The Lighthouse of Alexandria

$15.00

Bring a Wonder of the Ancient World to life in your games!

Available on backorder

SKU: LOA Categories: , Tag:

Description

One of the Seven Wonders of the Ancient World, reborn as a powerful custom game piece!

This is a custom lighthouse for use in Pirates CSG games.  The lighthouse concept was introduced by Jeremiah, and this is a custom I made that takes the idea a step further.  The idea is a historical fiction or “alternate history” game piece.

Currently this is a made-to-order item. Lead time: 2 days (prior to shipping).

Material: Gray 3D printed PLA. Card: white PVC with glossy vinyl laminated decal.

This product contains the lighthouse (in 5 parts – base is optional for gameplay), a yellow L+L+L rod to measure its effects, a light for the top (2 LR41 batteries included), the deckplate card and rules sheet.

 

Custom details:

The Lighthouse of Alexandria
Collector’s Number: 1032 (an LE in my fantasy set, Pirates of the Epic Seas)
Faction: Barbary Corsairs
Gold Cost: 8
Cargo: 5
Cannons: 3L-3L-3L-3L
Ability: Grand Lighthouse. Forward Observer. Mortar. The cannons of this lighthouse are measured from each of its four corners at its base; the cannons may be rearranged as cannons are lost. The bottom segment of this lighthouse does block its own lines of fire. If this lighthouse loses its light, it has additional segments that must be eliminated before the lighthouse can be eliminated (3 total not including the light). Each piece represents a cannon – one for the light, one each for the top half sections, and one for the main tower. When this lighthouse has at least its bottom 3 segments, once per turn you may choose one enemy ship within the lighthouse range (L+L+L) and roll a d6; on a 5-6, the target’s controller replaces one of her masts with a fire mast.

Flavor text: Expanding their coastline eastwards to Egypt, the Corsairs were stunned to find this nearly forgotten Wonder of the World in fair condition. Conducting extensive repair work and equipping it with modern weapons, they have turned it into a terrifying monstrosity. It is now considered one of the great strongholds of the Mediterranean, commanding presence for miles around.

Keywords:

Grand Lighthouse: Building lighthouses follows the conditions for building forts. Gold used to build the lighthouse is placed face-up next to the lighthouse and still counts towards a player’s total for victory conditions. A lighthouse cannot use its abilities on the same turn that it is built.

If the Lighthouse has its light, a friendly ship within L+L+L of the Lighthouse gets +S to its base move once per turn (a yellow L+L+L tool can be used to indicate the range of this effect, or a light yellow plastic can be placed under the lighthouse).

Two hits from the same shoot action are required to eliminate the light; when it is eliminated, remove it from the lighthouse. Once a lighthouse loses its light, it loses the L+L+L effect but retains its other abilities. The light is considered the first segment of this lighthouse; once the light is eliminated, the other segments may be eliminated with each successive hit (which do not need to come from the same shoot action). The segments of this lighthouse must be eliminated in order from top to bottom. A lighthouse is eliminated when all of its segments have been eliminated. When a lighthouse is eliminated, the gold used to build the lighthouse remains on the island (face down).

Enemy ships cannot load treasure or drop off crew or equipment from this island. Enemy ships may dock at this island and try to capture the lighthouse. When an enemy ship docks at this island, either player may initiate a boarding party; if so both players roll a d6. The lighthouse controller adds the number of segments remaining and the number of crew in the lighthouse. If the ship wins, the lighthouse is captured. If the lighthouse wins, the enemy ship is considered undocked and loses two masts.

If a friendly ship is docked at the island, it can give up its turn to give a repair action to the lighthouse.

If a lighthouse has cargo space available, shipwrights and musketeers can use their abilities inside a lighthouse.

(based on Jeremiah’s Lighthouse keyword)

Forward Observer: Each friendly ship within the light radius of the lighthouse gains +1 to their cannon rolls. A ship must be within the radius when the cannon roll is made. This ability does not affect ships that move out of the radius and then start shooting.
(designed by Jeremiah)

Mortar: This lighthouse gains a rank 3 cannon with a range of L+L measured from any part of the lighthouse base. This cannon may only shoot once per turn.
(designed by Jeremiah)

 

Credit to pcn3dprinting on Thingiverse for the model! It has been modified for scale and for a better light fit at the top.

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