New Keywords and Assembly Diagrams – Ben’s Pirates CSG Relaunch

New Keywords and Assembly Diagrams

My recent Pirates CSG Relaunch that went public in 2024 has featured many new ship types and sometimes keywords for those new types. This post consolidates all of them into one reference. I also have a video playlist where I build each new ship type. To print out a copy of all the new keywords associated with the game’s rebirth, use this file. The New Master Keyword List has all of the keywords, both old and new.

Directory:

  1. Red Seal Ship
  2. Atakebune
  3. Giant Turtle
  4. 3 Mast Frigate
  5. 2 Mast Historical Snow-Brig
  6. Bomb Vessel
  7. Hydra
  8. 7 Masted Junk
  9. Carrack
  10. Grand Xebec
  11. Caravel
  12. Dragonwing Cutter
  13. Trireme
  14. Sea Chariot
  15. 5 Mast Fluyt
  16. Crew and Equipment Keywords (Merchant, Archer, Grenades)

Red Seal Ship (no ship type keyword)

Red Seal Ship assembly diagram

Atakebune

A ship with this keyword printed on its deckplate card has removable flags that are treated exactly the same as masts on a normal ship (they can be replaced by fire masts).
This ship may be given move actions when it has no flags; its printed base move becomes S. When given a move action, this ship can rotate on her bow (the front of the ship) OR stern (the rear of the ship) in any direction as an additional, final movement segment (she cannot rotate on both bow and stern in the same move action). This ship cannot pin or be pinned.
This ship gets +1 to her boarding rolls for every crew assigned to her. If this ship wins a boarding party, she may steal one treasure from the enemy ship (winner’s choice), and eliminate one crew (loser’s choice).
This ship cannot be assigned treasure except for treasure taken via boarding party.
Crew assigned to this ship do not count towards the ship’s point limit.
If this ship has no crew, she cannot be given move actions.

Atakebune assembly diagram for Pirates CSG Atakebune assembly diagram for Pirates CSG

Giant Turtle (AlgothAybara)

A ship with this keyword printed on its deckplate is a sea creature.
A giant turtle can ram a sargasso sea as if ramming an iceberg; if it does, remove the sargasso sea from the game.
Two hits during the same player’s turn are required to eliminate one of this sea creature’s segments. When removing segments, remove a fin of the giant turtle. When all four fins are removed, the giant turtle is eliminated. The giant turtle’s cannon (its head) cannot be eliminated.
A giant turtle may move across islands (except enemy home islands and enemy forts) if it does not have a fort on its back. It becomes docked if it ends movement on an island. A giant turtle may shoot and be shot at while on an island (the island does not block lines of fire to and from the giant turtle on the island).
A giant turtle can be assigned crew.
A giant turtle may be given explore actions to load cargo like a normal ship.
A giant turtle may tow other ships (unless it has a fort on its back), it may ram (the rammed ship becomes pinned instead of the giant turtle), and it may board like a normal ship.
When building a fort, you may build it on the back of this giant turtle while it is docked at either the wild island or your home island. If there is a fort on the back of a giant turtle, it cannot move more than S in a single move action; during combat the fort takes damage instead of the turtle. The fort on the back of the turtle is treated like a fort on a wild island and has its own actions. Friendly ships can dock at a giant turtle with a fort and be given repair actions while there. If a ship is docked, the giant turtle cannot move.
Any treasure in a giant turtle’s fort does not take up cargo space. Crew and equipment still take up cargo space. When the fort on a giant turtle is destroyed, the treasure is moved into the giant turtle’s cargo. If there is more treasure than cargo space available, remove the excess treasure from the game instead of removing crew/equipment to make room for the treasure.
A fort built on a giant turtle cannot use crew abilities.

Giant Turtle assembly diagram for Pirates CSG Giant Turtle assembly diagram for Pirates CSG

3 Mast Frigate

This one builds similar to the original 3 Mast B, but with jib and gaff parts that slot into the foremast and mizzenmast (the slots are spaced differently so it’s obvious which goes with each). Recommend attaching the extra sails before inserting the masts into the deck (ideally the masts into deck will be the final phase of the build). Assembly instruction video

USS Alfred

2 Mast Historical Snow-Brig (2MB) (no ship type keyword)

2 Mast Brig assembly diagram for Pirates CSG

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.

No assembly diagram, but very similar to the 2MB model:

Erebus and Terror ships

Hydra (original model by PirateCaptainAndrew)

A hydra is a type of sea monster. The following abilities are specific to hydras and override the Sea Monster keyword: Measure a hydra’s movement from the middle head slot on its base. Hydras may move and shoot using the same move action. A hydra may be given repair actions at sea or at any island, including while it is submerged.

No diagram, but quite straightforward:

Pyrannus - custom Hydra

7 Masted Junk
Regular Junk keyword; build is very similar to the 6 masted junks but with an extra mast on the aftmost deck:

Taicang - first 7 masted junk for Pirates CSG

Carrack

The quarterdeck is the smallest deck and goes at the stern. I recommend “pre-slotting” (slightly widening) the hull slots before building the ship in full so the deck goes into them snugly.
Carrack ship type model design for Pirates CSG

Grand Xebec (Vindaga Games)

This ship’s masts do not block her lines of fire. This ship cannot pin or be pinned. This ship may be given move actions when she has no masts; her printed base move becomes S.
This ship’s rearmost mast requires two hits from the same shoot action to eliminate, and can shoot twice when this ship shoots. If this ship is hit once during a shoot action, her owner must eliminate one of the first 3 masts if able.

Grand Xebec assembly diagram for Pirates CSG

Caravel (Vindaga Games)

This ship’s masts do not block her lines of fire. This ship cannot be pinned. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

3 Mast Caravel assembly diagram for Pirates CSG 2 Mast Caravel assembly diagram for Pirates CSG

Dragonwing Cutter (Vindaga Games)

This ship gets +S to her base move if she has all of her masts. When given a move action, this ship can rotate on her stern (the rear of the ship) in any direction as an additional, final movement segment.

Dragonwing Cutter assembly diagram for Pirates CSG

Trireme (Vindaga Games)

A ship with this keyword cannot pin or be pinned, and cannot be assigned crew with the Helmsman ability. If this ship has a crew with the Oarsman ability, she gets +S to her base move; with no masts her printed base move becomes L (instead of S), and she can always ram enemy ships. When this ship rams an opposing ship, the roll automatically succeeds regardless of the number of masts.

I recommend inserting the mizzenmast into the quarterdeck before attaching the quarterdeck to the hull pieces via the open slide-in slots.

Argonaut - Atlantean trireme from Rise of Atlantis Part 2

Sea Chariot (Vindaga Games)

A Sea Chariot is treated like a ship with the following exceptions:
It can only move if towed by a Sea Monster. Any Sea Monster may tow a Sea Chariot when any part of its base touches any part of the Sea Chariot; you may move the Sea Chariot into a towed position as a free action. A Sea Monster may stop towing a Sea Chariot at any time, where it remains until towed again or sunk. Sea Chariots can submerge with the towing Sea Monster, but cannot shoot while submerged.
When towing a Sea Chariot, a Sea Monster on the surface may dock at islands, be given explore actions, and load treasure into the Sea Chariot’s cargo space. If the towing Sea Monster docks, the Sea Chariot may remain towed instead of docking it at the island.
Abilities of crew assigned to the Sea Chariot cannot be used by the towing Sea Monster, unless specifically stated otherwise.
If a Sea Monster towing a Sea Chariot wins a boarding party, you may assign any stolen treasure to the Sea Monster or the Sea Chariot; if a Unique Treasure is taken you must assign it to the Sea Chariot or eliminate it as normal.
A Sea Chariot has no masts. Instead it has a flag which can be eliminated only if the Sea Chariot is hit twice during a single shoot action; when it has no flag, any hit will sink it. If the flag has been eliminated, the Sea Chariot may be given a repair action (even if it’s at sea) to replace it.
A Sea Chariot’s cannons are measured from the d6 markings on its hull, not from the flag.

Oceanus - a Sea Chariot from Rise of Atlantis Part 2

5 Mast Fluyt (no ship type keyword) (Vulkan)

5 Mast Fluyt assembly diagram for Pirates CSG

Crew and Equipment Keywords

Merchant:
Once per turn if this crew or ship is within S of any ships, home islands, or forts, the controllers of each game piece may agree to trade any number of cargo between the game pieces as a free action (if applicable, up to their available cargo space). If the trade is between friendly game pieces, all friendly game pieces involved must unload at least one non-identical cargo; you cannot trade between friendly ships and your own home island.
Forum post with clarifications. Subject to change in the future.

Archer: This ship gains one 3S cannon that can shoot from any mast (even an eliminated mast), but eliminates crew instead of masts when it hits. If this ship carries cargo with “firepot” or “fire shot” in the name, you may assign it to this cannon instead of a regular cannon. When assigned to a ship of the same nationality, this crew is not subject to the No-Stacking Rule.

Grenades: If this ship has any crew, once during each of your turns you may choose an enemy ship touching this ship. Roll a d6; on a 5-6, the target’s controller replaces one mast with a fire mast and eliminates a crew; if the roll is a 1, eliminate a crew from this ship.

Firepot Specialist: (original ability, new as a keyword) Once per turn when this ship is given a shoot action, one of her cannons may shoot a firepot at a target within S of her. Declare which cannon will shoot the firepot before rolling the d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If a ship has a fire mast, before she is given an action roll a d6 for each fire mast on her. On a result of 5 or 6, remove the fire mast; on a 1 or 2, replace another of her masts with a fire mast. When a ship has only fire masts, she must be scuttled on her next turn. When a ship docks at her home island or a fort, remove all of her fire masts as a free action.

 

Other keywords:

Hidden Gold (Xerecs): This ship has 2 extra cargo spaces that may only be assigned treasure.

Lighthouse (The9ofSpades)

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. The effects of Mysterious Islands (including Great Turtles) are ignored if a lighthouse is present on the island.

If the Lighthouse has its light, a friendly ship within L+L of the Lighthouse gets +S to its base move once per turn (a yellow 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 lighthouse light; when it is eliminated, remove it and the lighthouse top (if applicable). Once a lighthouse loses its light, it loses the L+L effect but retains its other abilities. When a lighthouse has no light, one additional hit destroys the lighthouse and it is eliminated; the gold used to build the lighthouse remains on the island (face down).

Enemy ships may dock, load treasure, and drop off crew or equipment from islands with lighthouses built on them. Enemy ships cannot load crew or equipment from this island that belong to the lighthouse controller as long as the lighthouse has its light. If the lighthouse has cannons, their ranges are measured from any part of the lighthouse base.

If a friendly ship is docked at the island, it can give up its turn and conduct a repair action on the lighthouse. If an enemy ship is docked at the island and no ship friendly to the current lighthouse controller is within L+L of the lighthouse, that ship can give up its turn to simultaneously capture and repair the lighthouse.

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

Restarting Rules and New Master Keyword List

Restarting Rules and New Master Keyword List

Here are the Restarting Rules and New Master Keyword List, initially developed for use with the new set (Pirates of the Golden Seas). The first draft was finished in July 2021, and underwent numerous revisions until the current version was finalized in August 2024.  Woelf (the Rules Arbitrator) was consulted heavily throughout the process.

Restarting Rules

New Master Keyword List (last updated: April 2026)

 

Changes to the rules:

-One rules document. (not split into Start Here and Complete Game)
-2 action limit is clearly defined under “Rules of the High Seas”
-The standard build total is 60 points instead of 40.
-The “any build total can be chosen” part is underlined for emphasis.
-“Events should not be used unless all players agree to allow them.”
-Round Earth is now the default boundary rule
-Flat Earth now includes: “Players cannot voluntarily move their ships over the edge.”
-Islands must be placed at least 2L from each other (rather than 3L)
-Terrain can be placed anywhere on the play area, and each piece can touch any other piece of terrain or islands.
-The last player chooses their home island first, followed by the second to last player, and so on until the first player is the last to choose their home island.
-Changes to links: “When two linked crew are assigned to the same ship, they share a single cargo space. In the same way, if one crew is assigned to a ship to which it is linked, that crew does not take up cargo space. If multiple links are present on a ship, all crew that link share the same single cargo space. Links are considered rules rather than abilities, so they are not subject to the No-Stacking Rule, and they cannot be cancelled or copied.”

-Movement bonuses can be applied at any time during a move action, rather than just at the end after base move segments are completed (original rule only appears in The Pirate Code, not in the Start Here or Complete Game rules).
-Boarding: Winner chooses whether to take a treasure or eliminate a crew; winner chooses which treasure to take; loser chooses which crew to eliminate.
-Made it clear that towing can occur when a ship is touching the bow of a derelict, not just at the end of a move action.
-Docking a towed ship at an island or fort when the towing ship docks is now optional.
-Ships with any number of masts can now ram and board (they don’t need to have at least one mast).
-A successful ram eliminates masts – removed the part saying “(remove from the game)”.
-Treasures are always looked at when exploring.

-Treasure from a sunken ship is not split between players in a 2 player game. It is always removed from the game regardless of the number of players.

-Added: “The number of flags on a fort must match the number of cannons it has when first built.”
-Players are not required to unload regular (non-UT) treasure when they dock at friendly forts.
-Forts can repair with a shipwright in them (including when they have no flags left).
-Removed the wording around Abandoned forts because it is unnecessary (first sentence moved to Shooting section, second sentence irrelevant with shipwright-repair option).

-Icebergs can continue moving after hitting islands
-Sargasso Sea reworded for clarity
-Whirlpools are bad on rolls of 1-3 and equipment can be lost to them.
-Sea creature rules moved to the back/bottom of rules. Text heavily modified and specific game mechanics will be addressed as part of sea creature type keywords, not in the sea creature rules.

-No “more than half the starting gold” endgame condition in 2 player games.
-Endgame condition changed to only one player can give future move actions (rather than half or more players cannot give future move actions)

-Added some Pirate Code text to maximize clarity of rules.
-Some wording changes for clarity/brevity/etc.

 

Changes to the Master Keyword List:

-Shipwright (made better).
-Sea Monsters may move and shoot using the same move action.
-Sea creature type keywords: Revamped in various ways. Now each keyword says what that creature type can do, without overly relying on the sea creature rules to define what they can and can’t do.
-If a sea monster or titan eliminates crew via boarding, it may repair one of its segments as a free action.
-Scorpions can board sea creatures with their blade attack.
-Changed “boarding action” to “boarding party”.
-New keywords added in late 2025: Atakebune, Caravel, Dragonwing Cutter, Hydra, Giant Turtle, Lighthouse, Grand Lighthouse, Grand Xebec.
-New keywords added in April 2026: Archer, Hidden Gold, Grenades, Merchant. Also added Firepot Specialist.

Pirates CSG Podcast: Mike Mulvihill Supercut

Pirates CSG Podcast: Mike Mulvihill Supercut

You can listen to the audio via Spotify for Podcasters!

You can also listen to it via Archive.org.

Marques Miguel Antonio from Davy Jones' Curse - Mike Mulvihill's personal crew in the game

Marques Miguel Antonio from Davy Jones’ Curse – Mike Mulvihill’s personal crew in the game

Mike Mulvhill is one of the true giants of Wizkids Pirates CSG history, having designed the majority of the game pieces!  He was heavily involved in numerous aspects of the game from Spanish Main through Rise of the Fiends, and helped with certain aspects on Fire and Steel.  The game was basically his in terms of game design, concept creation, game mechanics and gameplay concepts, as well as rules, factions, and the specific individual game pieces.

Questions of the Day:
Ben: Would you buy a similar but not compatible version of the Pirates of the Spanish Main IP from Wizkids? (similar theme and artwork, but not compatible with the original CSG)
Mike: Would you be interested in a scenario model of play?
How do you play the game?  Do you play it for a 30 minute quick game, or larger games that take longer?
Would you have liked to see the minor faction storylines in more of the sets?

Questions thread: https://pirateswithben.com/forums/topic/submit-your-questions-for-pirates-game-piece-creator-designer-mike-mulvihill/

Master Spreadsheet: http://bit.ly/PiratesCSGMasterSpreadsheet

Tilor’s database: https://tilorfire27.github.io/PiratesCSGDB/index.html

150 point game referenced: https://pirateswithben.com/4×150-in-redmond-washington-september-9th-2023/

Schooner stern turn example: https://www.youtube.com/watch?v=FxY_W6zkE_o

Pokeships: https://pirateswithben.com/what-is-a-pokeship/

RotF checklist: https://pirateswithben.com/wp-content/uploads/2023/08/Checklist-RoF-Front-scaled.jpg

Pokeships: https://pirateswithben.com/what-is-a-pokeship/

WotC patent: https://patents.google.com/patent/US7201374B2/en

News article about settlement between Wizkids and WotC: https://icv2.com/articles/games/view/12811/wotc-wizkids-settle-lawsuit

Court case: https://pirateswithben.com/wp-content/uploads/2020/08/Wizkids_CSG_complaint_2007.pdf

MT thread about faction discounts: https://pirateswithben.com/apparently-american-ships-automatically-costed-1-point-more-miniature-trading-forum-thread/

SimCost: https://psmlist.com/public/blog/documentation_simcost

UDC: https://psmlist.com/public/blog/documentation_udc

Game Mode options for ban lists/etc: https://pirateswithben.com/game-modes-for-playing-pirates-csg/

Customs Database: https://bit.ly/CustomsDatabase

SOE version: https://pirateswithben.com/pirates-constructible-strategy-game-online/

Wizkids Pirates forum via the Internet Archive: https://web.archive.org/web/20081225232002/http://forum.wizkidsgames.com/forumdisplay.php?forumid=180

Giant ships at GenCon 2007: https://upload.wikimedia.org/wikipedia/commons/0/0e/Gen_Con_Indy_2007_exhibit_hall_-_Pirates%21_large_scale_models.JPG

Facebook group post about the Alliance Open House announcement: https://www.facebook.com/groups/PiratesCSG/posts/7088056634567258/

Ravensburger/Villainous: https://www.ravensburger.us/discover/games/marvel-villainous/index.html

His IG: https://www.instagram.com/prime_runner/

Pirates CSG on eBay: https://ebay.us/5C1kyR (affiliate link – purchasing through it will help support my content and efforts with the game!) This site contains affiliate links for which I may be compensated.

 

Uncut sheets:

https://pirateswithben.com/wp-content/uploads/2023/09/DJC-uncut-sheets.jpg

https://pirateswithben.com/wp-content/uploads/2023/09/RV-and-BC-uncut-sheets.jpg

https://pirateswithben.com/wp-content/uploads/2023/09/SCS-Uncut-sheet-about-8.25-inches-high-Matt-L-scaled.jpg

https://pirateswithben.com/wp-content/uploads/2023/09/SCS-Uncut-sheet-about-11.25-inches-wide-Matt-L-scaled.jpg

 

Thanks for listening!

 

Take the podcast survey! https://goo.gl/forms/CsnwVmi3qhtqik323

Feel free to rate and review the podcast on iTunes: https://itunes.apple.com/us/podcast/pirates-csg-podcast/id1258016060

Pirates packs on eBay: https://ebay.us/S14uSE This site contains affiliate links for which I may be compensated.

Sign the Petition!  https://www.ipetitions.com/petition/bring-back-pirates-of-the-cursed-seas

Join the Forum at Pirates with Ben!  https://pirateswithben.com/forums/forum/pirates-csg/

 

The following should eventually be updated from Anchor so they will be available when they get the podcast. 

iTunes: https://itunes.apple.com/us/podcast/pirates-csg-podcast/id1258016060

Blubrry: https://www.blubrry.com/piratescsgpodcast/

Overcast: https://overcast.fm/itunes1258016060/pirates-csg-podcast

Maelstrom Game Mat and House Rules

Maelstrom Game Mat and House Rules

Thanks to my awesome friend Gigi, a unique Christmas gift arrived recently: a Maelstrom game mat!  😀   He was inspired to make it after seeing the concept as a Game Idea, and now fittingly enough I will be able to recreate the incredible scene from At World’s End!  I’ve come up with both regular and deathmatch house rules which you can see below.  The Maelstrom game mat is about 3 feet square, and has 10 concentric circles within it, not counting the foreboding center area.

Maelstrom Game Mat for Wizkids Pirates CSG

General House Rules:
-Ships can only travel around the maelstrom in an “anticlockwise” direction, just like in At World’s End.
-A move segment is required in order to move from one concentric ring to an adjacent one. This uses that move segment for the move action. Instead of moving the ship forward around the ring it’s currently in, move it laterally to the desired adjacent ring. (ex: a ship with L+S base move can use either segment to move to an adjacent ring, then use the other segment afterwards to move forward in that new ring. Or, it can jump two rings, or move L+S in the ring it’s already inside of.)

Maelstrom of Gold Scenario

These house rules are for a regular game with gold, though additional changes may be necessary.
-Set up for a regular game of Pirates, but with a minimum distance between islands of only 1L or 2L.
-Ships in the innermost ring can shoot at other ships in that ring regardless of cannon range (“unlimited” range to reach ships on the other side), as long as a clear line of fire can be drawn to the other ship.
-If a ship enters the center of the maelstrom, immediately remove the ship and all her cargo from the game.

Deathmatch Scenario

These house rules are for a deathmatch, ideal for recreating the epic movie scene.
-No islands. Each fleet starts outside the maelstrom on one of the four corners (opposite sides in a 1v1 deathmatch), and must enter the maelstrom from that corner during the first round (though not necessarily in the same spot for all ships).
-Ships cannot move rings towards the outside of the maelstrom. Concentric ring movement is limited to going towards the center of the maelstrom, as all ships get sucked into the middle.
-At the end of each player’s turn, each of their ships move laterally one ring closer to the center. (this cannot result in ramming/boarding/etc because it is not a move action)
-Ships within the innermost 3 rings of the maelstrom can shoot at other ships in those rings regardless of cannon range (“unlimited” range to reach ships on the other side), as long as a clear line of fire can be drawn to the other ship.
-If a ship enters the center of the maelstrom, she may be given one final action (unless she has already been given two actions that turn) before being removed from the game.
-Eternal only works once, regardless of whether or not the ship was sunk normally or by entering the center of the maelstrom.  If Eternal is triggered, the ship returns to the corner of the map she started in, outside the maelstrom.  She can repair normally there, and the player can move the ship into the maelstrom before repairing all masts.  If all masts are repaired, the ship’s next action must be to move the ship into the maelstrom.

Other Ideas!
These are meant to be interesting alternatives worth trying out, but not part of the core scenario ideas.
-Changing the movement rules: Instead of using an entire move segment to move laterally from one ring to another, ships can move “normally” under the same idea – you still need a move segment to cross a ring line, but you can move forward/diagonally as normal for enhanced speed.
-You may voluntarily eliminate any type of cargo during a ship’s action to move laterally towards the outside of the whirlpool (as if the ship is getting lighter and can potentially outpace the maelstrom).
-Risky middle: ships in the innermost 3 rings get +S to their base move, but must roll a d6 at the end of each of their actions.  On a 1-2, they lose a mast.
-All range extending abilities are doubled (or tripled). Ex: a flotilla with S range cannons and Extended Range can now shoot at a range of 4S (or 6S if tripling is preferred).
-Maximum shooting: S range cannons shot from within the innermost 5 rings can shoot at targets within those rings. L range cannons can hit anything in the maelstrom rings that a clear line of fire can be drawn to.  Or, all S range cannons have a range of 6S and all L range cannons have a range of 6L.
-Combine with the Other Worlds scenario with the Maelstrom being the “home island ocean” with HI’s on the outskirts of the maelstrom. Only once a ship reaches the center of the maelstrom can she use it as a whirlpool to teleport to the other oceans where the gold lies. (this may require banning HI raiders or other house rules to discourage blockading)

I realize there are a lot of game mechanics that might get fuzzy or confusing given these house rules, but they can be worked out as necessary. This post is subject to editing upon playtesting. 🙂

Maelstrom game mat - Black Pearl and Flying Dutchman

We have seen this before….

Maelstrom game mat - Black Pearl vs. Flying Dutchman

Black Pearl vs. Flying Dutchman!

The Importance of using proper L and S measurements vs. full card lengths.

Measurements of L and S compared to full card measurements

This year I’ve noticed many players measuring L and S incorrectly, usually by using a full card length of a ship deckplate on the top side or using a crew card to measure.  Various third party accessories have also become quite popular, as sometimes a deckplate card leaves some maneuverability or angles to be desired, such as when trying to determine a close measurement or for premeasuring move actions.  I got my vernier calipers out to see what distance differences there are between S, L, full card lengths often used in their place, and some extra straws and tubes I’ve been using.  Disclaimer: Measuring with or without the black border lines on the S and L segments may produce slightly different measurement results.

I used the back of a spare Martinette deckplate that I’ve been using for years as my primary measurement tool, as well as an HMS Goliath deckplate to confirm accuracy given that my official card has been exposed to so much playing that perhaps it isn’t 100% accurate anymore (this experiment determined that to not be the case, though I should swap it out if more finish comes off to the point where I cannot determine the endpoints of S or L).

I measured L at 83.8 millimeters.

Pirates CSG L segment measuring 83.8 millimeters

Using the other side of the calipers with the Goliath card, I measured the same 83.8mm.  It may look like the number should be higher, but that’s because the calipers are slightly above the card and I couldn’t get a camera angle showing it head on at both ends.

Next was the test using the entire length of the card.  This came in at 89.2mm, a 5.4mm bonus compared to L actual!

Measuring S and L segments

In a separate test on the wrong side of the Goliath card, this number was confirmed:

Measuring S and L segments (Pirates CSG)

S was next.  The official distance comes in at 57.5mm.

Measuring S and L segments (Pirates CSG)

The Goliath S segment measured exactly the same.

Measuring S and L segments (Pirates CSG)

Now came another full card test.  Standing the Martinette deckplate on end and pinching the calipers to it, we see a measurement of 63.7mm!

Measuring S and L segments (Pirates CSG)

Perhaps this measurement was slightly off, but the “inside calipers” still showed the Goliath card at a similar number.  If you average these two measurements to approximately 63.5mm, that means that measuring with the full width of a Pirates card gives you a 6 millimeter advantage compared to using the proper S distance!  As anyone who has played the game surely knows, that can easily be more (sometimes much more) than the difference between: docking vs. not docking; being in or out of range for cannon shots; being in or out of cancelling range, etc.  Even if you don’t add up how big these differences would compound over the course of a full game, any one instance of these measurement differences could be the difference between winning and losing.

Now it was time to test some unofficial segments.  Fittingly enough, I did not make any of these myself, though I have used them in games somewhat consistently, though I still try to use my deckplate most of the time.  That I didn’t make them is not to clear my name of any wrongdoing, as I have played many things wrong in the past and will likely accidentally screw up additional rules (hopefully just minutiae) in the future.

An S straw I received years ago in an eBay lot measures 58.1mm, very close but still .6mm more than 57.5mm.

An L straw from the same lot actually came in slightly short at 83.6, .2mm less than the 83.8 “official” measurement.  Vernier calipers closed over both ends to show it’s raised off the surface for the best possible measurement.

Measuring S and L segments (Pirates CSG)

Next was the string of metal tubing that Captain Redgoat gave me.  The silver S tube measured 58mm, .5mm more than what we saw from the official segment.

The L tube measured 84.2mm, .4mm above the 83.8mm from the card L.

Measuring S and L segments (Pirates CSG)

I think a fair question to ask is: what could be considered “close enough”?  I would posit that a difference of .5mm or less is fine for most games and all casual play, simply because the difference is barely (or not) perceptible to the naked eye and that distance is likely to be mis-measured anyway due to slight shaking of hands when a ship is placed at the end of a segment, or the slight movement of a hand above a ship measuring the distance to see if a shot can be made.  In addition, I think the benefits of having accessories and convenient tools for players outweigh the slight differences, not to mention other elements such as bumping the table, “undoing” move segments and trying to estimate where the ship’s bow had started, and other accidental calculation errors.

However, I think it would be fair for any player playing competitively or for any kind of prize to request full enforcement of using strictly Wizkids official deckplate cards for all measurements during a game.

Perhaps the biggest takeaway is to not measure with full card lengths, as this gives such a player a decided advantage.  In addition, I highly recommend comparing any accessories you may have to the L and S segments on a Wizkids card, and trimming or editing them so they’re as close as possible to standard measurements.

Lastly, I welcome any community feedback regarding my measurements, if you have made your own and they differ, or what your group considers “close enough” as far as unofficial measuring accessories.

Pirates CSG Podcast #46: Former Rules Arbitrator Tony Vigil! (Piranha)

Pirates CSG Podcast #46: Former Rules Arbitrator Tony Vigil! (Piranha)

You can listen to the audio via ShoutEngine!

You can also listen on Archive.org.

Tony Vigil (Piranha) was the Rules Arbitrator before Woelf.

His store: http://neverlandgames.tcgplayerpro.com/

 

Questions of the Day

Piranha: What is your favorite house rule?

Ben: What is the most difficult Rules situation you have come across while playing Pirates CSG?

Thanks for listening!  Feel free to answer the Questions of the Day below!

Here is the thread for this podcast at Pirates with Ben: https://pirateswithben.com/forums/topic/submit-your-questions-for-rules-arbitrator-tony-vigil-piranha/

The Pirate Code: https://pirateswithben.com/wp-content/uploads/2018/05/The-Pirate-Code-FAQ-Dec-2016.pdf

Find all the game pieces in the Master Spreadsheet: https://docs.google.com/spreadsheets/d/18Z-x-z9gaWiKFLk-kw1weamc0A1-NxMN3xLjWWKsUmA/edit?usp=sharing

 

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Points in Play + Gold – An Intriguing House Rule

Points in Play PLUS Gold for the win – An Intriguing House Rule

This “points in play” thing is a concept I started really liking in 2017, and now it’s one of my favorite house rules despite needing more time to playtest it.

– Whoever has the most points in play AND gold in play at the end of the game is the winner.

Here’s an example. Two people set up for a 40 point game, so both start the game with 40 points. These points can fluctuate throughout, but you’d rather have that number go up (through captures) than down (through sinkings and deaths). Player A captures two 5 point ships from Player B, giving him a 50-30 point advantage at the end. Player B collects 15 gold to Player A’s 7, resulting in a 57-45 victory for Player A.

This can’t be new, but I also haven’t seen it discussed that I remember. There are variations you could try, such as those in the thread linked above. Perhaps ships are only worth their full point cost if they have all their masts. Each lost mast could be -2 to the final tally.

The problems include making combat too important, and making the treasure game almost irrelevant if low value coins are used. In games with this (or similar) rule, perhaps only coins with a value of at least 4 could be used.

Here is a game played with this house rule!

Please leave a comment below saying what you think of this Points in Play and Gold for the win as a house rule!

I’m interested in the way the game is played in regards to points afloat and making it more of a practical game. In reality, there weren’t gold-laden islands lying around waiting to be explored ad infinitum. The real value was in resources, political power, and of course winning engagements in a decisive manner.

Points In Play AND Gold For the Win - July 29th, 2017

The last picture taken from the first game in which I tried this house rule, played against Repkosai and Wifey on the VASSAL module.

On a similar tack:

Canceled user wrote:
Prize Value Ships are valuable beyond their cannons and sails; some have excellent rigging–others have above average food stores on board. Some ships are just better constructed. Set up per usual. For each ship in your fleet roll one of the mini dice: the number rolled represents the ship’s prize value for the rest of the game. Place the die on the bow of the ship for all to see. If the ship is captured and remains in posession of the capturing player until the end of the game, its prize value in gold is added to the capturing player’s total gold. Prize value is only counted if the ship changes hands at least once.

This is an intriguing idea, and could really incentivize capturing ships in smaller and shorter games when it’s usually less practical. However, I find the die roll a bit too random. Perhaps the prize is worth 1/3 or 1/4 of its point value in gold. Or, make it a full 50% (the Bragi could round down to 4, for example) and completely change the game. This could be a way to alleviate the emphasis on getting gold, which is one thing that some players dislike.

A Brief Experiment with Return Fire – February 4th, 2017

A Brief Experiment with Return Fire

I was joined on VASSAL by agiantpie! The setup was for 80 points.

I went with a French fleet that had also hired El Fantasma aboard the Hades’ Realm, while agiantpie went with an all-SM English fleet. Plenty of fog was around. (you can find all the game pieces in the Master Spreadsheet)

In addition, we decided to experiment using basic return fire rules! Once a ship was done shooting at another ship, the second ship could return fire with any cannons it had left, though they would get -1 to their rolls.


With an SAT, the Hades’ Realm (HR) made it into a fog bank near the English home island.
A Brief Experiment with Return Fire - February 4th, 2017

The Soleil Royal, Royal Louis, and King Edward all reached wild islands. The HR got an SAT coming out of the fog, and hit the Dover and King Edward with consecutive attacks! The Dover only lost one mast, but the King Edward was nearly dismasted, and Fantasma stole a 5 coin.

A Brief Experiment with Return Fire - February 4th, 2017

With yet another SAT, the HR eventually sank the Dover! This was too much for the English, and the Titan finally caught the Cursed menace and dismasted her. In the meantime, the Montreal had taken up station in the fog bank where the HR was hiding earlier.

A Brief Experiment with Return Fire - February 4th, 2017

The Titan captured the HR and towed her into a fog bank to avoid the Montreal and get the stolen 5 back in English possession. The King Edward docked home gold and started repairing, while the Lord Algernon would explore the middle island. The Royal Louis and Soleil Royal sought the untouched southern island.

A Brief Experiment with Return Fire - February 4th, 2017

The Royal Louis has loaded gold, while the Soleil Royal prepares to defend her, waiting in the fog. The remaining English ships head southwest, while the captured HR repairs.

The Royal Louis parleyed her way out of some sticky situations, but that started to decrease the French gold advantage. The Soleil Royal lost a battle to the Titan after going 2/5 (including losing her grape shot on a 1) and taking major return fire damage (the Titan went 3/3). The Montreal did what she could to help, but it wouldn’t be enough. The Royal Louis ended up pinned, which further ruined French hopes. In the end, although the French parley gamble worked for a while (the lowest value coins from the HI were given up), the gold differential kept tilting towards the English, while the French fleet was soundly defeated in the south. The Royal Louis’ masts finally fell when she couldn’t afford to give away more gold, and the game was over!

A Brief Experiment with Return Fire - February 4th, 2017

The English were up 21-15 at that point, when we decided to call it. The Montreal would have rowed home to repair, allowing the English to get the rest of their gold home and make the final score 33-15.

It was definitely a good game, if not frustrating for both of us lol. The return fire aspect was interesting, though I’m not sure the -1 to cannon rolls is enough moving forward… more playtesting is needed, and hopefully other forms of this oft-discussed but rarely-played house rule will see the light of play.