What Have I Done?

All of the quantities are as of December 2025!

My Pirates CSG Life “By The Numbers”:
Games played: 604
Huge games (1000+ points in play): 12
Campaign Games: 9 (non-solo CG record: 3-0)
Players taught: 31+ (likely many more through the 32K+ total views my how to play videos have gotten)
Videos published: 830 (1213+ subscribers)
Podcasts: 68 (including 7+ with original Wizkids employees that worked on the game)
Fleets made: 116 submitted at Miniature Trading, 74 so far on PSMList
Trades: 122+ (73 different trade references on MT)
Miniature Reviews: 17 on MT, essentially hundreds or thousands total including all the set review podcast episodes
Posts at Pirates with Ben: 925+
Pages at Pirates with Ben: 117+
Instagram: 3136 posts, 543 followers
Constructed ships in collection: probably over 1000
Ships given away: many hundreds, plus sealed packs
Sealed packs given away: 129+ since December 2021
Game pieces available for trade: 1805
Time in PCSG online community: 14.5 years
Total hours of PCSG: way over 10,000, possibly over 15-20K hours since 2011

Restarting Pirates Project
Ships Made: 65 and counting
Newsletters: 58
Print companies contacted: 300+
Other companies contacted (for plastic, laser cutting, wire EDM and/or die cutting): 53+
Restarting Pirates folder: 123GB, 5623 files, 975 subfolders
DM’s and emails sent: thousands across many platforms, including everyone in the Pirates CSG community
Reachouts included: Wizkids+NECA (multiple times each in multiple years), sent PotC packs to Martin Klebba, Johnny Depp, Gore Verbinski, Jerry Bruckheimer, talked to Lee Arenberg about the game (+his signature on his PotC Pintel card). Communicated with original manufacturer Lucky Yeh International after many attempts including physical letter sent with Chinese translation. Plus many other titans of the past PCSG community, board game industry people, and more.
Hours spent: 3000+
I also documented part of the slog and journey here: A wild journey to accomplish the dream.

Document lengths by page count: (these are just the core/biggest ones, there are many other smaller documents)
3D Printing, Production and Manufacturing Pirates CSG: 88 pages
Restarting Pirates: 40 pages
Pirates with Ben: 35 pages
Pirates CSG original doc: 37 pages
Subscription Box: 8 pages
PCSG contacts/etc: 34 pages
Pirates CSG Videos and Video Ideas: 21 pages
VASSAL: 31 pages (mostly CG4 notes)
Fleets and Future Games: 21 pages

Thought it might be fun to choose one picture for each “domain” that summarizes the extreme lengths to which I’ve taken this game.

Playing:

Command the Oceans 2017

The Sea of Karkuda in Command the Oceans, 2017.

Collecting:

UNBOXING THE MOTHERLODE epic shot resized

People picture:

Pirates CSG with other people

Restarting Pirates CSG:

Restarting Pirates CSG - ALL new ships!

New Ships created for my Relaunch of Pirates CSG!

 

Pirates: 2025 Year in Review

Pirates: 2025 Year in Review

Hi everyone! This is where you can share what Pirates stuff happened over the past year. It can be just about anything, from accomplishments to purchases to cool ideas. If this seems too vague, you can look at mine for an example. There’s also the option of stating your Pirates Goals for the year ahead.

Pirates Goals for 2025 (set last year)
“Determine success/failure of Restarting Project no later than February 2025. If my own efforts aren’t enough, go all-out with final attempts at mass outreach + fundraising to exhaust all options.”
-As usual I delayed this repeatedly, struggling to move on from the business even when I arguably should have. Various deadlines were set for various milestones, from the end of February/March, end of July, and end of November. I kept pulling myself back to the project. Here at the end of December I think I’ve finally reached closure – as long as the Buccaneer’s Booty Box keeps at least 30 subscribers, the game can stay in print and I’ll keep working on it part time.

“Release Pirates: Seas of Japan”
Done!  Multiple pack runs sold and I’m happy to say it should get expanded soon with the January 2026 Mega Pack.

“Finish reasonably doable and fun things on my “PCSG life bucket list”.”
Not much progress on that. Definitely did a lot of things I wanted to cross off for the business, but that left less time for the fun/random stuff.

“20th anniversary games for Crimson Coast and Revolution”
Not played; by necessity I was focusing on the business stuff and once I missed the CC anniversary I just decided to punt the 20th anniversary games in general.

“Play my turns in CG4 when/if I am able.”
Done! Was very happy to play my turn in the fall time. Looking forward to another epic CG4 turn starting soon, as playing campaign games is my favorite thing to do in the realm of PCSG.

General accomplishments:
-Executed on most of my plans for the Pirates Relaunch and solopreneur business. Major releases included Seas of Japan, Rise of Atlantis, War of 1812 Mega Pack, and the Buccaneer’s Booty Box subscription product (which included two additional Mega Packs in Q4 – Golden Age of Piracy Part 1 and Franklin’s Lost Expedition).
-Had a better year for the business than last year (certainly a requirement).
-Got my and other creators’ game pieces in the hands of many players!
-Finally nailed down the production process of sheet printing and laser cutting. Took a long time but I finally have the right combination of a reliable supplier and decently reliable laser cutting.
-Designed, produced, released, marketed and sold many different custom game pieces. Brought various customs to life. Sold game pieces from all three of my custom sets – Golden Seas, Age of Sail, and Epic Seas. (same accomplishment as last year repeated)
-The Pirate Press newsletter gained about 70 subscribers, with 28 newsletters sent out.
-Published 75 videos
-Played the game 14 times
-Published a bunch of fleets at PSMList
-Ran the Themes Fleet Challenge
-Learned a lot about business, production, and myself

Pirates Goals for 2026
-Make awesome new products for my pirate brethren subscribers of the Buccaneer’s Booty Box
-Get better at a few specific elements of production, especially hull artwork for the ships
-Play my turn in CG4

Feel free to comment below with your own 2025 Year in Review!  Or post your submissions for the 2025 End of Year thread!

The Restarting Pirates CSG Project

The Restarting Pirates CSG Project

Ever since I joined the Pirates CSG online community in 2011 and learned that the game was out of print, I had wondered what it would take to bring it back to life. I remember reading the iconic “how did they do it” and petition threads at Miniature Trading around then.

All the New Ship and Sea Creature types for my Relaunch of Pirates Constructible Strategy Game

All the New Ship and Sea Creature types for my Relaunch of Pirates Constructible Strategy Game (through November 2025)

WHY Restart Pirates CSG?

You might wonder “WHY should the game be brought back?” To restore it to its glory. To bring new game pieces to life that pay homage to the incredible history of the Age of Sail. To chase an “impossible dream”. To fulfill a life dream and start an entrepreneurial venture with terrible odds of success. To dream big because I wasn’t meant to live an average and boring life. To dare to go against the status quo and do something that probably no one else would be willing to do. To top off my obsession with the game with a project so large and difficult that it even eclipses my insane playing history of thousands of hours of gameplay and ludicrous campaign games the likes of which had never been seen before. To evoke feelings of intense nostalgia and joy in the core audience of fans. To admit that a board game from the past deserves new life instead of just making a similar copycat game that doesn’t need to exist. To bring new sets into existence that myself and others can use in games. To be a pirate!

The Beginnings of an Epic Journey

In 2015 I began getting more serious about my passion for the game. That year was the birth of Pirates with Ben, though in Weebly form as a free website. I also contacted a lawyer who was supposed to be pro bono (according to a website) who hung up when I inquired about doing legal research – possibly the first of many failures and setbacks.

In 2021, the Restarting Pirates Project actually began. I formed a “supergroup” of fans who I thought could help me bring the game back. A small portion of those did help in a substantial way, especially in those early years (2021-2023) when I was too busy to work on the relaunch very much. Pirates of the Golden Seas was created in spreadsheet form, as a standalone set to reintroduce the game to the world. Many edits to the original rules were made and playtested along with the new game pieces.

Making It Happen

In 2024 I began working on my Pirates Relaunch full-time, sometimes almost exclusively in some parts of the year. At this point my whole life was about Pirates CSG. The first 5 months of 2024 were a slog of 3D print troubleshooting, decal cutting issues, getting my website ready for ecommerce, and learning Adobe Illustrator to complete the artwork and files for the Golden Seas set. On June 1st I launched The Store at Pirates with Ben. June 7th was the first public sharing of my newsletter, The Pirate Press. On June 8th I made the biggest announcement of my Pirates CSG “career” – that the game was coming back, with a new set to be released in limited quantity later that summer. After many dozens of hours printing and decaling, I finally finished making the first 10 homemade copies of Golden Seas just barely in time for the release date of August 10th (8/10/2024). These initial 10 copies sold out in just about one hour, proving to me that there was demand for the relaunch.

From there I knew I needed a better production method, as 3D printing and decaling was far too tedious and time consuming. The goal was to achieve “medium-scale” production, which in reality turns out to be still quite small scale in the grand scheme of things. This would be sheet printing on styrene, with laser cutting to cut out the cards and shapes from those sheets. Thus began one of the most frustrating parts of the project. The nightmare of finding an adequate supplier lasted for months. Laser cutting didn’t fare much better, as the laser cutters I have access to are somewhat older community machines that sometimes needed significant maintenance/repairs/etc. Various testing occurred with mixed results. Inkscape files had to be reworked many times to accommodate the different requirements of different print companies. After about 3 months, I finally had some misprinted (bad front-back alignment) styrene in hand. Laser cutting it was a disaster – sheets too big, and the laser beam or ink quality caused a nasty browned ink tacky particle issue that ruined the artwork on the cards somewhat and made them unsellable in my opinion. I figured it was the specific UV ink used so I pivoted to companies that had water-based latex ink printers. However, I later discovered that it was likely more of an issue with the laser beam itself, as a different laser was able to cut UV printed styrene without having the same issue with browning and tackiness.

The print company issues extended into 2025 – the one great supplier I had doubled their price at one point because of how hard it was for them to print on styrene. Many others were tried to no avail, usually having issues getting adequate front-back alignment (the project requires printing precision, which is often unnecessary in many signage/large format jobs). Eventually the search got desperate as I began contacting print companies in Los Angeles, having already contacted all the 191+ print companies I could find in Vegas without a good long-term solution. Better suppliers were eventually found locally and the laser cutter worked well for most of 2025, so around June 2025 I finally had reliable inventory of most of my core products. That realm of the project (sheet printing + laser cutting) started in August 2024, so getting all of that right (including many aspects of files and communication/etc not discussed here) took about 10 months.

Many other issues came up over the long journey to consistently bring the game to market. Website issues, store issues, file glitches, and business difficulties all cost me many hours that I wish I could have spent on developing new products. Below you can see an image gallery of the project, showing the journey of Restarting Pirates CSG.

A Pirates’ Life

I am essentially “everything” for this project, and have been working very hard on a huge variety of tasks since late 2023. For example, these are some of the “hats” I wear for the relaunch of Pirates: business owner, game piece designer, artist/graphic designer, playtester, videographer, photographer, website manager, product developer, product manager, blogger, copywriter, marketer, salesman, logistics/fulfillment, procurement, production manager, quality control+assurance, social media manager, accountant, publisher, etc.

The current iteration of the business is the Buccaneer’s Booty Box subscription model, where a few dozen dedicated pirates have signed up to keep the game in print. A Mega Pack a Month should be a sustainable product model going forward, allowing new releases to continue as the game stays in print. I am very grateful to both my collaborators who helped me early in the project and to my subscribers whose treasure contributions are fueling the game’s present and future.

To victory at sea!

Ben

 

Franklin’s Lost Expedition – New Pirates CSG Mega Pack for the subscription box

Franklin’s Lost Expedition Mega Pack

Based on subscriber feedback, the Mega Pack for December 2025 is based on Franklin’s lost expedition to the Canadian Arctic! Subscribe by 11:59pm PST on December 15th to guarantee your copy!

The release features 4 ships, 7 crew, and 1 Unique Treasure. (the first treasure of my Pirates Relaunch!)  As with most of my Mega Packs, it comes on 12 cards of laser cut styrene. As of this post on December 14th, the job is still with the print company and then I still have to cut all the cards.

Here are some of the new game pieces!

HMS Erebus from Franklin's Lost Expedition

HMS Erebus (decaled prototype copy)

HMS Erebus
Nationality: English
Point Cost: 11
Masts: 3
Cargo: 2
Base Move: S+S
Cannons: 4S-3L-4S
Link: Sir John Franklin, James Fitzjames, Graham Gore, Henry Le Vesconte, James Clark Ross
Ability: Bomb Vessel. If an iceberg touches this ship, also eliminate one crew from this ship.

New keyword – Bomb Vessel: Ramming cannot eliminate this ship’s masts. This ship has an additional rank-4 mortar cannon assigned to each of its first two masts. These mortars can only shoot once per turn each, and can only hit targets more than L away but not more than L+L away. These shots are not blocked by other ships, and get +1 to their rolls when targeting a fort. If a mortar shot hits, replace a mast on the enemy ship with a fire mast instead of eliminating it; if the mortar roll is a 1, replace that mast on this ship with a fire mast. The following cannot be applied to these mortar shots: specialists, grape shot, chain shot, smokepot shot, other abilities that improve cannon accuracy.

Flavor Text: She was built as a Hecla-class bomb vessel, with 10 cannons and 2 mortars. The Ross expedition made her a veteran of Antarctic exploration. Time will tell how she fares against the ice floes that guard the long-sought Northwest Passage.

Francis CrozierFrancis Crozier
Nationality: English
Point Cost: 4
Link: HMS Terror, HMS Briton, HMS Doterel, HMS Fury, HMS Hecla, HMS Stag, HMS Cove, William Parry, James Clark Ross
Ability: Captain. Once per turn when this ship makes or causes a die roll involving terrain, you may increase or decrease the result by 1.

Flavor text: An Irish officer born in 1796, Captain Crozier met the last surviving Bounty mutineers as a teenager. Now a veteran of Royal Navy service, he looks to guide his sailors through new waters (and ice). He is no stranger to the cold, having explored Antarctica with James Clark Ross.

HMS Terror

HMS Terror (decaled prototype copy)

HMS Terror
Nationality: English
Point Cost: 11
Masts: 3
Cargo: 2
Base Move: L
Cannons: 4S-4S-4S
Link: Francis Crozier, Graham Gore, John Sheridan, George Back, William McPherson Rice
Ability: Bomb Vessel. This ship gets +1 to her cannon rolls against American ships and forts.

Flavor Text: Launched in 1813, this Vesuvius-class bomb vessel has seen action against the Americans, bombarding Fort McHenry and Fort Peter. She traveled to the Antarctic under Captain Crozier and now he looks to take her into unknown territory in the Canadian arctic.

James FitzjamesJames Fitzjames
Nationality: English
Point Cost: 7
Link: HMS Erebus, HMS Pyramus, HMS St Vincent, HMS Madagascar, HMS Winchester, HMS Ganges, HMS Cornwallis, HMS Clio, George Sartorius, George Hodgson
Ability: Captain. Cannoneer. Once per game you may prevent the elimination of one of this ship’s crew. This ship can load crew and equipment from your home island or a wild island if she’s within S of it.

Flavor text: Partially unknown birth origins have not stopped this man from living well as an accomplished mariner. Having participated in the Euphrates Expedition, the Egyptian–Ottoman War, and the Anglo-Chinese War, he is courageous and experienced enough to serve under John Franklin as captain of HMS Erebus.

 

Why this release has War of 1812 stuff: FLEMP (Franklin’s Lost Expedition Mega Pack) too crew-heavy with only 2 core ships, and can’t even fit them all on Erebus/Terror at once. Also want to cover a balanced amount of named crew, rather than a huge amount from only one event/etc. Plus, HMS Terror was active during the War of 1812. I felt more strongly about including the 1812 stuff that was cut from the June release than about including even more crew from Franklin’s expedition.

The crew involved have such rich stories and backgrounds, it was hard to keep some of the flavor text limited. It’s also rather striking to have actual pictures (daguerreotypes) of men involved in the expedition, especially knowing that it was one of the last times anyone would see them alive.

Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

Table of Contents

  1. Pirates
  2. The Cursed
  3. Vikings
  4. Barbary Corsairs
  5. Point Count
  6. Summary

All rules can be found in the first Battle Report for the game.

Reference Links: All previous CG4 Battle Reports | Wizkids game piecesMaster Spreadsheet which includes Return to Savage Shores and Unreleased | Customs Database

-As always, it’s highly recommended that you read the previous battle reports to understand how the game works and what has happened so far.

Custom Sets in play (by the end of this report) with abbreviations (some new this round) and creator name. (from now on, only the set abbreviation will be used for the launch phase specifics – that way you can find the customs used in the Customs Database if desired)
Age of Sail (AoS), Epic Seas (ES), Golden Seas (GS) – A7XfanBen
Return of Davy Jones (RoDJ), Fiends of the Blood Islands (FoBI), Spherus Magna (SpMa) – Xerecs
Great Sea (GrS), Rise of the Moon Sorcerer (MS) – El Cazador
Dark Tides (DT), Seas of Doom (SoD), Eldest Seas (ELS) – JW Darkhurst
Vengeance of the Cadet Captain (VotCC) – Cadet-Captain Mike
Back to War (B2W) – The Grandmaster/PointlessArrow
Dutch East Indies (DEI) – Avery
Treasure Trove of Fenrir (TT) – Woelf
Lost Isles (LI) – Shockwave
Godmason’s Customs
Marhawkman’s Customs
Obsidian Isles (OI), Siren Islands (SI), Oceans of the Apocalypse (OotA) – projekt355
Islands of Ice (IofI), Journeys Through the Cursed Swamp (JTC), Age of Extinction (AoE), Search for Golden Shores (SfGS), Rise of the Rebellion (RotR) – Pirate Captain Andrew/DoubleAAsauce
Baltic Sea (BS) – Skelebone
Treacherous Waters (TW) – Ochobrazo2298
Pirates Who Never Met (PWM), Pirates Who Spent Too Much Time Together (STM) – Gazerbeam543
Forgotten Coast (FC) – Riz
Treachery on the High Seas (T), The Golden Age (TGA), – Vladsimpaler
Kraken Sea (KS) – mr_awesome
Lighthouses by The9ofSpades
Pirates of the Sendoran Coast (SC) – Captain Vendari’s customs

That’s a whopping 35 custom sets being used! Nearly all custom creators of Pirates CSG game pieces are represented in CG4!

 

The theme of my overall turn was a revamp. Before my turn even started, there were two significant changes related to the VASSAL virtual board game engine the game is played with. cawley333 made some great edits to the Pirates module, adding the missing ship and sea creature types!  This opens up CG4 to a bunch of types that were previously not represented at all. It also eliminates the need to proxy for certain ship types, such as using 1 masted galleys in place of native canoes. The other big change was when I made a new Pirates module specifically for CG4.  This was bound to happen at some point, because we were already running out of deckplate space on the non-play borders of the map. I made a new “CG4 module” that massively expands the border areas, booted up the game in the new module, and then proceeded to move all the game pieces into place so they were in the right spot again. The old module with regular size borders had enough room for around 558 deckplates. I basically 10x’d the size of the non-play (desert/tan color) border edges, so now we should have room for approximately 5500+ deckplates, likely enough space for decades of continued play. Right now each round usually sees at least 70 new ships launched (a rate that will probably increase as new launch points are built), so this was the perfect time to do the module edit and expansion to accommodate the massive and growing game size.

Continuing that theme, I undertook major reorganization efforts. The spreadsheet I use to track each of my fleets was expanded and sections were created for the smaller fleets (Corsairs and Vikings) that didn’t have them before. In addition, I needed a new system to catalog the severe amount of game pieces available for each fleet to launch.  To solve that issue, I’ve made faction-specific versions of both the Master Spreadsheet and the Customs Database for CG4. I control 4 fleets, so that means I now have 8 additional spreadsheets for the game. There are large logistical and tracking challenges involved in commanding over 400 ships. The spreadsheets are mainly to track which game pieces are still available to a faction, to avoid violating the No-Duplicates Rule. When a game piece is launched/hired/bought, I simply hide the row in the spreadsheet. This way the custom MS+CD sheets are a “quick” and handy reference guide to all game pieces still available to that faction when they enter their launch phase.

With the massively expanded deckplate areas, I decided to do a massive reorganization of ALL my fleet deckplate areas. In the past I just added new deckplates to the edges of each row/column for each fleet, creating somewhat of a chaotic and haphazard mess. Finding a specific ship (let alone crew/equipment token) in the pool of deckplates was time-consuming and annoying. Now my fleet areas are generally organized similar to how I section them off in the tracking spreadsheet. Ex: a section for Upgrade ships, a section for a specific combat squadron, a section for copying game pieces, a section for patrol gunships, etc. Below you can see why this is necessary – the Pirate Whirlpool Strike Group (WSG) numbers around 100 total ships now, making a decent organization system a necessity.

CG4 new deckplate area

Not many major events occurred for the other player’s factions, save for the English megalaunch. They used their new riches from the Viking “gift Trove” (Hidden Trove UT) to put many new ships in play.  The Spanish continued sailing away from their home island.

The actual turns I played were rather quiet and peaceful. This round really marked a complete reversal from most “recent” previous rounds from the past 4-5 years: almost no combat, and far more time spent planning/organizing than actually playing. As a result, this battle report will be shorter than the last CG4 BR, and possibly the shortest for a while. At the bottom there is a summary video of my turn as well.

My last overall turn took 72 total hours. This one took 65 hours: 61 for planning and playing, and 4 for the battle report. Play dates ranged from 8/27-10/12. That doesn’t include the hours spent making the module edits and getting the game file ready in the new CG4 module.  I expect this to be an extreme rarity – usually each successive turn takes more hours than the last, and I wouldn’t be surprised if I have a 100 hour turn in the next few rounds. This is probably the first Pirates game where I’ve wondered to myself if it’s “too big to play”. The key is that it’s on VASSAL, so there’s no setup to dismantle, no move that can interrupt the tables, and no sudden obligations that can make finishing a physical campaign game nearly impossible.  We’ve been going since April 2018, and to say there’s no end in sight would be a massive understatement.

 

Pirates

240 Ships, 5797 Points in Play

With all the crazy details in previous reports, here’s a very quick summary of what the next section is about. The Pirates have a ship (Arcane) that can bring in a UT from outside the game on a 6 roll. They have ways of “multiplying” how many rolls they get per turn between a bevy of rerollers, custom abilities, and multiple different sources of copying. They also have multiple auto-6’s via copies of Nemo’s Plans and Runes of Thor brought in earlier in the game. Given that the number of rolls related to this “UT meta” system increases pretty much every round, from now on I’m likely to simply summarize the results of the rolls in a fast format.

Arcane rolls:
Arcane: failed all 3 rolls, used one auto-6 to get it. Brought in: Nemo’s Plans on Sudden Death ship.
Smoke’s Hand: got a 4->boosted to 6 with double bonus. Brought in: Runes of Thor on Sudden Death.
Vesok: failed all 3 rolls, used 2nd auto-6 to get it. Brought in: Nemo’s Plans on Klabautermann.
Nuva/shipwright (copying Vesok->Arcane): fails all 3 rolls, used 3rd auto-6 to get it. Brought in: Runes of Thor on Klabautermann.
Sphinx (EoI>Captain>DJ>Arcane): failed, used 4th (1st of 2 new) auto-6 to get it. Brought in: Eye of Insanity on Jaguar.
Auto-6’s used: 5/5

Shrunken Heads was used to move Jackal’s Teeth into an iceberg – hostility against the Corsairs without breaking their agreement (from last round) and not “attacking” them. Meshud was smashed up in a similar manner, courtesy of the Stormy Night.

The Blackleaf has upgraded the far northeast spice island, making it a Pirate town. She still carries a military port upgrade as well, which she will likely use to further upgrade the island next turn. This island was peacefully and profitably shared by the Corsairs and English, so it may prompt even more combat in this hot region….

CG4 upgrading

The Pirates finally executed on their chain exploring setup, transferring 7 Metals tokens from their southeastern military port to their home island via explore actions rather than move actions. However, since most of the ships in those 2 chains would be better off as WSG supply ships, they likely won’t continue running the chain exploring gimmick for long.

Pirate chain exploring system in CG4

With Gale Force Nine escorting her, the Hai Peng upgraded the big textiles island shared by the English and Corsairs to a Pirate town. She has a military port upgrade aboard as well. This is a very worrying development, as it appears the Pirates are snatching up islands left and right, denying their resources to factions that relied on such islands.

Pirate colony established

The Stormcloud got Robert Alcantara’s EA and went into a fog bank.

The Tempest created a new whirlpool, just northeast of the Pirate metals military port. This could provide a very convenient access point for new ships launched from said port, and ships going there to repair.

The Slash (Pirate WSG attack ship) got an EA to sink the Crown Jewel! (Corsair 10 master that was doomed anyway from last round’s counterattack)

The last Pirate actions of the turn were through their lone AA and Elizabeth’s Piece of Eight (UT). Harbinger sailed into the southeastern fogpool, and the Howler submarine repaired with her new shipwright (gifted to her via the custom Pandora on a dinghy).

The Pirates did a lot of regrouping on their turn. Many WSG ships gathered around whirlpools. All of their fog hoppers either entered fog banks, or exited a fog bank and re-entered it.

“Prepare for slaughter.”

Pirate Launch Phase

Any custom game pieces launched will have their set abbreviation in parentheses so you can use the reference near the beginning of this post to see who they’re from and in the Customs Database if you want to check them out in full (ctrl+h works really well to find things quickly).  There are a few exceptions for very commonly used generic customs, such as Dinghy from PointlessArrow’s Back to War (B2W) set and Gilded Figurehead and Streamlined Hull from Woelf’s Treasure Trove of Fenrir (TT) set.

MP=Military Port | C=Captain | H=Helmsman | O=Oarsman | S=Shipwright | E=Explorer | WH=World Hater | FPS=Firepot Specialist | CSS=Chainshot Specialist | SmPS=Smokepot Specialist

As usual the Pirates megalaunched from all four of their launch points, putting as many new ships in play as possible. They are still a long ways from running out of ships to launch, so this is likely to continue for many more rounds (and then after that, they can still launch duplicate original ships with the “Complete the Fleet” rule).

From now on I might just do what I’ve done below and list (almost) all game pieces introduced, regardless of whether or not some crew or equipment chips are face down in the actual game. I know it’s throwing caution to the wind, but it’s annoying to publish some and write “3 crew, 2 equipment” for others. I also like how always listing everything here serves as a nice look back at when things were introduced, when named crew were hired, etc. My fleets are also so large that I might just be past the point of caring lol. Lastly, I suppose seeing the full names might serve as an intimidation factor for the other players, knowing or researching how nasty some of the setups are.

Home Island: 6 ships, 142 points
Sea Fox + CHOS, exploding shot (23)
Sea Lizard + CH (11)
Sister’s Rage + CHO, stinkpot specialist, CSS (21)
Xi’an + CHO (14)
Hanyu Pinyin + CHO, exploding shot (19)
Jape + CHOS, FPS (22)
+32 points for cargo on ships already there

Many ships were already docked at their HI for repairs/copying/cargo loading/etc, so there wasn’t a lot of room to launch. Here’s the northern half:

Textiles MP: 8 ships, 174 points
Anti-Corsair Defense Squadron:
Morning Star + CHOS, FPS, cannoneer (24)
Lady’s Scorn + CHOS, cannoneer, exploding shot (29)
Dragon’s Breath + CHOS, exploding shot (23)
Black Diamond + CHOS, musketeer (25)
Bloody Throne + CHOS (17)
Empress + CHOS, FPS (21)
Tiger + CHO, musketeer (20)
El Ballista + CHO (15)

Pirate megalaunch again

Metals MP: 6 ships, 176 points
Angelica (19)
Seleucis (15)
Rat’s Lair (OotA) + HSO, Dinghy x2, Ballista x2 (38)
Lucy’s Boot (STM) + HS, 5x oarsmen (18)
Alkatiba (BS) + helmsman, Dinghy, shipwright x2, oarsmen x4 (26)
Tiger Moth (FaSh) + helmsman, Dinghy, shipwright x2, oarsmen x4 (26)
+34 points for cargo on ships already there

Metals MP megalaunch

Skull Valley fort (at Archipelago island): 11 ships, 360 points
Black Phoenix (GS) + Lord Garhelm (GS), Alexandre Exquemelin (AoS), HSO (36)
Spider Queen (FaSh) + Mr. Scrupe (FaSh), CH, oarsmenx3 (31)
Court Jester (OotA) + Blackbeard, CH, oarsmenx3 (36)
Delfín (RotMS) + Beni Gabor (FaSh), CH, oarsmenx3 (29)
Knife’s Edge (GS) + Captain Fletcher (GS), HO (12)
Black Widow (GS) + Liliane Rousseau (GS), James Hawkins (FaSh), HSO, chain shot (36)
Falling Sky (ES) + Captain Jerica Key (FaSh), Arnold Pile (B2W), SO, cannoneer, fire shot, exploding shot, stinkpot shot, grape shot, chain shot, double shot, grapple shot (58)
Highwayman (Godmason) + The Decapitator, CHOS, cannoneer, musketeer (34)
Carnage (RoDJ) + One-Handed John (RoDJ), Trygla (SpMa), HSO, chain shot (40)
John’s Knighthood (ES) + Sir John Kingsbend (ES), HSO, cannoneer (30)
Jamaican Escape (ES) + CHOS (18)

I’ve always thought the megalaunches from an island look kind of like spokes of a wheel, and now the ships gathering around whirlpools have a similar formation.

Massive Pirate gathering at Archipelago in CG4

Launch Totals for the turn: 31 ships, 852 points
Gold remaining: 3453

Overall Fleet Size: 271 ships, 6649 points

Ships Per Squadron
Whirlpool Strike Group (WSG): ~100 total ships
WSG Attack: ~50+ (23 with SAT or EA, 10+ with Sac)
WSG Support: 9+
WSG Supply: 38 (a few not fully crewed yet)

Anti-Viking Defense Squadron: 14
Anti-Corsair Defense Squadron: 8
Anti-Spanish Squadron: 12

“Fog Ships”: 9 (not a concentrated squadron)
Upgraders: 9
Home Defense: 12+
Patrol gunships: 7
Arcane defense/bodyguards: 6
Other/random gunships: 12+
Stock gunships: 19

The Cursed

81 Ships, 3245 Points in Play

Kalfu (on the Flying Dutchman) used his Reroll and “get a 6 to force a 6” abilities to help out Davy Jones to copy Arcane and bring in Nemo’s Plans, placed on the Pale Moon.

Spiral Chaos missed her Arcane rolls, but got bailed out by the original Cursed auto-6 (on Chimeratron Legacy). This was used to place Runes of Thor on the Pale Moon, netting The Cursed their second auto-6.

The Royal Feces missed her Arcane rolls as well, but the auto-6 just obtained was used to force the roll to succeed. With that, The Cursed brought in their third and final UT of the turn, putting Artifacts of the Lost (IofI) on the Insidious hoist.

All fog hoppers that were already in fog banks either exited and re-entered, or fog hopped and moved back into their exit location. This meant that just like the Pirate fog hoppers, all of them would be able to fog hop next turn.

Oya-lansan moved a storm closer to two Barbary Corsair resource runners, after which an L-move was used to yank Golden Peacock (already down to 1 mast) into the storm, sinking the galley!

The Cursed completed two major upgrades during their turn. Their textiles island southeast of their HI was upgraded from a town to a military port, meaning they can launch ships from it starting from the end of their next turn. Their second Guños Fortress was upgraded, which completes their goal of having all 4 “whirlpool forts” available for launching. The impact of this development cannot be understated, especially when considering the possibility of whirlpool creation via the Tempest (via copying), Lost UT (brought in at will via copying Arcane and using auto-6’s), or other means. True to their supernatural status, The Cursed are not limited by geography. The traditional limits of the map can be bypassed, as they potentially whip up fleets out of nowhere from anywhere on the ocean.

The three whirlpool forts that can launch already were moved to new locations – a Figlar Castle in the northwest corner near the Cursed HI, and one each of Figlar and Guños at Whirlpool Island, which is near the Spanish HI.

All 8 fog banks near the Cursed HI have ships in them, mostly a combination of fog hoppers and “camper” ships that will likely stay in the fog while giving out extra actions or rolling for AA’s/etc. (pictured under their HI launch section)

The ship Slaying of the Savior was moved into a whirlpool near home via the Spiral Chaos, bringing the captured Spanish prize De Leon with her.

 

Something New

At this point I will “interrupt” the regular battle report because before the Cursed launch phase commenced, I was in Los Angeles for Talk Like a Pirate Day weekend (September 19th-20th). On Saturday 9/20/25, Xerecs and I had the first live in-person CG4 meeting and negotiations!  It took over an hour, as some of our factions held talks on a variety of topics and issues at hand. While I won’t disclose the exact nature of most of the discussions, all should naturally be revealed in time as the game progresses. Generally I consider what I publish in the battle report to be separate from “public in-game info” – the former being things like admitting to the Corsair-Viking alliance because it enhances the battle reports. An example of the latter would be something like the Pirate and Cursed threats, where the factions are communicating directly to each other at scale. I don’t consider all parts of these BR’s to be public info to the factions involved in the game, if that makes sense. It’s more for the real-life audience and knowledge of the players, rather than the specific factions involved. I will attempt to make it clear when something is “in BR, not in game”/etc. Anything fully public in the game is automatically fair game for the BR and players/factions to share amongst themselves.

Part of the reason for this is so if two players are communicating an alliance but they’d rather not have a specific faction of the 3rd player know that, here on the site it might say “BR-only info:”. But of course that’s the honor system, so if something is to truly remain “game-secret”, it simply cannot show up here.  😀  Although, at some point in the grand future of this game, perhaps it would be quite dramatic to reveal “secret” info to all the players and factions as part of a battle report.  XD

To sum up our friendly visit, the Barbary Corsairs have gained a new ally. By extension, the Vikings essentially do too. In addition, the Vikings and Corsairs both implored the Spanish to get a ship near their HI for potential Hidden Trove gift funding.  Various other topics were discussed including a Conglomerate-Viking conversation, but I will say no more.

 

Cursed Launch Phase

With little reason to hold on to their few resources, The Cursed cashed in their 2 textiles and 1 food, netting them 11 additional gold to get to 2714 gold overall.

Home Island: 8 ships, 299 points
Gog-Clocthoth (KS custom) (20)
Devil’s Orders (ES) + El Fantasma (IofI version), Mauled Slave (ES), Ulima (ES), HSO, FPS (62)
Oriental Devil (ES) + Gorgon Confucius (ES), CHOS, FPS, cannoneer (44)
Klen (SoD) + Brine (ELS), Aiestel (ELS), HSO (52)
Marra (ELS) + Dinghy, HSO (19)
Demise (GrS) + Ghirahim (GrS), The Insane (IofI), HSO, musketeer (38)
Agramon (SoD) + Osiris (JTC), HSO, musketeer, Dinghy (33)
Madness + CHOS (20)
+6 points for 2x shipwrights and 2x oarsmen for Maman Brigitte and 5 points for HSO on Repulsive Waste

Cursed megalaunches in September 2025 - CG4

Figlar Castle in NW corner: 6 ships, 139 points (pictured above)
Sea Dragon squadron:
Shal-Bala (20)
Raptor Maw (16)
Typhon + Fanglord (ES) (39)
Bahamut (ES) (23)
Morgrul (RoDJ) (20)
Smaug (FoBI) (21)

Gunos Fortress: 6 ships, 131 points (pictured below)
Blastbreath (FaSh) (20)
Torch (FaSh) (17)
Black Snout (FaSh) (26)
Scorcher (FaSh) (30)
Quetzal Rey (GrS) (18)
Blackwing (OI) (20)

Figlar Castle at Whirlpool Island: 11 ships, 359 points
Glaurung (SI) (23)
The Phantom (ELS) + Captain Scott Dash (FoBI), Sidorak the Tyrant (DT), shipwright, oarsmenx3 (53)
Sacrifice (ELS) + Dinghy, HO (15)
Ourang Medan (SI) + Ivan Kepler (B2W), The Ghosts of the Demeter (STM), SO (40)
Empire’s Fall (OotA) + Shan Yu (OotA), Ghost Conjurer (ES), Renfro (RoDJ), HSO (48)
Tartarus (ELS) + CHS, oarsmen x3, streamlined hull (30)
Siren’s Song (SI) + Ariel Queen of Atlantis (SI), Magic Jimmy (STM), HSO, musketeer (44)
Frozen Bones (IofI) + Dinghy, H, shipwright x2, oarsmen x5 (28)
Dire Miralis (GrS) + Dinghy, H, shipwright x2, oarsmen x5 (28)
Ragweed (LI) + The Devourer (LI), HSO, FPS, SmPS (34)
Pestilence (F&S) + HSO, Signal Flag (16)

Cursed sea dragon launch in CG4

Launch Totals for the turn: 31 ships, 928 points
Gold remaining: 1786

Overall Fleet Size: 112 ships, 4173 points

Ships Per Squadron (Cursed)
Cursed WSG: 25 ships
WSG Attack: 18
WSG Supply: 6
WSG Support: 1

“Fog Ships”: 17
Upgraders: 8
Movers: 8
Sea Dragons: 13

Vikings

26 Ships, 683 Points in Play

Thor got another 6 with All-Powerful just like last turn!
He took control of the Cursed Flying Dutchman again, rolls were (need one 6): Kalfu>3, FD>4, Reroll>3. So no 6’s and no UT’s brought in.

Straight from the module: * **** Crew – Viking (Kould the Conquerer) revealed by a7xfanben ****
Another Viking All-Powerful crew!! Rolled a 2, so no crazy copying/etc shenanigans.

Asgard (with copier Jord) was up next. The Gilded Figurehead equipment roll was a 6!! Jord and her dedicated reroller (Frigg Sigurdsdottir) both got 4’s, so GF was used to replace her roll with the GF 6.
The Vikings were copying the Cursed Flying Dutchman with Jord, and brought in a Hidden Trove!

They placed it on the Tiger’s Eye, a Corsair ship bringing home spices and about to dock at the Corsair HI! This was to help out their ally, as the Corsairs only had 148 gold on their HI and would certainly run out this round with their launch pace (aka burn rate).

The Corsairs do have their own copier to try for a Trove, but the Vikings and Corsairs are working closely together and want to back each other up. This way, the Corsairs retain the ability to “launch at will” for many more turns without having to rely on the Corsair copying to stay afloat against the Pirates nearby.

The Vikings used move actions to reposition some ships and send some out from home waters in a hurry. Two longships joined the square masted Tyr in the south via round earth. They’re in the bottom middle of the picture. At the left are various Cursed ships including many of their “movers”. To the east lies the southern half of the Pirate HI, with the Jade HI north of them.

south in CG4 ocean

Lars Valgard of the Vikings sent out some correspondence as part of the Viking turn. Jord has also communicated for them in the past, but was understandably very busy this turn with her duties to the fleet.

Viking Launch Phase: 8 ships, 282 points (330 including upgrades/etc)
Ragnarok (KS) + Yrsa Jotunnsdotter (KS), Bruan Longwind (ES), Cedrick the Swift (LI), Danegeld (KS), Leif Jounstoun (LI), streamlined hull, shipwright, oarsman (72)
Glacier of Zeus (ES) + Hammupyklos, Grand Paladin (ES), Ivar the Boneless (LI), HSO (47)
Glacial Mist (IofI) + Darina (ES), Stargazer (IofI), Steel Anchor (TT), Streamlined Hull (TT), oarsman (33)
+48 gold spent for coin+fort upgrade
Sigra Mein (ES) + Olof Andersen (ES), 2 equipment, 1 crew (40). Towing Jäävuori flotilla (KS) (9)
Baldr (ES) + oarsman (17) (new home for Jord)
Cargo for Asgard: Weaponmaster Garson Cannels, 1 equipment, CHO (16)
Fenrir’s Chains (OotA) + CHOS, musketeer (24)
Jormungandr (KS) (20)
Cargo for Frost: captain, chain shot (4)

Viking launch in CG4 - 2025

Gold remaining: 697
Overall Fleet Size: 34 ships, 965 points

Barbary Corsairs

26 Ships, ~573 Points in Play

The Corsairs were still mourning the loss of many captains and other crew from last round’s devastating Pirate counterattack. They missed their only AA roll (+Reroll), but then got a 6 with Gilded Figurehead before even starting to roll for the Nephila’s copying ability! This meant they were guaranteed to be able to bring in a UT when copying Arcane/Flying Dutchman.

Nephila copied the Cursed Flying Dutchman, bringing in an Eye of Insanity UT that was placed on the Noble Glacier, a recently launched Viking icebreaker that is optimized for copy>Arcane/FD rolling. This was the Corsairs’ way of saying thank you to the Vikings for bailing them out with a Hidden Trove, and also serves to further strengthen the Corsair-Viking alliance. That alliance is technically still only public in the battle reports and not the game, but the Pirates and Cursed are likely growing wary of the somewhat obvious friendship. The other cool thing about the Corsairs giving the Vikings an EoI is that it might continually benefit the Corsairs long-term – the more copiers the Vikings have, the more FD rolls they should get to potentially help out the Corsairs again down the line.

The Corsairs docked home the Tiger’s Eye before the mandatory scuttles of their burning ships, thus maximizing the value of Hidden Trove. With 546 ships in play at the time, it was worth 1092 gold. TE also dropped off four spice tokens, which are currently worth 6 gold each, netting them an additional 24 gold. They also cashed in 7 textiles for 21 gold. Add those to their existing 148 gold on their home island and they have a considerable 1285 gold to work with. This should be enough to last them a good 3-4 turns or more, though they hope their “burn rate” of gold will increase with new launch points in the near future.

Corsairs and Vikings (and likely other factions) are very happy that the turn order has the Pirates and Cursed going back to back. Although it’s frustrating in the case of a double attack as we saw against the Corsairs (to a small degree) last round, it makes allied cross-fleet logistics easier. For example, when the Vikings give the Corsairs (or any other faction) a Hidden Trove, they know there is almost nothing the Pirates or Cursed can do to stop it because those faction’s next turns won’t come around again until after the other factions have taken their turns.

Corsair Launch Phase: 5 ships, 188 points
Rachna (ES) + Malophoros (ES), Akila Bennu (PNM), CH (36)
Hapi (ES) + Alkebu-lan The Just (PNM), Ibrahan Vosely (ES), Ardagundas (ES), Gilded Figurehead (TT), HO (36)
Spaniards Folly (OotA) + CHOS (19)
Oman’s Fury (RotR) + Raidamos (ES), Turgut Reis (PNM), Mustafa Kemal (B2W), Powder Kegs (AoS), SO, stinkpot shot (56)
Tomb of Kings (OotA) + CHO, exploding shot, fire shot (22)
+Cargo for Algiers and Tiger’s Eye (19)

Corsairs CG4 launch - 2025

Gold remaining: 1097
Overall Fleet Size: 28 ships, 671 points

 

The Northeast quadrant: Pirate hegemony, or a powder keg ready to blow?

Here is the developing situation in the northeast region. This is easily the busiest and most crowded area of the map, with 4 large factions in the area. The Pirates are of course the most dominant fleet around. However, continued expansion by the Vikings and Corsairs may threaten their home waters a bit. The newest entrant to this apparent arms race is the English, shown with their new ships at the bottom right. Crucially for the Corsairs and English, the Pirates are tightening the noose around them, building a town (and likely military port next round) on the northeast island and the large island just out of frame to the south.  Given that the Corsairs and Vikings have already had combat, this is a tense situation with no resolution in sight. An incredible concentration of power, with multiple thousands of points in just this picture. It’s one of the most interesting situations I’ve ever seen in a campaign game, partly for some reasons that have not yet been disclosed….

Insane northeast quadrant situation in CG4 (2025)

Point Count

The latest in record-breaking fleet and game size totals!

Faction Ships Points Ship % Points % Points/ship
Spanish 4 57 0.7% 0.4% 14.3
Jade Rebellion 4 43 0.7% 0.3% 10.8
The Conglomerate 33 581 6.0% 4.1% 17.6
English 27 514 4.9% 3.6% 19.0
Pirates 271 6649 49.5% 47.0% 24.5
Cursed 112 4173 20.4% 29.5% 37.3
Vikings 34 965 6.2% 6.8% 28.4
Corsairs 28 671 5.1% 4.7% 24.0
Dutch 6 76 1.1% 0.5% 12.7
Americans 15 215 2.7% 1.5% 14.3
Mercenaries 6 91 1.1% 0.6% 15.2
French 8 123 1.5% 0.9% 15.4
Total 548 14158 25.8 

As usual, the Pirates continue to set new fleet records for both ships and points on every turn. They’re looking to become the first 300-ship fleet, an astounding number when considering that a 100 ship fleet is huge even in a campaign game. Speaking of that, The Cursed are the second faction to eclipse 100 ships in play, but probably won’t be the last. The English added 10 ships to their total with their new riches, joining the contenders as one of 6 fleets with more than 25 ships in play and more than 500 points in play. In a strange quirk, the 6 largest fleets go consecutively in the turn order, followed by the 6 smallest fleets bookending each round.

VASSAL Campaign Game 4 is now also the biggest recorded Pirates CSG game of all time by ship count!

The previous record was 509 for my physical Command the Oceans campaign game in 2017. At a ridiculous 548 ships in play, CG4 now has the ship record in addition to the points record (over 14,000!) that it broke a couple rounds ago.

Stats by player: I think this will slowly normalize/even out over the coming years, but it may require some diplomacy on the part of factions who don’t have access to a copier….

Ships Points Ship % Points % Points/ship
Xerecs 68 1195 12.41% 8.44% 17.57
A7XfanBen 445 12458 81.20% 87.99% 28.00
PirateAJ14 35 505 6.39% 3.57% 14.43

Summary

Here is the grand map! I recommend opening it in a new tab (twice, once here then again on postimg) and zooming in to view in full size to give yourself a tour of this crazy game. Here we have over 14,000 points in play.  O_O  You can also see the massively expanded deckplate areas, which should take years or decades to fill.

CG4 Grand Map - 2025 edition. Finally, a Peaceful Round | New Records as Usual | 2025 CG4 Turn

 

Thanks for reading! This game is a dream come true. The sheer size, scope and scale of it is awesome to witness and completely insane to play. For many years I wanted to play a game this large, but it’s almost impossible to do so with the physical game. Now we can command legions, fleets so large they require precise organization and tracking skills to even manage.  The amount of diplomacy, intrigue and grand strategy will only increase as the game continues. A lot of incredible things have already happened in CG4, but I think the best is yet to come. It is truly turning into a game for the ages, and already ranks very high on my all-time list of Pirates games – somewhere in the top 5 out of all 600+ games I’ve played including 9 campaign games, and with a good chance of becoming #1 eventually.

I would love to hear your thoughts on the game in the comments below!

Talk Like a Pirate Day 2025 Weekend in LA: 6 Games in 2 Days!

Talk Like a Pirate Day 2025 Weekend in LA: 6 Games in 2 Days!

I met up with my good friend Xerecs in the valley near Los Angeles to play some Pirates on Talk Like a Pirate Day (September 19th) and the day afterwards!  We also had Wendigo join us for a game.

House Rules used

Game 1: 2×60 (2 players, 60 points)

Fleet I used: https://psmlist.com/fleet/show/7FU626UDVT8RBSWY

Game 2 – 3×40

This happened to be my 600th all-time play of Pirates CSG!

Fleet I used: https://psmlist.com/fleet/show/1ELWTAT166K28NX1

Game 3 – 2×50

Fleet I used: https://psmlist.com/fleet/show/P3PKEX8UF4KN2U6W

Game 4 – 2×50

Fleet I used: https://psmlist.com/fleet/show/P3PKEX8UF4KN2U6W

Game 5 – 2×100

Fleet I used: https://psmlist.com/fleet/show/MU69P1VR5YJGQZ2Q

Game 6 – 2×100

Fleet I used: https://psmlist.com/fleet/show/MU69P1VR5YJGQZ2Q

Thanks for watching, and thanks to Xerecs for hosting this 2025 Talk Like a Pirate Day weekend in LA!

Talk Like a Pirate Day 2025 Weekend in LA: 6 Games in 2 Days!

The Challenges of Restarting Pirates

The Challenges of Restarting Pirates

Edit: The best way to support the game staying in print is to subscribe to my Buccaneer’s Booty Box!

After about 2 years of working on my Pirates CSG relaunch full-time (since January 2024), unfortunately the time has come to reduce it to a part-time effort due to a large number of factors. I outline these below, as well as my overall thoughts on the project.

Master List of problems and issues with the Restarting Pirates project

Big 3:

  1. Not profitable/lucrative enough to do full-time (by far the biggest reason). Only financially in the green for ~3-4 out of the 19 months since the Store opened on June 1st 2024. Since the project started, I’m somewhere in the range of negative $15,000 net (as of July 2025).
    -It is not going to take me where I want to go financially. It has essentially turned into a very low-paying job, with one of my best months only being about $9.33/hr (and most far less than that). Based on my income this year, I’m below the poverty line.
    -Bad economic timing – tons of people I’ve messaged don’t have any money to spend on this right now.
  2. Legal risk. Talking to Wizkids has been a dead end so far, and rights to the game would likely cost far more than what the community could come up with. The chance of getting shut down tomorrow via C&D makes planning for my future very difficult, and makes long-term business planning impossible and arguably pointless.
  3. Health risks with inevitable burnt styrene fume inhalation. Many mitigations in place but can’t completely avoid. (mitigations: enclosure for the laser cutter, exhaust system, fan in laser room, respirator worn during sheet cleaning and card extraction, all product stored in sealed bags inside weatherproof container)

Other reasons:
-Too many single points of failure. If the laser cutters don’t work, or go down for an extended period of time, I might not be able to make inventory. If the printing companies raise their prices, I can’t stay profitable unless I also raise mine and somehow sell at least as many units. If the printing companies can’t get adequate front-back alignment, I don’t feel I can charge full price (and thus would have to sell far more units if decreasing the price due to quality issues). If Wizkids sends a C&D, I don’t have many good options to counter that.

-Too much time spent on production, order fulfillment, and lead generation/marketing (sometimes 30+ hours/week on those alone). Little time left over for the creative aspect that fuels new releases. But new releases are necessary to keep the sales coming in. Lately it’s starting to feel like a production manager and marketer job more than a passionate life dream being fulfilled. Can feel like the “starving artist” trope but with barely enough time for the art. Losing touch with the actual game and the joys it brings. (and there is no money to delegate/hire)

-Tiny market with limited spending power. In theory there might be enough people interested in Pirates to sustain a full-time income. However, there is always turnover in the community – I’ve been surprised by how many community veterans have been silent or not bought anything since I opened my store. People have a myriad of reasons not to buy, so the conversion rate of “interested” to customers is always lower than what it might look to be on the surface. There are a number of things people have to accept about a Pirates relaunch nowadays – higher prices per game piece (mass manufacturing and economies of scale not realistic), “unofficial”, different production method, etc. But it seems to me there will always be hardliners that will accept nothing other than what the game started as – cheap, mass produced, all original crew art, collectible with packs at major retailers, etc.

-Tired of trying to recapture the magic. Essentially (re)building someone else’s product instead of my own idea. Hard to escape the shadow of Wizkids given their mass production+retail scale. For me it’s an obsession and something I have contact with every day, for most it’s just memories and nostalgia. Without a huge marketing budget, most people who have heard of the game or knew it will never know I did a ton of things to bring it back. Hard for one person to shift public perception from “oh I remember that” to “Ben’s making the game now!” – it’s like an endless loop of chasing ghosts.

-Impossible to compete on price with the existing glut of product still on the market. Can’t sell the game at the $2/ship sale price that RV and OE packs are still going for. Might even be impossible at the mass manufacturing level due to inflation/tariffs/etc.

-In the grand scope of life, Pirates being out of print was arguably not a real problem. It was a personal problem for me (in my opinion) that I solved by making it again. But I’m probably one of the only people in the world who saw the game’s status (OOP) as a “problem” to be solved.

-Based on Alex Hormozi’s $100M Offers book, this is: a declining market without pain, without adequate purchasing power, that generally isn’t growing. A nightmare scenario that is arguably a terrible business model and idea. Based on MJ DeMarco’s CENTS framework, the business violates most of that business framework: Control – none due to IP situation. Entry – somewhat hard to make, or at least make the game right and well, consistently. Need – no need for it, as discussed above (especially with original version still cheap). Time – can’t get away from the business. If I stop creating new releases, laser cutting and marketing, revenue dries up quick. Scale – can’t really scale laser cutting. Dies might not be much better, especially given their higher cost. Can’t delegate/hire in order to scale when I don’t even have enough owner’s comp to pay myself most months.

-Solopreneur overwhelm (minor reason). This was inevitable from the start, especially as a first-time business owner. I am trying to bring back a board game that had an entire team of professionals working on it for full-time incomes. For most of this project I’ve been the only person doing pretty much everything. It’s been a wonderful learning experience. A non-comprehensive list of roles or “job titles”: business owner, game piece designer, artist/graphic designer, playtester, videographer, photographer, website manager, product developer, product manager, blogger, copywriter, marketer, salesman, logistics/fulfillment, procurement, production manager, quality control+assurance, social media manager, accountant, publisher, etc.

-Starting to feel like “been there, done that”. Technically an endless amount of game pieces that can be created, but you get trapped in a content treadmill of having to keep creating new releases. Which comes with deadline pressures and some fatigue. (very minor reason)

-To anyone saying “keep up the good work”, I appreciate your feedback but the fact of the matter is that there needs to be more money involved to justify continuing at a full-time rate. It took a full-time effort to get to this point with my store open and various core printed styrene products available, and it would take the same to continue the project the way I’ve been doing it thus far. So unless you have a bunch of friends/etc that can start buying product now or some hefty (and recurring) donations ready, the atta-boys aren’t going to cut it. Money was required to start the game back in the 2000’s, money was required to keep making the game, and money is certainly required to bring the game back.

 

Still a major life dream (partially) accomplished:
I’m happy that I solved 2 out of the 3 major things I set out to do with this project:

  1. Learn how to make the game (production, artwork files, sheet printing, etc.)
  2. Bring the game back (regardless of scale)
  3. Make a living off it (mostly unsolved due to reasons above)

Related post: 10 step journey to making Pirates

 

Other thoughts on the project

-Already used up most of my “dry powder” with mass reachouts to the community in early July – I finally sent out a blast to an old email list compiled from many years ago to today. Plus various emails to customers and individual reachouts to almost everyone in the Facebook group and many in the Discord server.

-Also already did lots of my “Restarting Pirates bucket list” with various private communications, inquiries, etc. Along with “hail mary’s” like sending PotC packs to Johnny Depp, Jerry Bruckheimer and Gore Verbinski.

-I almost always knew that someone (with immense passion) needed to be working full-time on Pirates to make true progress. When I was trying to do it part-time in various chunks of 2018-2023, it was very difficult to make substantial progress due to the sheer volume of work required (and the lack of momentum whenever you miss days/weeks at a time).  I’m not sure if Wizkids had anyone other than Mike Mulvihill working on Pirates full-time past Spanish Main, but they had a full team of professionals getting paid adequately whether the product succeeded or not. In order to figure out if a Pirates restart could truly work, somebody had to go all-in to figure out production costs, method of making everything (from concept to finished models in customer hands, including the entire artwork, files and testing processes), and seeing if there was enough demand. That person was probably always going to be me. I underestimated the difficulties of production a bit, but the lack of demand is a bigger issue (especially now that I have almost everything figured out on the supply side).  If I can’t even make a measly living (~$2500/month owner’s comp) from selling to the community – in theory the most interested and passionate potential customers I can find – how would this even work?  It’s nice when people say they like how products look, but people need to pay me to justify doing this full-time.  The people that say “this looks awesome!” need to buy more often, but from what I’m seeing and what they’ve told me, a lot of them are broke (which is fair, but this product can’t be free). I’ve invested over 3000+ hours into this Restarting Pirates project since January 2024, for way less than poverty wages. My savings can run out too, so that can’t continue forever.

-No I’m not interested in making a game “similar but not the same” like Pirates CSG. My vision has always been to bring back PCSG. I don’t think we need another (new) pirate board game on the market right now. I’d rather revive what I consider a timeless classic and fulfill that dream… not skirt around the legal risk and pretend I’m making something original when I really just want PCSG to be back. For me it has to be the same thing or bust.

 

Why it’s probably difficult even for Wizkids to restart the game
There are a number of problems: (many of which I’m probably not aware of)
-New product would still have to compete with existing stock of RV, OE, etc. With most or all costs of everything higher than they were in the 2000’s, it would probably not be feasible to make packs/boxes/tins at the same price point.
-Tariffs
-“Shadow recession”. Wages have not kept pace with inflation – cost of living crisis makes the reintroduction of an entertainment product more risky.
-The team is completely different, so a lot of the expertise and direct knowledge has moved on. I don’t believe there are any employees still there who worked on Pirates.
-Royalties owed to some of the original designers/etc – eats into margins that would likely be thin due to other reasons above.

 

Problems with Dies:

  1. Cost – not just the die(s), but equipment to use them
  2. No modularity compared to laser cutting – locked into X specific ship types
  3. Financial death sentence if they don’t work or if they break/wear out quickly – probably can’t really “edit” them after production, the opposite of laser vector files.
  4. Time, effort, and money spent learning a new production method.
  5. Would have to retool print files based on how many cards a die could cut at once, and potentially other things like the spacing gap between cards.
  6. Might not be faster than laser cutting, especially if you include all the time spent learning, designing and testing dies.

Overall dies are best for mass manufacturing, and I just haven’t seen the demand that would justify the investment.

 

Why I’m not going to lower prices: (assuming COGS and manufacturing methods stay the same)
-Effectively a punishment for people who already bought, who are my biggest fans/most loyal customers/etc.
-Would need to get far more customers than I currently have (not guaranteed). Ex: If I cut prices in half, I would have to get more than twice as many customers to make the same amount of money due to the increased time spent laser cutting and packaging/shipping/etc.
-Requires more laser cutting, packaging, and order fulfillment because now I would have to sell more units to make the same meager amount of money (basically more time required for the physical labor, leaving even less for creativity/new releases/business development/etc).
-It would set new expectations of lower prices that would not hold up to inflation over time.
-You also have to consider that I’ve never even done a “legal premium” in my pricing – arguably there should be an extra fee on every product to offset the legal risk I’m taking on by doing all this, but higher prices would just be even less demand I imagine.
-If anything, one of the only ways to make this work would be to raise prices.
-And like one of the comments on this video….
“I’d rather have less stress from less customers and make more money per job.”

 

Issues with collectible releases:
-Hand-making and hand-collation of packs is time consuming and annoying. More labor than non-collectible. (handmade packs are not scalable)
-Seas of Japan has had some pretty big lulls in sales, so demand for that product may already be waning.
-Creating a release large enough to justify a collectible distribution is hard, and takes time I can’t afford to waste if it doesn’t sell. Ideally a full set numbered to 80-100+. Golden Seas was a mammoth effort for a half-set worth of game pieces. I would probably need $20K+ up front to justify even thinking about a full set, let alone trying to figure out a collectible distribution model for it.
-In this facebook poll, “less collectible” was the most-voted option among factors that would make people want to buy a relaunch of the game. (I’ve pretty much nailed all 3 of the most-voted responses in that poll with my major product releases….)

 

A lot of these thoughts and issues have been festering for months now. The combination of the RoA and War of 1812 Mega Packs along with the rerelease of USS America and mass reachouts did help revenue in June and July, but I can barely break even overall even in the best months so far. There have been weeks where I work 50 hours to make about 50 bucks. I had to use about $12K of savings just to take the time required to do the ramp-up period in early 2024 where I figured out all of the 3D printing, decal cutting, Store opening, product pages, and more. One of the reasons I moved to Vegas was to knock my living expenses as low as possible so I could increase my “runway” with which to make this work. But with only about 3/19 months solvent (3/24 if including the ramp-up period when the store wasn’t ready), it is not something I can continually dedicate my life to.