HMS GT UPS vs Guide Grim to the Goodies
1/21/2024
6/26/2024
This was a solo game that got pretty crazy. 4 fleets, 60 points (4×60). It featured multiple debuts – a new ship, a new crew from Golden Seas, and a new monstrosity for the ages….
I used the “Restarting Rules” that will be featured in the upcoming set, Pirates of the Golden Seas. It is a relatively minor rework of the original rules that I also plan to release digitally at some point in the future. Any rule changes relevant to this game will be noted in the battle report as they come up.
Here are the fleets in the order of play! (original game pieces found in the Master Spreadsheet)
English
HMS Devastator + Charlotte Godspry, captain, musketeer, oarsman
HMS Forge + captain, helmsman
HMS Galway
Both of those Golden Seas pieces have been shown in the Pirates community, but here they are for reference:
HMS Devastator
Nationality: English
Collector’s Number: 012
Point Cost: 22
Masts: 5
Cargo: 4
Base Move: L
Cannons: 2L-3L-3L-3L-2L
Link: Captain Armstrong
Ability: This ship’s cannons may not be eliminated (masts still may be). If derelict, she cannot shoot. If this ship hits an enemy ship on a 5-6, also eliminate one cargo from that ship.
Flavor Text: Reinvigorating England’s presence in the North Sea is the Devastator. Capable of a heavy broadside unmatched by most navies, she sails forth proudly from Devon with freshly minted cannons.
Designed by A7XfanBen, artwork by Gigi
Charlotte Godspry
Faction: England
Point Cost: 6
Ability: Helmsman. This ship’s crew cannot be eliminated unless she sinks.
Flavor text: A determined woman who rarely smiles, Charlotte Godspry had a difficult upbringing and had to claw her way into the Royal Navy. She performed well as a helmsman for many years before taking on her current advisory role. Seen on dozens of ships throughout the year, she trains sailors in many areas, including survival skills. She survived a number of intense battles by dodging falling debris and always knowing where the safest place on the ship would be.
Designed by A7XfanBen
Pirates
Neptune’s Hoard + Ivory Mask, Coconut, oarsman
Asp + helmsman
Cutlass + captain, oarsman
Ningpo + captain, helmsman
The Golden Seas reveal for this battle report!
Ivory Mask
Faction: Pirate
Point Cost: 3
Ability: Parley. This ship gets +1 to her boarding rolls if she did not initiate the boarding party.
Flavor text: Concealed by mask at all times, this stealthy captain identifies more with pirates than with its own people. Time will tell if that allegiance can be tested.
Designed by A7XfanBen
Americans
USS America + captain, helmsman, shipwright, oarsman
Nene-nui + captain
USS Quigley + captain, helmsman
If you haven’t seen her by now, here is USS America!
USS America
Nationality: American
Collector’s Number: USA (ship is not part of any set; a limited-time, Limited Edition ship)
Point Cost: 23
Masts: 5
Cargo: 4
Base Move: S+L
Cannons: 3L-3S-2L-3S-3L
Link: John Barry, John Paul Jones
Ability: Friendly American ships within L of this ship get +1 to their cannon rolls. French crew can use their abilities on this ship.
Flavor Text: When the French were not able to take delivery of the first American-built 74-gun ship of the line due to British blockades, she was welcomed back to the United States with open arms. The mere sight of her produces joyous crowds, exuberant over their earned freedom and eager to pay homage to those who died in the Revolution. A new paint job and armament upgrades make her the finest ship in the fledgling United States Navy.
Designed by A7XfanBen
Now through 11:59pm PST on the Fourth of July, you can buy USS America and get 20% off the other items you order! After that, both the ship and the deal will be gone.
Barbary Corsairs
Wicked Kareen + captain, helmsman, explorer
Marrakesh + helmsman
Griffin + captain, helmsman, explorer
Morocco + helmsman, explorer
Pasha’s Delight + captain, oarsman
Fleets were allowed to place 3 terrain each, including up to 1 oversized terrain piece. Terrain selection included some rocks that I haven’t used before – similar to other obstacles you may have seen in past reports.
Each fleet contributed 8 coins, with 7 being of any value or type and 1 being a UT of their choice. This led to a little strategy, with the Corsairs choosing a bunch of 7’s (with a gold-oriented fleet) and the Americans choosing lower values given their wolf pack attack strategy.
8 wild islands with 4 coins each:
The Americans set sail, with their brand-new flagship ready for action:
The Corsairs are the first to explore:
An overhead view from the southwest, showing the Pirates and Corsairs scattering while the English warships go west via round earth:
The Cutlass fires the first shots of the day! However, both miss the Marrakesh. Neptune’s Hoard reveals Coconut to explore; his Reroll ability should help the NH keep an adequate pace throughout the game. Not a good ship, but a funky crew setup of combos I wanted to try out.
Wicked Kareen sails over and delivers a broadside to the Cutlass, just barely missing on two cannons. Marrakesh explores, leaving behind a single coin.
By now the Corsairs had brought home multiple treasure loads from their other ships, Griffin and Morocco. This netted them a healthy sum of gold, which they would now utilize to construct one of the most epic and crazy game pieces I have ever had the great fortune of bringing to life!!
Behold:
THE LIGHTHOUSE OF ALEXANDRIA
In my timeline, this Ancient Wonder of the World was not destroyed by earthquakes in the 1300’s….
It survived and has now been repaired and resurrected by the Barbary Corsairs!!
Rarely have I been this excited about a specific custom game piece. I conceived of this concept of an “alternate history” and bringing this epic idea into the game earlier this year. I was ecstatic to find 3D printable models of it, and quickly developed the concept of a new “god piece”. It is absolutely meant to rival game pieces like Paradis de la Mer or even the Zeus. Doing it justice requires a big vision, and this grand display will not disappoint. The lighthouse concept originally comes from my friend Jeremiah, but I wanted to expand on his Lighthouse keyword and make a wild version of it that could potentially see some crazy uses in future campaign games.
Here are the stats and rules I used for it in this initial “playtest” game:
The Lighthouse of Alexandria
Collector’s Number: 1032 (an LE in my fantasy set, Pirates of the Epic Seas)
Faction: Barbary Corsairs
Gold Cost: 6
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; 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 4-5, the target’s controller replaces one of her masts with a fire mast. On a 6, the target’s controller replaces two of her masts with fire masts.
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)
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.
Since it is a historical fiction game piece and not accurate to real-life events, I have put it in my Epic Seas set.
As night falls on the ocean, who knows what terrible fate may befall those who dare challenge the newfound power of an Ancient Wonder of the World….
A quick glance at the massive L+L+L range (I’ll abbreviate to 3L for this report, not to be confused with a regular 3L cannon). The Archimedes heat ray ability is already in range of USS America! Hence why I added the “cannot use abilities on turn it’s built” clause. XD The Corsairs did pay for the lighthouse on time, I just forgot to put the 6 gold face up on the island at first in my excitement to take pictures. 😀
The reach of Corsair influence is now greatly expanded, as the lighthouse commands an incredible presence on the seascape.
A massive triumph for the Corsairs! Given their proximity to the city of Alexandria and their lack of forts, they felt like the most appropriate faction to give this “god piece” to. I’ve thought of it in my mind as “the Corsair answer to Paradis de la Mer”. I’ve also started thinking about making a superpowered campaign game variant, possibly to base entire scenarios around.
I think that reveal deserved a full “intermission”; now let’s get back to the flow of the game!
The Cutlass can’t escape via the fog bank she launched her attack from, so the Pirates go for broke! Her attack on Marrakesh mostly succeeds, but the boarding result is a tie! (Restarting Rule: winners of boarding parties choose which result happens and which treasure to take if applicable; losers choose which crew is eliminated)
The first Corsair turn with The Lighthouse of Alexandria is a success! Wicked Kareen sinks the Cutlass, with Marrakesh arriving home to unload and repair. Morocco will be giving the Weapons UT to Pasha’s Delight, who is playing the role of lighthouse keeper. At the upper right, the extra S segment shows that the extreme range of the lighthouse is already benefiting the Griffin on her journey southwards.
The heat ray ability missed on both of its first two rolls – first on Nene-nui, then against HMS Devastator, arriving near home on the right via round earth. HMS Galway found the Maps of Hades UT, but managed to avoid its negative effect. The English started the game with just 4 cargo spaces open, but they’re making a killing in the gold game with massive values. HMS Forge carries two 7’s, with a third on the way from the Galway. HMS Devastator loaded a 3 after Forge explored in the west, giving them a nice total of 24 on just 4 coins if they can get it all home next turn.
After the lighthouse was built, the Americans turned around and headed northwest towards an unexplored island. This speaks volumes about the deterrence factor of the lighthouse against even a combat fleet. With USS America providing a heavy escort, USS Quigley docks there with Nene-nui on the way. With the Morocco’s spying ability, the Corsairs have already seen all the coins on the island and know it’s a hefty sum. NN found the UT Cotton’s Parrot. Ningpo takes an L+L potshot at NN with her sniping ability, but misses with a 4.
Indeed, the north is where the action was at this point in the game. USS America and her support gunships keep the northwest calm, but the northeast will be devolving into skirmishes. Griffin (Corsairs) and Asp (Pirates) both had designs on the island, with Griffin exploring first and taking a 5. The Corsairs offered to leave the 3 on the island for the Asp to pick up in return for the Asp not attacking them, but the Pirates didn’t take them up on that offer with both Forge and America lurking so close by (they probably didn’t believe them either, but the Corsairs were being truthful about the values).
The Asp initiated a boarding party to steal the 5, rather than getting blasted by Forge after exploring to load the 3. However, Wicked Kareen has followed the Griffin through the whirlpool and into the area, further complicating the situation….
The Galway probably would have joined her English comrades going north, but instead a terrible event has befallen her….
Maps of Hades allows the Americans to control the Galway for a move action, sending her into range of the Lighthouse of Alexandria! The heat ray magnifies the sun’s rays and lights up the Galway’s foresail!
Pasha’s Delight comes over to finish her off:
Griffin launches a counterattack on the Asp, hitting both shots. However, her crew’s attempt at a boarding party is a disaster, with the Asp ready for hand-to-hand combat.
Wicked Kareen lived up to her flagship billing for the Corsairs, shooting off the Asp’s final mast and boarding to steal the 5. Asp’s crew were exhausted after boarding the Griffin twice, and could only muster a feeble resistance (1 roll).
However, the dominoes were not done falling in the northeast. It was finally time for the English to start flexing their might!
HMS Forge surges forth, sinking the Asp (which would end up being fa key moment) and damaging the Wicked Kareen.
The Corsairs fled with their gold, content to let the English take the remaining 3. They knew they could outpace the English and went to the south via round earth. The Pirates only have two ships remaining – NH is slowly grabbing a single coin, while Ningpo escorts her. Ningpo’s captain thought about going north to take another potshot at the Nene-nui, but thought better of it given the looming power and striking distance of USS America.
The fleets bring home gold and regroup in a calm pair of turns:
At this stage of the game, it was clear that the Corsairs were likely in the lead given the sheer quantity of coins they possessed. In addition, they had a massive deterrent on their side in the Lighthouse of Alexandria. The English and Americans decided to agree on a plan. They would form an alliance, with the goal of taking down the massive lighthouse. After the destruction of the lighthouse, all bets were off. This speaks to the immense power of the lighthouse – not even the two most well-armed factions in this particular 4×60 game felt comfortable trying to take on the Corsairs alone. The Pirates got wind of this plan and were eventually included in the coalition, making it a potential 3-on-1 fight.
The Corsairs didn’t know about such talks of course, but with Morocco’s spying ability they had now seen every single coin on the home islands and felt comfortable with their position. Here is how it stacked up:
Corsairs: 34 gold, with 6 in the lighthouse
English: 27 gold
Americans: 26 gold
Pirates: 18 gold
Knowing this information, the Corsairs were in an enviable position: theoretically they should win either way. Even if the lighthouse was destroyed and the English OR Americans got all 6 of its gold, the Corsairs would win either 34-33 or 34-32. As a result, they felt confident in their ability to come out victorious. However, there was one thing they didn’t know about… a crew they couldn’t spy on, and an outcome they would not have predicted….
The Americans and English jockey for position. They were massing on the west side of the map, in order to get as close as possible to the lighthouse with their combined forces before surging west across round earth for a full-scale assault.
The Americans proposed a new clause in the Anglo-American agreement: since the English were ahead of the Americans (they had truthfully disclosed their HI gold totals to each other) and the English HI was closer to the lighthouse island, the Americans should take the northerly attack route. Else the English might have a very quick trip home with all the lighthouse gold – if they could snatch it up of course. The English thought this fair and agreed to take the southern half of the attack formation.
Knowing they were unlikely to win, the Pirates launch a distraction to help their allies on the other side of the lighthouse. However, Ningpo misses both snipe shots against Morocco. She is now within range of the lighthouse…
… and promptly gets blasted!
I think now is a good time to explain the Pirate motivations here as the endgame phase began. With almost no shot at winning, the Pirates were looking to play kingmaker. They had a favorite horse in this race – the Americans. Earlier in the game, Ningpo had shot at the Americans, who still haven’t returned fire at the Pirates at all. The English sank the Asp, making the Pirates dislike them. The Pirates despise the Corsairs, having gotten into intense skirmishes and scuffles with them. As a result, the Pirates would much prefer the Americans win the game instead of the Corsairs (especially) or the English.
Ivory Mask (still face down!) hatched a plan: he could intentionally get shot at by the Americans later in the game and then activate Parley to transfer Pirate gold to the American home island. It would require the Americans to survive the upcoming battle, but the Neptune’s Hoard could hang back from the conflict and tell the English about the plan instead if the Americans were eliminated (just to make sure the Corsairs didn’t win).
In the meantime, Wicked Kareen dismasted the Ningpo, dooming her to a fiery fate. The other Corsair galleys gather around the lighthouse, with the other fighters (Griffin and Pasha’s Delight) ready to defend against the eastern onslaught.
TIME TO ATTACK!! An epic climax was in store as new game pieces and concepts clashed in a wild fray!!
USS America is the only ship capable of getting more than 1 cannon in range of the lighthouse (2 hits from the same shoot action to eliminate the light), but she only shoots 1/3 for no damage! This did not bode well for the attackers….
The Corsairs score massive damage! Another blast from the heat ray lights a blaze on USS America, who takes damage from the Griffin as well. HMS Devastator loses masts to a mortar shot and a perfect 2/2 from Pasha’s Delight, who I believe benefited from the Forward Observer ability heavily in this game. Given that they probably didn’t need to retain the lighthouse gold to win the game, the Corsairs went all-out in their attack, boarding recklessly and losing three generic crew.
In a surprise to the Ivory Mask, Wicked Kareen surges northwest and attacks the Neptune’s Hoard! The Pirates were expecting the Corsair flagship to join the fight in the east, but the Corsairs were in full “barbaric mode”, simply attacking anything in sight! Too scared to reveal his Parley capabilities, Ivory Mask stayed face down as the NH began losing masts.
Indeed, the entire game was quickly turning into a bloodbath, and to make matters worse, night was falling on the grisly scene. Luckily the combatants had the lighthouse to guide their efforts.
But not for long!! HMS Devastator unleashes a full broadside (6 shots when including Musketeer), shooting poorly but still managing to hit the lighthouse twice and finally extinguish its light!
Some hours later as many hours of fighting pass….
As the sun rises, the tide is turning. USS America’s hardy crew managed to keep her fire at bay even as her cannons blazed. They dismasted and captured the Morocco as the lighthouse tower began to crumble amidst the cannonade. HMS Forge used her short-range cannons to dismast the Pasha’s Delight.
USS Quigley got in on the action and contributed a hit against the lighthouse, with part of the upper tower crashing down and nearly hitting the ship.
The Nene-nui was next up, the last of the 5 ships mustered by the Anglo-American alliance. She dealt a final blow to the lighthouse, sending it crashing down into the ocean and sending shockwaves through the game!!
The coalition was successful in destroying the lighthouse… but now we would see the true desperation of the endgame phase….
This final chunk of the game was an utter mess that lasted longer than I expected it to. The teeter-totter nature of a typical Pirates CSG endgame was on full display.
The Corsairs continued their boarding attacks, with the Pasha’s Delight and Nene-nui losing their captains.
Wicked Kareen continued to attack NH, with the Ivory Mask growing more and more worried that the plan wouldn’t work out.
Bedlam!! Shots from Griffin and Forge make the survival of USS America doubtful, but the Americans counter by building Thompson’s Island where the lighthouse stood in hopes of salvaging their flagship! Due to the timing of a fire mast scuttle, USS America rows at S+S to the island, where the captured Morocco is able to dock. However, the fort was built at the end of the American turn, so the flames don’t extinguish automatically upon the fort’s construction. HMS Forge has captured Pasha’s Delight, while Quigley eliminates two masts from HMS Devastator! Quigley’s crew killing ability is negated by Charlotte Godspry’s Crew Protect.
At the upper left, NH fights back against Wicked Kareen continuously, and the battle is about evenly matched:
USS America is sunk! HMS Devastator dismasts Quigley, who is towed by the captured (American) Morocco.
The fort sinks HMS Devastator! Now all three “superweapons” are gone, leaving the outcome of the game up to the supporting casts of each fleet.
In a semi-miracle, Marrakesh goes 2/2 with a pair of 6’s to beat up the Nene-nui! (on cannons of 4S and 5S) Griffin continues to harass Forge, while NN has shot at Griffin.
Incredibly, Neptune’s Hoard has won her fight against the Wicked Kareen! The Corsair flagship has lost all her masts and can only row around, with no way to eliminate the final mast on NH. Ivory Mask (still face down!!) breathes a sigh of relief. He nearly emerged to use his defensive boarding bonus in an attempt to save Coconut, but none of the boarding scores were close enough for it to make a difference. His identity still hidden, he lies in wait, only to reveal Parley at the opportune moment so as not to alert the Corsairs to a possible alternate winner….
HMS Forge finally gets off a perfect broadside, slamming the fort and dismasting the Griffin. Pasha’s Delight captures Griffin, both of whom are now part of the English fleet.
Morocco narrowly avoids getting wrecked on the reef to bring Quigley back into the fold. The cannoneers on Marrakesh continue their best day in recorded history, shooting near-perfect to almost sink the Nene-nui! Thompson’s Island takes a mast off the Forge, meaning that Marrakesh is now the healthiest ship in play. She also appears to be the strongest in combat right now, making her one of the most unexpected “beast ships” in my history of games.
HMS Forge destroys the fort and dismasts Quigley with a ram! Pasha’s Delight rows in to dock at the island, meaning the English can automatically dock the towed ship (Griffin) as well. Griffin gets an explore action, but only loads the 1 (vs. 3 and 5 coins) from the island because the English realize she has a low chance of getting home with any gold. Ivory Mask watches from afar, hoping the Americans can somehow pull out of the area with a seaworthy vessel despite no masts or fort flags currently standing in their fleet. He decides to let the Americans in on his plan….
The shenanigans continue! Just rebuild Thompson’s Island! XD
The best play for the Americans is to build the fort again, providing firepower in an increasingly weak area as well as a key repair base. The continual fort construction is slowly draining their HI, but they’re hoping Ivory Mask will keep his word and help them out with gold in the long term.
After taking some damage, the new Thompson’s Island counterattacks and sinks HMS Forge with great shooting! Morocco and NN repair, while the English basically accept defeat (in the area at least) and attempt to row their captured and damaged galleys out of the debris field. Forge captured Quigley before sinking, but the latter probably won’t be an asset with how long it will take to make her serviceable.
Griffin rows towards the whirlpool but is just barely caught and rammed by the Wicked Kareen! With the help of the Weapons UT, the Corsairs manage to tie the boarding score at 6 against a valiant effort from the Griffin’s English prize crew. Marrakesh finally ran out of luck, abandoning her anti-American crusade after losing two masts to the fort and/or NN.
Thompson’s Island sinks the Wicked Kareen with a well-placed shot, while Marrakesh is dismasted by NN. With the Corsairs off their tail, the English successfully navigate the whirlpools to arrive in calmer waters near home. The multi-stage battle is finally over.
NN unsuccessfully chases Marrkesh around in a whirlpool dance. In a strange outcome for the English, Griffin is able to dock home her 1 coin as the English reconcile that they will likely finish the game with 3 captured ships and no English ships in their possession.
Morocco picks up some gold from the fort, one of which is the 5 used to build the Lighthouse of Alexandria. She heads northwest to rendezvous with the Neptune’s Hoard, who has been patiently waiting for quite a long time now.
Morocco’s gunports open, with her pitiful 5S cannons about to open fire on the last Pirate ship remaining in play. Ivory Mask finally reveals himself, and the wealth transfer begins. Over the course of a few turns, the Americans get the Pirates to Parley 4 of their coins to the American HI. The Pirates feel decently confident that they’ve ensured a non-enemy will win the game. They break off the gold siphon with just one coin left to avoid getting shut out.
At this point, the English were gearing up for a three-ship attack on the new Thompson’s Island, while the Marrakesh was considering reefing herself and hoping other players would get eliminated so they could finally count.
Normally the game would go on due to the fort gold being available, but the Americans decided to end the insanity and reveal their entire portfolio of goodies. A whopping 44 gold now sat on their HI, which was more than any other faction could lay claim to. The Americans argued that even if the English or Corsairs got the 3 gold still in Thompson’s Island, it would not be enough to catch the Americans (closest possible score being 37 for the Corsairs). With no home island raiders in play, there was effectively no way to decrease the American gold score. (short of capturing Ivory Mask on the NH and somehow looping in a third party for another intentional Parley transfer to swing the gold race, which would truly be shenanigan central)
With that, the other factions agreed to this sort of “inevitable/stalemate forfeit”, ending the game at last.
The scores:
What a game! The first phase saw a dominant Barbary Corsair fleet aided by a powerful new game piece, but the second phase saw it unravel at the hands of a 3-fleet coalition. The endgame was wild, as we saw all the factions duke it out in chaos with the Pirates eventually being able to essentially choose a winner via Ivory Mask’s Parley ability.
Given its massive power and ability to influence a game, the following changes were made to The Lighthouse of Alexandria: Cost of 8 gold (instead of 6); the “Archimedes’ heat ray” ability will now place a single fire mast only on rolls of 5-6, instead of one fire mast on a 4-5 and two on a 6.
Very happy to debut USS America and the Lighthouse of Alexandria! I expect to see both of them again in some future games. Hope you enjoyed the new stuff and the Golden Seas pieces. Thanks for reading!
5/26/2024
With Tournament #3 over and a winner declared, it was time for them to face the winner of Tournament #2 in the ultimate competitive matchup. This is about as meta a matchup as I can imagine!
vs.
Game 1:
Game 2:
Game 3:
With that, it is clear that most matchups between these fleets will come down to the luck of who goes first.
UPS 2 has proved its mettle as arguably the greatest fleet in Pirates CSG history! Even against the toughest competition it can succeed, and it scored 12 gold in its Game 1 loss – more gold than the GT fleet scored in its two losses combined.
The game and fleet process has been so gamified that most of these “hyper meta” matchups will likely come down to luck more than anything else. As a result, this might be the last competitive series I play for a while. I do have a few more competitive matchups I’d like to play in 2024, but they will probably be 1-off games.
A peek at the setup:
Thanks for reading! The competitive play in the first half of 2024 has been fun and informative, and now I feel pretty much completely satisfied with it. The results speak for themselves, and I think I’ll mostly move on to other game types/formats now. (more fleets, other build totals, some house rules, etc.)
The fleets:
Making of video:
Making of video:
Here is the full game footage!
Stay tuned for more game action!
March 10th 2024
The final game I played at Dice Tower West 2024.
Thanks for watching! For another DTW 2024 battle report, check out the 2×60 from the day before.
3/9/2024
The final Wizkids Pirates game between Captain Randy and I on the Saturday of Dice Tower West 2024. 60 point build total, with Randy combining some elements of his 40 and 50 point builds from earlier that day to make a new fleet. We used the Las Vegas house rules (through the “RtSS legal” part), and ended up with a more spread-out map than the previous two games.
In accordance with my fleet strategy, I placed three copies of Mysterious Island (MI) #15. Randy placed one MI as part of his island contributions, one that I hadn’t memorized the effect of based on its shape. Since we were using MI’s, we needed to use a d6 to determine who placed each island during the Setup phase (to make it random). We placed 4 terrain each for 8 total. I had rolled to go first, so Randy chose my home island (HI) to be in a far corner of the map. I considered putting his HI at the MI he contributed (partly since I didn’t know what the effect was), but wanted to keep the MI’s in play for maximum fun/chaos and noticed that by putting him at the final lone non-MI available, he would likely not get ships in range of my native canoes on the first turn (knowing exactly where I wanted the canoes before I placed them). I made sure to place the French native canoes at one of the MI #15’s, which happened to be quite close to another copy of the same MI. 🙂
The fleets in turn order:
Ben – Parley?
Celtic Fury started with her stern S away from my HI, ready to round earth immediately upon moving. An empty L’Intrepide was my +5 selection, as events were banned per the house rules. Princess Auraa, Jules de Cissey, and a tribal chieftain were content to camp out at home all game and watch the treasure pile up. XD
The Cursed native canoes are easy to proxy in for the French ones, since they have the same cannon rank, point cost, cargo space and speed. These were 10 French canoes ready to farm mysterious island effects like their life depended on it!
Captain Randy:
Neptune’s Hoard + Hammersmith (F&S version), 1 crew
La Santa Isabel + Bianco’s Haulers, 2 crew
Bonnie Liz + Genny Gallows (SM version), Powder Pete
Libellule + explorer
We also agreed to use the chess clock, at 30 minutes per player (automatic loss for a player if their time runs out). It was Captain Randy’s first time using it, and my first time using it in a non-solo game.
I immediately started redocking the French native canoes at MI #15. Upon flipping the MI to reveal its effects, Randy quickly caught on to the strategy and we had a good laugh about it. I think only one canoe got the negative effect (marked by the S length straw), but most of them got the 5-6 effect: “Randomly move one treasure coin from this island to your home island.” 😮😂
Unlike the gimmick fleet used in the previous game, this MI effect did not require any exploring of the wild island – it was a simple automatic transfer of a random coin on the island to my HI. A “direct deposit”, if you will. As a result, it works much quicker than even UPS – theoretically you could win the game almost immediately by redocking at least 4 canoes and getting lucky enough with the treasure distribution that the 4 coins sent home are worth 16+ gold!
In this case I only needed to redock 6 of the 10 canoes in order to fully drain the MI of all its resources. All 4 of its coins were sent straight to my HI, netting me 14 gold (6,5,3,0) within the first move actions of the game! The last 4 canoes sped off to another MI #15 just a short distance away, with one of them docking and sending a coin home (which I think was the French Royal Decree UT, lol). For the Parley aspect of my fleet, it would be perfect if the coins sent home stayed face down so my opponent couldn’t see them, but we hadn’t established a house rule where coins on HI’s stay face down even in a 2 player game. Of course, Parley hadn’t been revealed yet…
Celtic Fury and Intrepide both round earthed, eager to participate in the MI farming experiment. I flipped the SS version of Eileen Brigid O’Brien (aka my friend Tiffany, the former Wizkids Product Manager for the game), getting her SAT/Born Leader roll to catapult CF towards the MI #15 that the canoes likely wouldn’t get to. Since the CF had her linked crew aboard, she would get +1 to MI effect rolls due to the Ex-Patriot keyword. Normally Tiffany and her crew complement on the CF would be worried about negative UT’s such as Plague or Missionary, but not in this case. There was no need to explore the island – just redock and trigger the effect until the island is drained of all coins!
Captain Randy was not able to reach any of my ships on his turn. This allowed 4 of my canoes to dock at their second overall MI #15, sending home 1 of its 3 remaining coins (farming efforts were slowed a bit lol, they were getting tired). Celtic Fury also docked at the southernmost MI #15, sending home a coin. Those coins were 5 and 0, meaning that I had already won 19-0 after only a round and a half of play!! 😮😂 However, between this type of ending happening for the second game in a row and wanting to simply play more Pirates that day, we decided to keep playing, essentially just ignoring the “more than half” endgame condition.
An approaching Santa Isabel and Libellule means the canoes will likely have company soon, while Bonnie Liz headed through a whirlpool in search of undisturbed treasure. Intrepide and some canoes head towards the CF’s island, ready to take up duties on the farm in case Tiffany gets too busy fighting to redock constantly.
Neptune’s Hoard got a little too close to Tiffany’s flagship! Celtic Fury rumbled into action, with Tiffany’s SAT helping to deliver a devastating broadside that sinks the ship!
Bonnie Liz managed to get the 5-6 effect at the MI Randy had contributed, and it was one of the wild ones! “When this ship explores this island, replace one treasure coin with a unique treasure from your collection.” He chose Sunken Treasure to try to catch up in the gold race, but the double d6 roll was only 5 total. Santa Isabel reached the canoes and shot 1/2 to eliminate one of them, also docking at the island and sending home a 0 coin (she also found the Celestine’s Charts UT that I had put in, which was inconsequential). This was an unintentional way of actually limiting Randy’s fleet strategy – he wanted to load the 0’s and bring them home so Santa Isabel (or Bonnie Liz) could bonus them up with +2 gold, but the MI effect prevented that from happening by just warping it home! (and you can’t load treasure from your own home island) I believe CF got another SAT from Tiffany, going north to sink Libellule!
CF was on the Santa Isabel’s route home, so Captain Randy decided to simply shoot at her on the way by. It was time to reveal the other part of my fleet strategy – Parley!
RotF Lenoir was flipped at last – she was still face down because I wanted her to be a funny surprise when actually using Parley, and because Tiffany had barely needed Lenoir’s Reroll (this was probably my luckiest day of playing Pirates CSG in multiple years). Unfortunately the fleet strategy didn’t work out perfectly as planned – the random treasure transferred was a 6, the highest value coin on my HI. 😂 The idea is to warp home crappy coins like 0’s, negative UT’s such as Wolves/etc, and then Parley them to an opponent! (as the frustration and amusement mounts)
However, this still prevented the CF from being shot at, allowing her to return fire with a full broadside and dismast the Santa Isabel on my next turn!
My farming efforts were less effective at this phase of the game, with various canoes being slowed by the negative effect and mostly worthless coins getting warped home. The Charts and Wolves are just meant to slow opponents and not me, as I had no intention of ever exploring an island in this game.
Celtic Fury captured the Santa Isabel. With only 1 mast remaining in play, Randy was unlikely to get any more treasure home. The Bonnie Liz didn’t have enough gold on her anyway to make up the difference, especially with Sunken Treasure decreasing in value each round. In addition, I would have sank the Bonnie Liz before she could reach home, so we called it.
Scores:
Another wild “proof of concept” game. When abused to the fullest extent, Mysterious Island effects can completely break the game. As in the previous game that day, I had all the luck on my side though. The fleets were arguably a bit lopsided, which was multiplied by the luck disparity.
I really like this fleet idea. It’s brutal but amusingly effective when things go right. It’s a way to gamify multiple abilities and combos/effects in a way that destroys parity and can make a mockery of the game. With 10 canoes redocking at an MI #15 on the first turn, it’s reasonably likely that the entire island will be drained right away. The Ex-Patriot linked crew can help CF send coins home on her own, while Coeur could even assist by dropping the extra chieftain and trying to dock or explore a wild island at some point. We saw one of the ideal situations in this game – high-value coins getting warped home early for a very quick win. The other (arguably even funnier) option is that the canoes send home complete trash, such as the 0 and Wolves. Then your opponent comes for CF when you have nothing good on the HI, and Lenoir parleys them the garbage coins before wreaking havoc and dismantling the opposition with up to 20 shots in the counterattack! “One man’s treasure is another man’s trash”… in this case, it would be more shocking to have coins on HI’s face down, so that Lenoir knows what coins will be parleyed out, but the opponent can only respond with horror when they realize they’ve been had.
Feel free to know what you think of this gimmick fleet idea, or the games played at Dice Tower West. Thanks for reading!
3/9/2024
In this 2 player 50 point game, I faced my friend Captain Randy. We were Dice Tower West Pirates, playing three consecutive games on one of the main days of the convention in Las Vegas. We used the primary Las Vegas house rules (through the “RtSS legal” part).
I rolled to go first, with a new fleet I had concocted recently: Canoe Vacuum Farmers. It’s essentially a UPS variant designed to be competitive at 50 points instead of 40 since I couldn’t figure out a satisfactory way to make it work well for a standard game.
Captain Randy went second with a mixed fleet including Neptune’s Hoard, Libellule, and Concepcion.
Randy picked my home island (HI) to be in the southwestern area, and I actually chose one of the Mysterious Islands (MI’s) I contributed to be his HI because I knew about its powerful vacuum “treasure suction” effect (wanting to keep his ships a bit further from the other MI). I intentionally placed my American native canoes at the MI #1 closest to my HI, knowing they would become professional farmers in record time. (“farming” is the term for continually redocking at a Mysterious Island in an attempt to trigger it’s effect(s)) We had agreed to place 3 terrain per player. Ready to set sail!
How about this for game-breaking! “5-6: When this ship explores this island, randomly move two treasure coins from every other wild island to this island, and then choose which to take.”
With the first action of the game, I redocked some of the American canoes. My luck was fantastic as it was this entire weekend – multiple canoes got the 5 or 6 needed to suction treasure from the other wild islands to the canoe island! However, only that morning had I realized that there was a bit of a snag in the strategy – the suction didn’t happen upon docking at the island and rolling for effect, unlike some other Mysterious Island effects. It would only vacuum the gold when the ship that rolled well explored the island, which would be on my next turn. However, I got two of the positive effects and none of the negative 1-2 results.
But that was only one move action. I was still able to go nuts with Hai Peng. She loaded an oarsman from my HI and sacced it with Jimmy Legs, speeding out to reach the center island and exploring it. Captain Jack Sparrow sent home a 5 coin to Coeur du Lion, who unloaded it for +2 gold with Maurice Aristide’s bonus. Captain Randy then took his turn and sent his ships out to the islands, but with no action generators present and no chance of eliminating canoes, there was little hope of catching up to a UPS-style fleet.
The game was as good as over, in a shockingly fast rout of broken proportions. The native canoes explored, vacuuming up all the gold in play. O_O All treasure coins that remained on wild islands were suctioned to the canoe island, making it a “kingpin” stronghold of epic loot. This meant that I had the pick of all the treasure in the game. The canoes loaded all the lowest-value coins, leaving the best for Captain Jack Sparrow to send home for a very quick win. He sent another 5 to Coeur for another 7 total with Aristide’s +2 bonus, then Jimmy Legs sacced another oarsman so he could send home the final 5 I contributed to the Rattlesnake, who was given her only action of the game to explore the HI and unload it. This brought my total to 19 gold, enough for a 1.5 round 19-0 shutout victory. O_O
In addition, I believe this might be the first time I’ve seen a game end so quickly where the winning fleet also had complete control over every treasure in the game – every single coin was either on my home island or on one of my ships. That’s usually quite the rarity in general, let alone accomplished in only 2 turns.
This is a sickening “new” way to win by combining the UPS strategy with a gold-hogging Mysterious Island abuse tactic. The canoes are included specifically so you can always have them start the game at an MI #1, and to give as many redocking chances as possible. At least one MI will always be wild, even if the other two in play are picked as HI’s. The odds are decent that at least two of the five canoes will roll a 5-6 upon redocking, giving them a chance to trigger the suction effect on the second turn. Even if they roll low and send treasure to a different wild island, as long as the last roll or two at the MI is the good effect, they can just warp it back when they explore. By allowing CJS to have his pick of the best treasure, it’s very easy to send home the highest-value coins, which in some cases mean that only two coins will be enough to win. (I will probably change the default treasure distribution of this fleet to be UT’s + 6,6,3 so the fleet can reach 16 on just 2 coins if Aristide adds +2 to both 6’s. 7,7,1 would also work of course.)
Of course, it’s a very luck-dependent fleet. I was only able to execute the combos perfectly because I went first, got the right rolls at the MI, and neither the canoes nor the Hai Peng came under fire in the first round. The HP also didn’t find any negative UT’s like Missionary at the center island. However, another nice thing about vacuuming up all the gold is that when the “kingpin island” is explored, if all remaining treasure has been suctioned, there is a very high chance (100% chance if it’s the first island explored) that the Kharmic Idol or Pirata Codex will be there, wiping out any negative UT’s and allowing CJS to have free reign on sending home the best coins when he arrives. I was very happy that things went right, as this game serves as a proof of concept for the idea.
When things go right, it’s hard to imagine a more game-breaking succession of combos.
Thanks for reading and stay tuned for more action!
2×40 at Dice Tower West 2024
3/9/2024
Day 2 of DTW kicked off with a 2 player, 40 point game between myself and my friend Captain Randy (twayne1047). This day was a bit of a wild west, as originally there was supposed to be at least one more player attending (who may not have had a fleet, or possibly never have played), but it turned out to be just us. I was also originally anticipating at least one other additional player at the event that is pretty knowledgeable about the game, so my fleets were a bit overkill for this Saturday of gaming. However, I had been really looking forward to testing them out and this was a somewhat rare opportunity to do so in non-solo play. I had also been itching to play some more complicated fleet ideas and whatnot.
We used the Las Vegas house rules (through the “RtSS legal” part) and placed 3 terrain per player – almost all fog.
I went first with The Grim Express.
Captain Randy followed with the Spanish:
La Santa Isabel + RotF Luis Zuan, tribal chieftain, helmsman
Bonnie Liz + Genny Gallows, Powder Pete, 1 crew
Spanish native canoes
I chose the Spanish home island (HI) to be west of mine, as I anticipated whirlpooling into the east. However, I forgot about round earth, partly since it wasn’t used the day before and I haven’t been using it in T3.
I did a quick overview after my first turn:
It felt as though the game would end almost as soon as it had started. Banshee’s Cry loaded a 5 from the first island she explored (Mycron for two actions on the first turn), then she explored the adjacent island in the east so she could soak up any potential negative UT’s before Cassandra went in for some loot. She found the Pirate Globe, which flipped all coins on wild islands face up for the rest of the game. She didn’t load the 5,3,3 on the island, leaving Cassandra to dock and load those three coins. Cassandra then got an action from Mycron/Patagonia to go back home through the whirlpool, not taking any damage. The Spanish explored, triggering the Pirata Codex and wiping out all the remaining UT’s. However, neither La Santa Isabel nor Bonnie Liz would be able to catch Cassandra or the BC to stop them from getting home.
Round 3 saw Cassandra and Banshee’s Cry dock home their 16 gold for a shutout win!
Many times in the past when using Calypso, I don’t get her roll to work on the first turn. Here it was a boon when combined with going first. In addition, I found 16/30 gold on the islands I whirled towards, making it easy to win without having to steal any gold with Grim or deal with the Santa Isabel.
The good news about it being a quick “whirlpool ride” of a game meant that we would easily be able to fit two more games in that day!
3/8/2024
The first Wizkids Pirates game of Dice Tower West 2024 was at 5 players, 40 points! Three of the players were brand new, and I had extras on hand to help them make their first fleets. It would be an introductory game with a few house rules to simplify and streamline the setup.
We placed 3 islands per player, 1 terrain per player, and each player contributed 8 regular coins of any total value (many of which were chosen randomly). We didn’t have room for the standard 3L-6L distance, so islands could be any distance apart. Home islands were chosen in reverse turn order. We did use flat earth rules (edges of playing areas as impassable boundaries), and generic crew could use their abilities on ships of any nationality (partly since we mostly just used paper crew chips).
Here is the setup!
Here are the fleets in play order:
French Corsairs:
Bey’s Revenge + captain
Desert Wind
L’Intrepide
Le Bon Marin
English:
HMS Goliath
HMS Sultan
HMS Granville + captain
French:
La Ville de Paris
Tepant
Cleopatre + oarsman
English Pirates:
HMS Nautilus + captain, 1 other crew
Gibraltar (flotilla)
Bloody Jewel + helmsman, explorer
Lynx + helmsman
Modified version of Guide Grim to the Goodies
-I removed The Hag of Tortuga, both events, all UT’s, and replaced the Banshee’s Cry+crew with El Chico. Also added an oarsman to Morocco to fill out the fleet at 40 points.
Desert Wind got into an altercation with the Granville on the former’s attempt to steal gold from the Sultan, but neither ship could do much damage initially. The Nautilus/Gibraltar combo took a few masts off Tepant, but sailed into the fog bank to avoid a larger conflict with the Ville de Paris. Many ships scattered across the map in search of treasure.
The French Corsairs continued to harass the English, with the Bey’s Revenge getting involved. The “pure French” were the only fleet to struggle with gold collection, as La Cleopatre was sunk by the Nautilus/Gibraltar combo.
The English split up their schooners, with the Granville raking the Bon Marin and dismasting her. Nautilus/Gibraltar hits twice on Morocco, but she has enough rowing speed to dock home her second haul of loot.
Neither Corsair galley took reef damage.
Over the course of a few turns, the French Corsairs managed to dismast the Granville and capture her, while Bey’s Revenge started towing the Bon Marin. Nautilus/Gibraltar took out 2 masts on the Cassandra, but she was able to dock home her 3 coins and start repairing. Morocco has finished repairing from her encounter with the same enemy. At the top of the frame, the slow French attempt a blockade of the English Pirates’ home island. However, Bloody Jewel (just out of frame north of them) would speed through it without being dismasted, netting a couple more coins for the English Pirates.
Both Granville and Bon Marin were towed home successfully by the French Corsairs, and repaired one mast each. Sultan made a move towards Granville, but thought better of it when realizing a failed ram could pin her indefinitely to a docked Granville at her new captor’s HI. At the end of the game, the English and French Corsairs did get into a larger scuffle than their initial battle, with HMS Goliath captured in the fray. As the English HI was closest to Grim’s, this allowed the Cassandra to swoop in and steal 3 treasures. The game ended due to time constraints before she could get it home, but it would still count since treasure on ships counts in multiplayer games. The other final coins in play would also count – one each on Nautilus and Morocco.
Final Scores:
A solid intro game of Pirates CSG at Dice Tower West 2024! All players had fun learning and playing the game, and everyone was able to fire the cannons today (my lone shot was a Jolly Mon miss lol). Grim’s HI hoard netted me 7 from the English, so the only result change if that hadn’t occurred would be the English firmly in third ahead of the English Pirates (25-18).
Stay tuned for more, as more Pirates games are due to be played at the convention!
11/26/2023
Captain Randy and I met up at Sunset Park in Las Vegas for the first Epic Scale game ever played in Nevada! The Epic Scale fleet has a new home after my move from Washington state. We did a draft to make 80 point fleets. As usual, we’d be using the Las Vegas house rules.
Video introduction:
Randy rolled to go first, so I picked my home island (HI) first. Here are the mixed fleets!
Captain Randy:
Revenant + captain, helmsman, musketeer, oarsman
HMS Interceptor + explorer
Crocodile + captain
Grinder + explorer
HMS Sea Phoenix + helmsman
Ben:
Muninn + captain, helmsman, firepot specialist, oarsman
Emerald Rose (custom made by PDXYAR) + Lawrence, captain, helmsman, oarsman
Terror of Gibraltar + helmsman
Fathom + helmsman, explorer
Le Coeur du Lion + helmsman
-I’ve been wanting to change up my fleets and strategies a bit, so here I was looking to run gold with the Fathom by cancelling the Mercenary keyword with Lawrence. He could use his abilities on the Emerald Rose due to her “Free Ride” ability to let crew of any nationality use their abilities on the ship. For the draft, Muninn was my first overall pick as the main warship. Terror of Gibraltar is a bit of an underwhelming ship, but helped keep the minor faction theme and added another oared ship. Coeur filled out the points since I was getting tight on cargo if I added more crew to the main ships.
4 coins per island and we were ready to start playing Epic Scale for the first time in Las Vegas! Ironically there was a bit too much wind for the ships to handle in the first half of the game, but we were able to weigh down the coins and islands/terrain with some objects as the game went on.
My fleet completely scattered away from my central HI location, while Randy had two groups of ships. Revenant, Interceptor and Sea Phoenix headed “west”, while Grinder and Crocodile went south.
I was in the mood for some decisive action! Muninn emerged from fog to blast away at Interceptor and Revenant, but only shot 2/6! She did manage to set the Interceptor aflame. Making matters worse, it appeared that my poor cannon luck would be in full swing today, as Emerald Rose shot 0/3 to completely miss the Sea Phoenix! Overall it was 2/9 shooting on cannons with an average rank of <2.5. The Muninn also failed to do ram damage on the Interceptor, making it a very poor combat showing.
As expected, swift retribution followed! Revenant used her ability to shoot through the Interceptor, and was aided by the English to sink the Muninn.
Fathom docked home a couple coins after Lawrence cancelled her Mercenary keyword as planned. Terror of Gibraltar stole a coin from the Grinder after the latter explored in the east, but took some damage for the gesture. Coeur du Lion is exploring at the outskirts. Captain Randy looks at coins with feigned despair as HMS Sea Phoenix explores for the first time.
What I lacked in cannon luck, I made up for with fog bank exit location rolls. Terror of Gibraltar (ToG) got a perfect roll to dock home her stolen loot. Emerald Rose shot a few masts off the Revenant, with HMS Interceptor struggling to contribute due to her shipboard fires. Fathom dove underwater in anticipation of chasing down HMS Sea Phoenix, who had 3 coins aboard.
From another angle:
Revenant stayed put to not have her captain cancelled by Lawrence, shooting at Emerald Rose. Emerald Rose was crippled, but managed to dismast Interceptor on the next turn. Coeur gets home with a couple coins, while Crocodile struggles to get into action with no helmsman to boost her speed. Fathom and ToG both have their sights set on HMS Sea Phoenix.
Fathom surfaces to ram and board the Sea Phoenix! A 5 is stolen! ToG gets another ideal fog exit roll and does the same, grabbing a second 5! Interceptor is doomed to burn as Revenant is dismasted by Emerald Rose. A turning point in the game (with the benefit of hindsight, and if there were stats such as predicted gold score on each round).
Grinder rams ToG to steal back a 5!
The late-game excitement continued, as HMS Sea Phoenix came to my HI to steal a 3! This marked the second time in as many days that I was robbed at my HI by an English ship! (my favorite faction) Alas, perhaps that’s a bad idea – karma against A7XfanBen doesn’t work too well. 😉 For I had the gold advantage with the goodies that Fathom brought back – her 6 gold (an extra 1 from Sea Phoenix ramming her back to try and steal the 5) transferred to Coeur (who then explored my HI) would make a big difference. Coeur then rammed the Sea Phoenix to steal the 3 back, dismasting her in the process and effectively ending the threat. Revenant was able to row at S+S and shoot her musketeer since she wasn’t derelict, but her and Crocodile couldn’t quite do enough to win the endgame. I think Sea Phoenix stole a 1 as well that got transferred to Crocodile, but I was content to let it slip away, especially with darkness falling on the game by this point.
Scores:
Blackbeard’s descendant showing off his haul:
What a contest for the Epic Scale fleet’s first time in Las Vegas Nevada! This was one of the better Epic Scale games I’ve played so far. It had a good amount of combat and piracy in it, and if things had just gone slightly differently, Randy would have won. I was really happy with how all of my ships contributed to the victory – Muninn didn’t last long but helped neutralize Interceptor, ToG and Fathom both played essential roles exploring and stealing gold, Coeur quietly added to my total and had a clutch transfer (from Fathom) and a ram of Sea Phoenix at the end, and Emerald Rose was a workhorse throughout.
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