marin has been towed to the eastern island allowing the Ranger to load the treasures that the Longshanks couldn’t. The aforementioned Longshanks sails for home.

The Baroness travels close to a storm to get some scraps left on the western island while the Fujigawa makes land at the center island and loads the last remaining coin there.

Back at the eastern island the Ranger takes the Bon Marin under tow once again.

In the west, the Principe has succeeded with both the Frond of Fisaga and Castro, allowing her to zip across the map, sink the Knife’s Edge and Baroness and make land at the western island.

Doom sets upon the Principe as a storm engulfs her!

Miraculously the Principe only looses two masts and once again with aid from Castro is able to escape! This is one of the very few times I have seen a ship successfully escape a storm.


The Principe returned home on my next turn along with the Ranger and captured Bon Marin. Across the map JW’s Fujigawa and Turtles all return home and the game is ended!


Gold is counted up with my fleet emerging victorious in a crushing 46 to 27 victory! I was quite fortunate once again with treasure distribution and a few timely die rolls as well as the capture of the Bon Marin, which was carrying 10 gold when the Ranger dismasted her.
XerecsModeratorMy brother and I got together with one of his co-workers for a game! He’s a very new player, this being his second or third game ever. As such fleets were kept more or less simple with no named crew, no unique treasures and no terrain. We didn’t follow standard island placement at all, resulting in probably more islands than we needed which drew out the game.
Charlie rolled to go first and fielded a fleet consisting of HMS Galway with a captain, La Toussaint L’Ouverture and Le Duc d’Enghien with a helmsman
My brother Darkhurst rolled to go next and arrived with a fleet all from Revolution! Freedom with captain and helmsman, Le Bon Marin, and La Belle Etoile with helmsman and explorer
I went last with a fleet of new to my personal collection ships! L’Heros with captain and helmsman, La Geographe and Panama Sun. All of my fleet was punched and built for the day’s game!
Most of the ocean, with my home island at the bottom, Charlie’s at the top and Darkhurst’s to the right

A few turns in and my L’Heros crosses the bow of Darkhursts Belle Etoile as it attempts to sail west. JW has already gotten some spoils home from the islands around him. I attempted to cut him off with my singular captained ship and hoped that his was too far away to retaliate.

Alas, the Freedom was able to cross the stern of the Heros, but JW’s notoriously bad cannon rolls surfaced once again as the Freedom went 1 for 4 and the Belle Etoile missed as well, leaving the Heros reasonably healthy.

A couple turns later and JW has missed all of his shots between both ships while the Heros hasn’t. Over half of JW’s fleet is derelict and at the mercy of mine!

Charlie was witness to the action and wanted a piece of it! The Galway and Le Duc sailed down from the north and managed to knock a mast off of the Heros! The Heros had captured the Freedom and towed her to the nearby island, picking up some coins in the process. I had designs on repairing the Freedom to give me a second gunship; however I didn’t like the odds of a now crippled L’Heros going up against two healthy ships, especially with valuable gold now aboard the Heros and La Geographe. So I decided to leave the Freedom where she was and race for home.

I underestimated the speed of Le Duc however, and Charlie’s ship was able to close on mine and ram the Heros derelict! We had a crash course on the boarding mechanics of the game and squared off. Charlie won and elected to kill one of the Heros’s two crew.
https://i.postimg.cc/28shHgkF/20250319-152346.jpgThe much larger and healthier La Geographe came to the rescue! Taking the Heros under tow and presenting a formidable presence to the Duc just off the coast of my home island.

With the Panama Sun close to give support (though out of frame), Charlie elected to utilize the built in reverse captain ability of Le Duc, eliminating a mast and sailing away. The Galway however weighs in on the action and splits her cannons between the Geographe and the hulk of the Freedom. The Freedom is sunk while the shots against the Geographe go wide.

Some turns later and my fleet is mostly repaired and sails north toward Charlie’s fleet and two as yet untouched islands. Charlie explored one already with the Galway but hasn’t yet explored the other one.La Geographe beast LTO to the island and makes land first, enabling me to explore on my next turn.

La Geographe explores the island, finding several golden goodies. With the island explored the Panama Sun can dock and load the rest of the coins, right out from under Charlie’s fleet!

L’Heros and La Geographe dismast the Galway while the Panama Sun sails north in pursuit of LTO!

With Charlie’s singular captained ship effectively out of the game, the entirety of my fleet descends on LTO. Luck smiles on Charlie as the Heros and Panama Sun fail to ram any masts off of the tiny french ship.

JW was down to just the Bon Marin and had done a decent job collecting the leftover gold from the islands close to his home island. With those now empty he sent the Bon Marin toward my home island with the intent to intercept whatever was left of my fleet after what seemed like the climactic conflict resolved in the north.

Some turns later and JW has decided not to wait around and has dismasted L’Heros with the Bon Marin! LTO helped slightly by shooting a mast off earlier before making a run for it. With Charlie’s Le Duc in waiting and my ships already laden with gold I was now hesitant to fully commit to hunting down the LTO, especially with the large pile of coins on JW’s home island.

Deciding that I had a better chance of winning if I got my gold home I turned the Geographe and Panama Sun around and sailed for my home island.

However I couldn’t resist one last bit of piracy as the Geographe intercepts the Bon Marin and dismasts her with ram, easily winning the boarding party and taking the singular coin that she had taken from L’Heros earlier.

Two turns later all ships with gold on them have arrived at their respective home islands and the game was declared over! Gold was counted up and my fleet emerged victorious with a score of 33! In second place was JW with a score of 30, and trailing in 3rd was Charlie with a score of 16!

My fleet benefited greatly from treasure distribution luck, finding several 3’s and 2’s on my islands, while JW and Charlie seemed to find lower value coins on their islands. A good time was had all around and Charlie seemed eager for another match at a future date!
XerecsModeratorRefined rules for the Storm terrain
Storm
A Storm has the numbers 1-6 printed around its edge, as well as a gold number printed at its
Center. Storms block lines of fire.
At the end of each player’s turn, that player must roll a d6. Compare the result to the gold number printed on all icebergs in play. If the result matches any storm(s), those storms move that turn. For each Storm that will move, roll another d6 and match the result to the number printed around the Storm’s edge. Measuring straight out from that number away from the storm, move the storm L. Do not turn or rotate it.
When any part of a game piece touches a storm, the entire game piece must be
placed within the storm as a free action; roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage points, the game piece is eliminated from the game. If a game piece is still inside a storm at the end of a turn, roll a d6 again and remove the resulting amount from the game piece.
A game piece in a storm is lost. Lost game pieces can’t shoot, be shot at, ram or be rammed, pin or be pinned, or board or be boarded by other ships. Game pieces exit storms in random directions. When a game piece is given a move action to exit a storm, roll one d6 before moving it. Place the game piece outside of the storm facing away from the storm and touching the number on the storm that matches the die result; it can face in any direction away from the storm and is no longer lost. Begin moving the game piece from that point.
If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If a storm spends more than three turns over an island, it is removed from the game.
XerecsModeratorThe Pirate Code, Icebergs
If an iceberg moves and touches any other object, it stops moving immediately. Unless that object was an island, the iceberg may be moved again at a later time per the standard rules
I take this to mean that an iceberg would stop moving if it came into contact with another piece of terrain, it wouldn’t move over or through that terrain?
XerecsModeratorQuite an impressive turtle with several impressive abilities. This one in particular might benefit from not having a fort on it’s back, (even though that’s their main gimmick) as you could potentially assign a Marine crew to the Turtle and essentially make it function like some kind of giant submarine.
Towing a Sargasso around doesn’t sound that useful in the moment, but I suppose you could use it to “cover up” an island from smaller ships or group a bunch of them together to form some kind of barrier for an opposing fleet.
XerecsModeratorSuppose a ship finds Buried Treasure (or Plunder), and that treasure is later lost in a boarding party to an enemy ship. Does the loosing a turn aspect of those treasures apply to the ship that took them in the boarding party?
Ship A finds Buried Treasure(BT) and looses a turn and establishes value. Ship A is later boarded by enemy ship B. Ship B wins the boarding party and takes BT. Does ship B lose a turn, but keep the established value of BT?
Neither treasure seem to have a Code entry.
September 10, 2024 at 12:52 PM in reply to: Custom Ships (post your custom game pieces here!) #19283
XerecsModeratorThe last leviathan!
The Leviathan
Points: 35
Segments: 7
Cannons: 2S-2S-2S-2L-2S-2S-2S
Cargo: 0
Movement: S+L
Ability: Leviathan. Eternal.
XerecsModeratorTwo more Leviathans, with the big one to come on Tuesday!
Gammaru
Points: 30
Segments: 7
Cannons: 5S-3S-2L-3S-5S
Cargo: 1
Movement: S+S
Ability: Leviathan. This leviathan ignores terrain and islands when given a move action.Omarus
Points: 28
Segments: 7
Cannons: 5S-2L-5S
Cargo: 0
Movement: L
Ability: Leviathan. This Leviathan can only repair segments that do not have a cannon. -
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