This was the second in a series of playtesting games for the new set, Pirates of the Golden Seas. Some game pieces back then were different, and have undergone revisions since then. We also used the Restarting Rules, though they were also in a somewhat different form back then – the earliest form of that alternate ruleset was finished in July 2021, but the “final” version released with the set in August 2024 more closely resembles the original rules (various rule changes were taken back out, such as the elimination of ram damage). We were using the Points in Play + Gold win condition, with gold values to match. 60 point fleets with 60 gold contributed per player for 240 “total points” available at the start of the game.
A7XfanBen’s Dutch:
Van Der Decken + Captain Berend, Captain Dewitt, captain, helmsman, oarsman
Princes Maria + helmsman
Vers Maan + helmsman, explorer
Xerecs’ English:
HMS Devastator + Captain Armstrong, Oliver Blake, Scholar Episces, cannoneer, helmsman, oarsman
HMS Immortal + helmsman, explorer, oarsman
HMS Hermes’ Sandals
The map was an 8Lx8L square. We each contributed 2 fog banks, whirlpools, reefs and sargasso seas. I rolled to go first. Xerecs chose his home island in the south, while I picked the middle.
The Vers Maan explored the westernmost island, finding Wolves, Rats, a 5 and a 1. The Princes Maria docked at the north island, with HMS Hermes’ Sandals ending up there as well after round earthing. The Van Der Decken (VDD) initiated conflict with HMS Devastator as the two gunships started dueling.
Although the VDD scored 5 hits on the Devastator (one ignored due to Oliver Blake), the English returned fire and dismasted the Dutch flagship. At the northern island the Princes Maria found Rotting Hull and Monkey’s Paw, but also some good coins which she quickly deposited at home.
The Vers Maan continued finding negative UT’s, with Natives slowing her down. It was an all-UT island, with Rum, Manawa no Kowhatu and Homing Beacon also present. Three ships converged on the other eastern island. I debated whether I should try to get rid of the VDD’s oarsman and scuttle her to trigger Eternal, but decided to see if the English would just sink her or try to board her instead.
The Princes Maria found even more negative UT’s that Xerecs had placed, with Fruit taking up her final 2 cargo spaces. I decided to dump her helmsman in favor of a coin, especially since the VDD could pick up the helmsman after the latter’s had been eliminated by the Devastator’s ability. HMS Immortal continued to be behind the curve, always a step behind the Maria’s exploring efforts. The Hermes’ Sandals and Devastator went after the Vers Maan who was still stuck. The Devastator was about to open fire when Manawa no Kowhatu was parleyed away (no Rum bomb which was my intention when using Parley with the Vers Maan) which destroyed the UT and the Vers Maan’s helmsman.
The Princes Maria could not reach home without her helmsman (L+S base move), but was able to reach a fog bank for safety. The Immortal stole a coin from the VDD (the Dutch swapped her captain for a coin), but the VDD grabbed the Maria’s helmsman and rammed the Immortal to try and take the coin back.
The Princes Maria got home with gold while the Vers Maan was finally able to take off for home. However, the Hermes’ Sandals had already stolen her Rum, the only coin worth gold aboard.
Both 1 masters returned home with gold, with Wolves locking up an entire island.
Final Scores:
Dutch: 139 points (55 points in play, 84 gold)
English: 98 (58 points in play, 40 gold)
In the end neither fleet lost many points in play, but the Dutch had a better time collecting gold, between going first and arguably a favorable home island location.
Observations:
HMS Devastator is too slow. Not a competitive ship. L speed without a point increase is probably fine.
The Dutch fleet I made is rather annoying to play against between Eternal, Parley, and can’t be shot at while docked. (not necessarily something to “fix”)
Dutch too good? (very fast and good cargo) – Prinses Maria and Volle Maan would later be made a bit worse
Changes made: HMS Devastator base move changed from S to L. Removed the question marks after the point costs for HMS Hermes’ Sandals and HMS Immortal, though it’s possible they are both overpriced by a point or two. (both would get cheaper later on)
This was the first in a series of playtesting games for the new set, Pirates of the Golden Seas. Some game pieces back then were different, and have undergone revisions since then. We also used the Restarting Rules, though they were also in a somewhat different form back then – the earliest form of that alternate ruleset was finished in July 2021, but the “final” version released with the set in August 2024 more closely resembles the original rules (various rule changes were taken back out, such as the elimination of ram damage). We were using the Points in Play + Gold win condition, with gold values to match. 60 point fleets with 60 gold contributed per player for 240 “total points” available at the start of the game.
A7XfanBen’s English
HMS Blue Whale + Scholar Episces, helmsman
HMS Red Death + Captain Armstrong, helmsman, oarsman
HMS Devonshire + Oliver Blake, captain, helmsman, firepot specialist
Xerecs’ Pirates
Black Phoenix + Lord Garhelm, helmsman, cannoneer, oarsman
Golden Rose + helmsman, explorer, oarsman
Knife’s Edge + helmsman, explorer, oarsman
The English went first. We each placed 3 islands along with 2 of each piece of terrain except icebergs. To reach the requirement of each player contributing 8 coins worth 60 total gold, we simply multiplied the face values of regular coins by 4. This keeps the same distribution system as the original Complete Game rules, where each player contributes 8 coins worth 15 gold. In this way the max of 5 UT’s per player was also maintained, since essentially the minimum gold a player could contribute to get 60 was two 7’s and a 1 (28+28+4). The square represents the edges of the map for round earth purposes.
Playtesting starts!!
The Red Death hit the Golden Rose twice (eliminating two of her crew) before the Golden Rose round earthed back towards the Pirate HI. The Devonshire went 0/3 against the Black Phoenix.
The Black Phoenix couldn’t finish off the Devonshire thanks to Oliver Blake’s ability of ignoring the first hit, with the Devonshire then escaping to a fog bank. The Red Death round earthed to follow the Golden Rose and dismasted her.
HMS Blue Whale was about to dock home gold when the Black Phoenix got a timely SAT to zoom over and dismast her including 2 fire hits. With no oarsman, the Blue Whale was doomed to burn to her waterline on the English turn, sinking the ship. The English salvaged the situation somewhat by capturing the Golden Rose and landing a firepot on the Black Phoenix when the Devonshire docked home to repair.
The Knife’s Edge is on her second trip for gold when more fireworks erupted in the center. The Black Phoenix got an SAT to come shooting out of a whirlpool, crushing the Red Death even after the BP lost a mast to the whirlpool. This looked like a death blow to the English, who were already far behind in the gold race.
The Red Death was not able to dock home on the next English turn, with her helmsman+oarsman combo of S+S speed coming up just short before she burned to the waterline.
Turns later and the Devonshire has repaired only to be set alight by the Black Phoenix’s fire hits on 6’s ability. Devoid of hope the English attack the Pirates, inflicting some damage on the BP. The Golden Rose has repaired a mast and plans to use Wine to steal a coin from the Pirate HI.
The BP finishes off the Devonshire, leaving the English with only the captured Golden Rose, who docks home to repair. However the Knife’s Edge unloads the final coin and the game ends!
Xerecs’ Pirates: 241 total points in play (200 from gold)
A7XfanBen’s English: 33 total points in play
Observations:
-English need at least one cheap ship (6 points or less ideally) to help them fill out fleets (modifying HMS Hermes’ Sandals would eventually fulfill this)
-As of now the English don’t have access to any extra actions in the set, whereas the Pirates and Dutch do
-Round earth measuring (when round earthing) is wonky/tough to get perfect. Interesting philosophical discussion was had after the game about the physics of round earth, but the rule is more for gameplay excitement and possibilities than any remote amount of realism.
-Lopsided score (not necessarily an issue, but a stark contrast that occurs often when using Points in Play as a win condition)
-Revision to the Duplicates Rule (changes underlined): -There cannot be duplicate Wizkids ships in play until a faction has purchased every single standard ship (including flavor duplicates (such as all three versions of the 5 master HMS Apollo, for example, but not including customs)) available to them. Once a faction has every official Wizkids ship in its fleet in play, that faction can launch duplicates of those official Wizkids ships. Only one duplicate ship is allowed, but if a faction has two of every ship in play, they can begin a third set of duplicates. However, once a ship is sunk, it MUST be replaced before duplicates can be launched again (This is also known as the “complete the fleet” rule). Unreleased game pieces designed by Wizkids are not included in the Duplicates Rule. Wizkids faction fleets cannot have duplicate custom ships. Since the Dutch and Conglomerate factions have no official Wizkids ships, their entire fleets of custom ships are subject to the Duplicates Rule. For example, if ALL custom Dutch ships are in play at once, they can begin a second set of each custom Dutch ship.
-Minor revisions to the Resources errata and how they work (changes underlined): -Resources are represented through tokens; players may choose whatever kind of tokens they wish as long as all players agree. Ships can carry any number of any resource types up to their cargo limit. After a ship rolls for the resource type and loads resources, the ship will load face-up gold coins that correspond to the numbered resource (for example, a ship with lumber on board would have 1’s). When the ship unloads the resources at the home island, the 1’s (in this case) may be unloaded just like treasure. At any point during a player’s turn (usually at the beginning of the launch phase, after the play phase ends), any resources on the home island can be swapped out for the value of the resource in gold. If the value of lumber was 4, the 1’s are swapped for face-down gold 4’s on the home island (HI), which can then be used to purchase ships and crew during the launch phase at the end of the turn. Players may use UT tokens to represent total gold or resource quantities on their home islands, but should keep in mind that a UT worth 400 gold could be stolen by a home island raider with a single open cargo space.
-2 hits/mast rule addition: Flotillas must be hit 4 times overall in order to eliminate their flag (none of the hits have to come from a specific shoot action).
-Encampment clarification: Abilities that remove explored island markers eliminate encampments.
-Face-up Unique Treasure can be loaded and unloaded to and from islands as part of the free transfer rules. (slight clarification)
-Ships can load face-down treasure and resources from their home island with an explore action. Face-up Unique Treasure can be unloaded to islands as part of the free transfer rules. Ships can load face-up Unique Treasure from their home island as part of the free transfer rules.
-If both players agree to it, opposing ships can touch without ramming, boarding or pinning. While touching, they can be given an explore action to transfer cargo freely between them.
-Submarines can do ram damage while both surfaced and submerged.
-Only up to 3 copies of each unique set of native canoes can be in play at a time.
-There are currently only two storm terrain in play, but I have added their rules to the main post as well. From Xerecs’ Century of Economy games: Storms are a Custom terrain piece. At the end of a round of turns, a d6 is rolled. Match the result to the number printed on any Storms in play. Roll the d6 again. Match the result to the number printed around the edge of the Storm and move the Storm L in a straight line in that direction. If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If any part of a game piece touches a Storm, it is immediately placed inside of it. Roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage points, the game piece is eliminated from the game. If a storm spends more than three rounds over a body of land, it is removed from the game.
Additions to the Ban List: Odin’s Revenge, Kharmic Idol, Pirata Codex, Flood UT, Missionaries UT (those last two are customs)
~~~~~
Clarifying which tokens are for each type of island upgrade:
Encampment: Faction color token used to mark islands explored (under Markers)
Fort upgrade: Shipyard token (under Structures)
Lighthouses=Taverns (under Structures)
Town=Infantry unit (these last three all under Army Units)
Trading Port=Cavalry unit
Military Port=Artillery unit
Starting this turn, factions may start naming islands if they want to. Especially islands they’ve explored or taken control of through island upgrades. For example, an obvious one is “Whirlpool Island”, the island surrounded by whirlpools south of the Spanish HI.
Custom Sets inplay (by the end of this report) with abbreviations and creator name. (from now on, only the set abbreviation will be used for the launch phase specifics – that way you can find the customs used in the Customs Database if desired)
Age of Sail (AoS), Epic Seas (ES) – A7XfanBen
Return of Davy Jones (RoDJ), Fiends of the Blood Islands (FoBI), Spherus Magna (SpMa) – Xerecs
Great Sea (GS), Rise of the Moon Sorcerer (RotMS) – El Cazador
Dark Tides (DT), Seas of Doom (SoD), Eldest Seas (ELS) – JW Darkhurst
Vengeance of the Cadet Captain (VotCC) – Cadet-Captain Mike
Back to War (B2W) – The Grandmaster/PointlessArrow
Dutch East Indies (DEI) – Avery
Treasure Trove of Fenrir (TToF) – Woelf
Lost Isles (LI) – Shockwave
Godmason’s Customs
Marhawkman’s Customs
Obsidian Isles (OI), Siren Islands (SI), Oceans of the Apocalypse (OotA) – projekt355
Islands of Ice (IofI), Age of Extinction (AoE), Search for Golden Shores (SfGS), Rise of the Rebellion (RotR) – Pirate Captain Andrew/DoubleAAsauce
Baltic Sea (BS) – Skelebone
Treacherous Waters (TW) – Ochobrazo2298
Pirates Who Never Met (PWNM), Pirates Who Spent Too Much Time Together (STMTT) – Gazerbeam543
Forgotten Coast (FC) – Riz
Treachery on the High Seas (T), The Golden Age (TGA), – Vladsimpaler
Kraken Sea (KS) – mr_awesome
Lighthouses by The9ofSpades
Pirates of the Sendoran Coast (SC) – Captain Vendari’s customs
That’s a whopping 34 custom sets being used! Nearly all custom creators of Pirates CSG game pieces are represented in CG4 by the end of this turn and report!
The Story So Far
Here is a video describing the general events of the game over the first 5 years of its existence – from April 2018 to spring 2023.
If you’d like more details of some of the early stages of the game, you can also check out Xerecs’ CG4 BRs and the ones I did linked above. If you just need a quick recent events refresher, here’s the last report.
Here are a few things I held back from saying in previous reports that seem fine to reveal now….
Very old (probably from 2019): Jade Rebels probably pissed at the Pirates after Dungeon gave Plague to the Virtuous Wind.
5/8/2020: Dungeon explores island SW of Archipelago, uses Pirates’ extensive spying network to strategically trade Davy Jones’ Key for a Necklace of the Sky (latter grabbed from the middle Archipelago island).
7/13/2020: The Cursed lie to the Spanish that an anonymous source told them that the Americans were coming to attack them. The Cursed are looking for a reason to look pissed at the Spanish so it looks more natural when they go on the offensive.
7/24/2020: “The Cursed Pirates are teaming up to harness the power of the Norse gods to unleash true Hell upon the seas.”
Here is a color-coded “faction locations” map picture from the last round, before PirateAJ14 and Xerecs took their latest turns. The main colored areas are labeled with each faction, with the Pirates having some additional clusters of ship activity in the dark gray areas and The Cursed having a presence next to the Spanish HI.
Here is a giant map picture also showing the entire ocean, this one taken after PirateAJ14 and Xerecs’ latest turns before I started my turn. The Americans have continued to retreat eastward away from the Cursed, while the Spanish have mostly made all speed away from the Cursed 10 masters launched next to their HI.
After a 2 year wait from my previous turn, it was finally time for another epic session of CG4 chaos and carnage! I do recommend watching the play videos for this turn, as I explained things in much more detail and avoided any music-only combat footage and whatnot. I’m trying to make better battle reports (especially for CG4), so feel free to give feedback in the comments at the bottom!
The playing aspects of my turn took a whopping 51 hours, which doesn’t include the time spent planning and strategizing before playing, which was about 12 hours. Then add 9 hours for this battle report, and we get a grand total of 72 hours on this CG4 turn overall. O_O (up from about 42+ last turn)
Pirates
196 Ships, 4697 Points in Play
The Pirates eagerly started another gigantic turn. Becoming more infamous with each passing round, they have used their “Infinite Money Glitch” to become the richest faction in the history of any Pirates CSG game. “Arcane abuse” has completely destabilized all notions of parity, leading to a bizarre situation where many factions may have to team up quickly in order to stop piracy from taking over the entire sea.
Tensions between the Pirates and their neighbors (the Corsairs and Vikings) began four years ago when the factions were fledgling fleets, content to slowly build up a foundation of strength. Now that tension is boiling over into all-out war. It is too soon to say what will ultimately transpire, but the possibility of a prolonged and bloody war is certainly there.
Beginning of turn Abilities and Effects
It was time to start! Each of my CG4 turns begins with much anticipation and excitement. However, there is always a lot of “housekeeping” to do – remembering and reviewing where things left off, consulting my notes for strategic ideas and order of operations optimizations, etc. There are also a number of “beginning of turn” abilities or effects that are resolved early to start getting a picture of what the turn will look like. This involves rolling for all of a faction’s AA (Admiral’s Action) abilities, as well as any Arcane rolls they can do.
The Pirates were disappointed to only get 1/9 AA’s, but their EPoE (Elizabeth’s Piece of Eight) was acting as a guaranteed “Mycron” via the Jolly Mon (a ship who of course was hidden in a fog bank next to their home island). They then used their Global Surveillance Program (GSP) to spy on some Barbary Corsair assets, to make sure they knew full well what they’d be getting into if they committed to a full counterattack on the Corsairs.
The GSP is now better than ever since spying can happen on every faction’s turn! (multiplies spying efforts by 12!) I think it will be best to just do it at the beginning of each faction’s turns for all the factions that took their turn before the current faction playing.
Next it was time for the Arcane rolls! If you’re unaware of this particular “theme” of CG4, I explain it in full in this video:
UT #1: Hidden Trove. UT #2: Evenstar. (both placed on Shadow Thief) UT #3: Eye of Insanity (placed on Sphinx).
393 ships in play x2=786 gold from Hidden Trove. x3 w/Evenstar=2358 gold. x2 w/Silverback John=4716 gold. +876 they already had=….
5592 gold.
O_O Another new record! The most gold ever raked in by a single faction in a single turn. The Pirates estimate their “gold burn rate” at a minimum of 1200 gold per turn, which allows them (hopefully) at least 4 turns of megalaunching without having to use Arcane rolls for gold production. Now they can bring in other UT’s next round….
Trove optimization: 1 Trove + Evenstar = 3 Troves. x2 from John=4716. Vs. bringing in a Trove every turn. No Evenstar-1572 gold (Trove doubled with John)
Evenstar gives 3x gold in the short term to allow for more choice flexibility in the long term. Better than having to constantly bring in Troves to support the crazy spending sprees.
A new “Eye of Insanity meta” is starting to emerge. Each EoI can be used to copy the Arcane, through the Cursed version of Davy Jones. This can be used to bring in additional copies of Nemo’s Plans and Runes of Thor, which can be used to guarantee that those EoI Arcane rolls are 6’s on future turns, which can be used to bring in additional Eyes on other ships. Of course, at any point the Pirates could decide to stop simply “optimizing the system” and go into full brutality mode, bringing in many copies of devastating UT’s such as Neptune’s Trident in one turn and placing them on various attack ships. The combos and possibilities are nearly endless, and the Pirates and Cursed both have a long list of UT’s that they’d like to bring in….
I got in touch with Woelf to answer a question about the Eye of Insanity UT: “A crew targeted by the Eye retains its original ability, so it would still count normally toward other abilities regardless of what got copied.” I asked this because the Sphinx gets +1 to her d6 rolls with a Captain aboard (per her ship ability), but she might have to use that Captain with the Eye. With that ruling answered, she can still succeed at copying the Arcane on a 5 or 6 due to the +1, even if the Captain is used with the Eye.
These “eyes” also pair well with the idea of the Global Surveillance Program….
At long last it was finally time to start giving out normal actions to the other 193 ships in the Pirate fleet!
The Smiling Jim took the Plague from the Noble Swan (lower left of the next picture), finally freeing the prize from her last negative UT. The Noble Swan explored the Smiling Jim to give her Runes of Wealth, a UT that was needlessly taking up a cargo space on a ship that will probably need it for something else in the future.
The Pirates are optimizing their “chain exploring” system at their metals island. They’re going to have ships at both ends of each line have either the Dinghy equipment (which allows you to explore an island or ship within S as a free action) or an “unload within S” ability. That way, no ships in the chain have to remain docked for the chain exploring system to work. This frees up space at both islands, which is great for maximizing how many ships can be launched from those islands. It also opens up a sea lane where ships can easily traverse from the east or west side of those islands to the other without having to sail all the way around the chain. The Pirates expect to have the optimized system finished next turn, at which point their metals income will be automated, likely at 6-7 metals per turn. This is so they don’t have to spend as much time giving actions to their resource runners, and also to minimize traffic jams near those launch points. However, with their near-unlimited gold income via Hidden Trove funding, there is a chance the Pirates will abandon resources altogether and simply outfit those resource runners with crew and equipment so they can fight if needed.
The tavern token that the Raven unloaded at the Pirates’ textiles island last turn is now a full-fledged Plumb Point Lighthouse! This means that all Pirate ships within L+L of the lighthouse get +S to their base move during that action, kind of like a giant trade current.
The Stormy Night rolled a 5 for her ability with the help of a reroll from Norman Spells. It allowed the Pirates to move any enemy ship S into terrain (therefore the enemy ship must already be within S of a terrain piece). The Sultan’s Riches was the easiest target – a Barbary Corsair resource runner approaching a storm. She got sucked in, and had the misfortune of rolling a 4, sinking the ship instantly! She went down with a helmsman and 3 textiles tokens, eliminating 6 points from the Corsair fleet.
The Blackleaf’s Studding Sails equipment malfunctioned, taking down her mizzenmast with it.
Iolkos, captain of the Bombay (custom 6 masted junk), has sent a strange “dowry demand” to Ekimu, the Grand Admiral and Supreme Commander of the Ionic Navy (part of The Conglomerate faction). He did not specify to whom he wishes to be married, having spied no female crew in the Conglomerate fleet at the time of the letter.
The Pirates realized they had made a gaffe with The Leviathan, though not a consequential one. Since the ship “sank” via Eternal scuttling, her Nemo’s Plans and Neptune’s Trident UT’s were removed from the game. It definitely makes The Leviathan less of an automatic (and broken) superweapon, and the Pirates will be more careful about how they use her in the future.
Here’s a broad overview of the Pirate-Corsair situation, showing the Corsair attack from last turn at the center left. The northern half of the Pirate HI is just out of sight to the upper left, while you can see the English HI southeast of the Corsair HI. Things were about to explode.
The Pirates declared war on the Barbary Corsairs on July 3rd!The massive counterattack would now commence!! Here is the video if you’d like to see the raw footage of the entire assault, with both my narrative explaining everything and background music. A picture+caption summary is below if you prefer that.
After the damaged ships moved out of the way as best they could, The Slash (custom 4 master) got things started! She carries my good friend Captain Randy, who was ready to take the fight to the Barbary Corsairs! Both bow cannons hit the Great Desert, a sign of good luck for the Pirates to start the battle so well! Not including the Great Desert, you can count 8 Corsair ships (including the flotilla and two submarines) in the main Corsair attack force. The Pirates wanted to neutralize as many of them as possible. Various options were considered for this counterattack – including committing as few forces as possible. However, the Pirates realized that although going all-in on the counterattack might delay their short-term plans for the WSG (to be revealed soon!), it would be better to completely smash the Corsairs, neutralize the threat, and teach them a harsh lesson.
As the shots began to ring out across these battle-torn red waters, both sides gritted their teeth for the carnage to come.
Next up was the Shadow’s Hand, who carried the Shadowed One – a devastating custom crew from Xerecs! His primary ability: “Give this ship a shoot action. A beam S wide and 2L long leaves this ship in one direction. Replace up to two masts with fire masts for every ship in the path of the beam. This ship cannot be given an action on its next turn.”
A “fire beam” attack of godlike power!! It was time to unleash one of the many Pirate Weapons of Mass Destruction!
6 ships are set alight for a total of 11 fire masts! O_O
Now it was time for another flame weapon! Though far less powerful, it’s one that probably all of us know….
The Queen Anne’s Revenge greek fire attack! From my “movie version” custom from Pirates of the Epic Seas: “Once per turn, you may eliminate one of this ship’s crew to shoot a flame S wide and 2S long directly forward of the ship’s bow. For every ship in the path of the blast, replace one of that ship’s masts with a fire mast.” HMB Sayyida is set alight as the Nubian Prince and Anubis become raging infernos!
With the flashy WMD’s providing some serious firepower, now it was time for the conventional weaponry of the massive Pirate fleet to get to work. Vortex and Slave Revolt set upon the Crown Jewel (Corsair 10 master), eliminating 4 of her masts. With the latter’s Crew Protect cancelled by the Vortex, Vincenzo Gambi led a boarding party from the Slave Revolt to massacre all of the Crown Jewel’s crew. A large number of effective Corsair crew were killed in action: Gazim, Ardagundas, Murat Rais, Sheik Al-Wahed, helmsman, oarsman.
Flotillas took some shots at the Sayyida, while the Crescent Rose used Extended Range (via my Powder Kegs equipment), shooting over the top of a burning submerged submarine to damage the Elephant flotilla. The Misfortune’s Keep sailed into the fray, though her captain ability was cancelled by the Anubis (which is what the Pirates wanted, having intentionally waited until now to approach the Anubis). At the bottom of the frame you can see some support ships doing towing logistics in order to get the derelict Splinter out of the way, making room for gunships to surge forth.
One last look at the severe carnage before the sinkings began:
The Pirate attack was in full swing. More gunships poured into the area, sinking the Anubis, Elephant, and Majestic. This opened a gap that allowed more shots to fall in range of the Crown Jewel, which quickly became a wildly burning mastless hulk. Despite the Crown Jewel’s Iron-Plated Hull equipment preventing some damage, the sheer volume of cannonade put forth by the Pirates crushed her in one turn. At the right, that’s a brand new iceberg brought in by Odin himself! It was an Odin Missile! The Pirates used their Rune combo to eliminate the Grand Desert from the game. Sickening devastation.
With the Slave Revolt and Shadow’s Hand both getting second actions coming out of the whirlpool, I felt that this round was a proper time to finally reveal the meaning of WSG… a foreboding acronym that the Pirates began using amongst themselves years ago….
WHIRLPOOL STRIKE GROUP
A terrifying concept whose true power has still yet to be seen… the WSG is at the core of Pirate combat philosophy. It’s what they’ve been building towards for years now. A massive, multi-faceted strike group that can utilize whirlpools to hit enemy targets anywhere, anytime. There are a number of key pieces to the WSG, among them the Tempest – the custom 5 master that can create a new whirlpool anywhere on the map if she rolls a 6 with her ability. Many of the recent Pirate launches were specifically to build up the WSG, as it fast becomes the largest battle fleet in Pirates CSG history. At the end of last turn I estimated the total size of the force at 50+ ships, with more being launched every single turn.
The criteria for a “WSG ship” is simple – either a ship that can generate its own second action (via Sac/EA/SAT/etc), or supply/support ships that have abilities like the Cheerleader ability (+1 to cannon rolls for friendly ships nearby), or high-cargo supply ships that carry extra oarsmen and shipwrights to replenish the attack ships when they run low on crew or equipment. It is a vast enterprise that the Pirates have been working very hard to optimize. They realize how costly whirlpool travel can be – going into enemy territory and coming back via whirlpool can easily cost a ship an oarsman and a mast, not to mention any damage or casualties sustained while fighting abroad. For that reason, the Pirates have invested heavily in a large supply chain network. They have many ships whose sole purpose is to resupply ships with oarsmen (primarily Sac-powered ships that have a high burn rate of oarsmen, losing them both in whirlpools and while generating extra actions), as well as shipwrights so that combat ships can repair themselves if whirlpools take out some of their masts. The idea is to have a self-sustaining combat force that can fight anywhere at any time for prolonged periods.
There is a massive number of attack ships dedicated to the WSG. Nearly every single “action generator” ship and crew in the Pirate arsenal of game pieces has been launched as a “WSG attack ship”. This is due to the sheer quantity requirements of the WSG – many EA and SAT rolls fail every turn, and sometimes Sac-powered ships have to hang back to replenish their sac fodder stores with new oarsmen. As a result, large numbers of gunships with similar action generation tactics are on hand to keep the strike group strong and flexible. Ex: If 8/10 SAT ships fail to get their SAT rolls, perhaps the EA ships will get luckier to bail them out. Or, Sac ships will make up the difference with their guaranteed double actions. This is also because whirlpool attacks are inherently limited by the 2-action limit: one action is always required to go through a whirlpool, meaning that a ship can only ever be given one additional action on the other side where the combat will occur. As a result, large numbers of attack ships help the odds of a whirlpool attack success by making sure there is enough firepower to achieve decisive victory over the enemy, preferably on the first turn of the attack.
Recently the Pirates have begun to realize just how expensive and demanding it will be to keep the WSG operating in full for many rounds on end. Sometimes supply ships may have to follow the attack ships through whirlpools to attack zones, depleting their stock and strength more quickly. Therefore, the Pirates have begun to launch “resupply” ships – ships that will supply the suppliers. This is to optimize the flow of oarsmen and shipwrights that help keep the gunships healthy and ready for action at all times. As more combat occurs, the demands on the WSG supply system will grow and cargo logistics become quite complicated. My CG4 tracking spreadsheet has a row for nearly all the ships in each of my fleets, with many ships in the Pirate fleet having notes about “needs S+O” (for example) to remind myself that next turn that ship should be supplied with a shipwright and oarsman if possible.
Lastly, the WSG has some extremely powerful weapons in it. If the main bulk of action generator ships cannot do the job… there are WMD’s to back them up. The Pirates have four 10 masters in play right now, as well as various superweapons like the Shadowed One that can provide ample firepower as a last resort if they are not part of the main initial assault. The Pirates are flexing their might, and we could see the WSG become quite the deterrent force over time. With the ability to create whirlpools at will and surge through them with game-changing firepower, no faction on the sea is safe from potential Pirate wrath.
ALL OUT WAR. The Pirates have slaughtered the Corsairs in a grand display of strength. At the upper right, 9 ships (most or all from the WSG) came out of the brand new whirlpool created by the Tempest near the Corsair/English spice island! They wreaked absolute havoc, smashing up the Corsair resource runners and effectively cutting off Corsair access to that valuable island. At the bottom of the frame, Plague of the West got a second action to eliminate masts from the Corsair runners gathering textiles. At the left, one of the most ominous signs of all – the Zeus and Hera have returned home from their excursion to Spanish waters. They’re getting a few brief replenishments but staying near whirlpools in case the Pirate fleet needs their flagships. Off their port sides, you can see newly minted ships of the WSG making their way to the whirlpool area. Another handful of ships wait in the fogpool nearby, primed and ready to enter that whirlpool next round. At the far left, a squadron of 10 warships (mostly stock gunships launched last turn) makes their way around the west side of “Textiles Island” to take up position against the growing Viking fleet in the north.
That marks 6 Corsair ships sunk by the Pirates this turn, with 3 additional ships dismasted and 7 ships partially damaged. By my count the Pirates had 20 ships fire shots at the Corsairs, with 16 Corsair vessels either sunk or damaged. At long last, the full scale combat of CG4 can begin….
The Pirates would also like to make a few PSAs known. They have generally been iterated to the other players, but just for full disclosure:
-Attempts to eliminate the Arcane will be met with extinction.
-Jailhouse Dog (reusable once per round with Nemo’s Plans) will be used to cancel out Fountain of Dreams if it is brought in. Not playing JD to cancel Hidden Trove or Evenstar.
-When using the Sac (Sacrifice) ability where crew are eliminated to gain extra actions, keep this in mind (from the Pirate Code) regarding Captain Davy Jones’ ability to possess crew on 6’s: “If a ship (or crew) has the ability to eliminate a crew to gain an extra action, this ability may be applied. If the roll is successful, the crew is placed on this ship normally and the ship does not gain the extra action because the crew did not remain eliminated.”
Captain Davy Jones is on the Slave Revolt in the Pirate fleet, and he will choose to roll whenever any non-Pirate or non-Cursed game pieces try to use Sac. The Pirates also have some auto-6 capability, so if some high-stakes combat occurs, there is a chance they might use that to force rolls to 6’s in order to shut down Sac for a ship or two (very unlikely however).
Launch Phase
As usual, the Pirates went on a massive spending spree across their 4 launch points. Many new customs will see play for possibly the first time ever! Any custom game pieces launched will have their set abbreviation in parentheses so you can use the reference near the beginning of this post to see who they’re from and in the Customs Database if you want to check them out in full (ctrl+h works really well to find things quickly). There are a few exceptions for very commonly used generic customs, such as Dinghy from PointlessArrow’s Back to War (B2W) set and Gilded Figurehead and Streamlined Hull from Woelf’s Treasure Trove of Fenrir (TToF) set.
Skull Valley: 10 ships, 329 points
Bane (SoD) + Mr. Constantine (BS), Gilded Figurehead, oarsman (she also will have Vesok aboard)
Golden Medusa + Henry Every (OotA), CHO, shipwright (30)
Dark Trance (STMTT) + Three Eyed Roger (STMTT), CHO, shipwright (26)
Cunning Calypso (OotA) + Raveneau de Lussan (AoS), helmsman, shipwright, oarsman (21)
Devil’s Float (STMTT) + Captain Leviathan (BS), Dinghy, shipwright, oarsmen x2 (34)
Grim Spectacle (STMTT) + Captain Sally Silver (OI), Master Gunner Jarvis Johns (OI), The Mad Finn (BS), helmsman, shipwright, oarsmen x2 (46)
Royal Rover (SI) + Hugh S. Shine (RotR), Rosie Richards (SI), captain, shipwright, oarsmen x2 (38)
Pyorremyrsky + Edward Lewis (B2W), CHO, shipwright (28)
Zloty Kot (BS) + CHO, shipwright, exploding shot (22)
Spirit of Freedom (BS) + CHO, shipwright (17)
Gilded Figureheads (32)
Thok (12)
Home Island: 15 ships, 284 points (504 points with island upgrades included) Southern half: (7 ships, 129 points (349 including the island upgrades))
Banshee’s Cry + HE, 3 coin, and fort upgrade (49)
Blinding Sun (STMTT) + Karmiine Klovisk (SC), helmsman, Dinghy (23), carrying town and military port (MP) upgrades (60)
Fickle Fiend (STMTT) + helmsman, explorer, oarsman (14), carrying town and military port (MP) upgrades (60)
Pirates Booty (STMTT) + helmsman, explorer, oarsman (13) carrying town and military port (MP) upgrades (60)
Rum Stealer (STMTT) + Evil Scott (STMTT), CHO (25) WSG supply
Blubber (RotR) + H, oarsmen x4 (12)
HMNV Naval (AoE) + helmsman, Dinghy, shipwright x4, oarsmen x3 (32)
+1 oarsman
This picture also shows the ships launched from the Metals military port (MP), detailed below.
The Mercy and Fancy are dedicated “tugboats”, while those next three are mainly for defending the Arcane. The Arcane is so valuable that she is beginning to have her own defense squadron, which may reach over a half-dozen ships. The Vikings’ recent Hidden Trove acquisition has made them a serious threat to the Pirates’ western border, so the Pirates are beefing up the stock gunship squadron launched last turn with more weapons.
Here we start to see the true scale of the WSG – simply launching half a dozen supply ships for the grand scale of the venture. Just those new ships alone carry 20 oarsmen and 12 shipwrights. However, the Pirates want all their supply ships to have a “permanent shipwright” aboard in addition to any extras meant to be given away – that way the supply ships can repair themselves after whirlpool travel, not just the gunships. The WSG attack ships are likely to operate wholly at sea for very long periods of time, while the supply ships might come back to a launch point eventually to replenish their cargo, or simply be resupplied en route by yet another ship in the supply chain.
Textiles MP: 6 ships, 223 points
34 points of crew and equipment for various ships that docked on the play turn: Darkhawk II, Dragon, Star of Siam, Triton’s Fury, Raven, Pandora, Agnis Crystalis. Anti-Viking Defense Squadron
Cat’s Curse (SI) + Calvin the Wicked (SfGS), Los Diablo Rojo (OI), CHO, FPS, shipwright (46)
Fallen Eagle (BS) + Scout the 3rd (STMTT), CHO, shipwright (31)
Polska (BS) + Kazimierz Lux (BS), HSO, FPS (30)
Death’s Hand (BS) + Anne Bonnie (SI), captain, oarsman, Bow Chasers (AoS) (33)
Revenant + CHO, 2 equipment (30)
Gruesome + CHO, FPS (19)
The Pirates finally let a bunch of their older ships dock at this MP in order to come in for repairs and/or get some needed cargo. On recent turns the Pirates just wanted to max out their launches no matter what, but now they finally feel somewhat satisfied with the size and power of their fleet. This will allow many Pirate ships in need of things to come in and get them rather than waiting off the coast as endless new ships are built in rapid succession. It could be said that the Pirate policy of “maximum launching” is over, but of course it might resume in a crisis situation. Every launch point will still likely resemble spokes of a wheel for many more rounds, as eventually I may want the Pirates to control every single ship ever made for them, both Wizkids and custom. O_O You can see where the WSG attack ships have gone east, diverging from the weaker anti-Viking squadron that heads northwest. Both have formed impromptu lines of battle.
Launch Totals for the turn: 44 ships, 1111 points (1331 points including island upgrades)
Overall Fleet Size: 240 ships, 5797 points (at least 6017 total including upgrades)
The Cursed
51 Ships, 2171 Points in Play
The Cursed also start their turn with various d6 rolls – over a dozen with more every round!
Hidden Trove was now worth 864 gold (388 ships in play after the Pirate combat, but then they launched 44 ships for 432 total). Tripled with Evenstar=2592 gold. Plus what they already had=3943 gold. Just like the Pirates, The Cursed wanted to guarantee megalaunches for a few turns, estimating their burn rate at no less than 1000 gold per turn (so this should cover them for at least 3 turns, potentially less if they put up enough launch points). The Cursed got 5 AA rolls to work (+Barst, a Mycron crew), giving their burgeoning fleet a lot of flexibility.
Magnesis yanked the Ivory Star into the Gauntlet of Pestilence fog bank next to the Corsair home island, killing her oarsman in the gloom.
The Cursed are on a frenetic pace with both launches and island upgrades, upgrading their custom “whirlpool forts” (Figlar Castle and Gunos Fortress, two of each in play) at breakneck speed. To that end, they realized they’d have to do some logistical “magic” this turn. Using one of their trade currents, the Dinghy equipment, and an intermediary ship to support bridging the gap, they managed to get both island upgrades from the Devil’s Child to the Sea Duck, and the DC’s fort upgrade to the Gerudo Gale, the latter of which was already docked at the Gunos Fortress needing the upgrade. Originally the DC was going to upgrade both the island and the fort afterwards, but the Cursed really want to expedite how fast they can get launch points up, specifically the whirlpool forts. Soon they will have no less than FOUR upgraded forts that can essentially megalaunch from any whirlpool in play. O_O Talk about weaponizing terrain! Arguably just as intimidating as the Pirate WSG….
The shipyard token is placed and The Cursed will be able to launch from this fort next turn!
The Spanish get slammed!
The Spanish have been crushed. 7 ships sunk, 1 ship captured, 4 ships left in play. 2/3 of their fleet was wiped out in one turn by the 10 master strike squadron. O_O The Pirates also have their “Anti-Spanish Squadron” sailing north towards the Spanish HI…. War is upon us indeed.
A familiar voice whispered from shadow, aboard the Devil’s Kiss of the Pirate fleet…
“The Dead have taken command of the sea….”
The killing was not over yet. It was time for a new menace to reveal itself….
TaaW=Terrain as a Weapon
Also known as: Weaponizing Terrain
In yet another instance of the Pirates getting help from The Cursed (or vice versa), the Sargasso Nightmare teleported into the area to provide some extra firepower support, making The Cursed an enemy of the Barbary Corsairs if they weren’t already.
Nearly all terrain types have now been weaponized. The Pirates can create whirlpools at will and surge forth deadly legions. The Cursed continue to build up their fog hopping squadron, which will be larger and more deadly than ever before. Odin Missiles rain down from the sky every turn as icebergs from the heavens sink ships. Now even seaweed is something to avoid, because you never know when a swampy Cursed fiend will pop out and shoot you.
The Cursed and Pirates will be using increasingly aggressive rhetoric in their dealings with other factions as their patience continues to wear thin.
All Shall Perish.
Launch Phase
Home Island: 6 ships, 210 points (390 including island upgrades)
For Wisp: helmsman, oarsman, Dinghy (6), +42 for gold+fort upgrade token.
For Maman Brigitte: Streamlined Hull, oarsman (4)
For USS Mercury: equipment (14)
For the Grand Misfortune: Melegaunt (ES), Streamlined Hull, exploding shot, stinkpot shot, chain shot (11)
Obsidian Sun (OI) + Maleficent (OotA), helmsman, oarsman (18)
Pale Moon + Lilith (OI), Tzilacatzin (RotMS), Gilded Figurehead (26)
Insidious (STMTT) + Rapunzel (SI), helmsman, shipwright, Dinghy, oarsmen x3, gold, fort upgrades x2 (26 for ship, 92 additional)
Cursed Chalice (SI) + Merrow, Tidal Fiends, helmsman, Dinghy, oarsman, gold, fort upgrade (21 for ship, 46 additional)
Voodoo Child (STMTT) + Marie Laveau (STMTT), Vodyanoy (BS), Chirox (SpMa), HS, oarsmen x10 (66)
Bloody Cutlass + helmsman, shipwright, Dinghy, oarsman (18)
From Figlar Castle #1: 11 ships, 532 points
End of Days (ES) + Lord Hellsing (ES), Carnal Sinner (ES), Wraith (SS version), Madame Maria (RoDJ), Dhornikov – Prime Executioner (ES), SO, Streamlined Hull (TToF), smokepot specialist, stinkpot specialist, grappleshot specialist, exploding shot, grapple shot, chain shot (114)
Calamity (ES) + Acronius The Calamitous (ES), Jolly the Skull (OI), Phantom (OI), Skell (RoDJ), Streamlined Hull, shipwright, oarsmen x4 (88)
Cataclysm (ES) + Volgaad The Volcano God (ES), Sorcerer Jafar (OotA), Deranged Spider (ES), Vamprah (SpMa), Streamlined Hull, helmsman, shipwright, oarsmen x5 (95)
Blood Sacrifice (MS) + CHS, oarsmen x3 (27)
Moctezuma’s Revenge (MS) + helmsman, Streamlined Hull, shipwright x3, oarsmen x5 (36)
Rat’s Circle (IofI) + CH, oarsmen x2 (17)
Eternal Curse (ELS) + CHS, Dinghy, oarsmen x3 (31)
Arabian Nights (OotA) + The Nightsister (OI), helmsman, shipwright, Dinghy, oarsmen x4 (38)
Spinax (SoD) + CHO, shipwright, Dinghy (26)
Specter (OotA) + Lord Icarus of Destral (DT), Heir to the Satanic Temple (ES), CHOS (36)
Krikun (BS) + helmsman, Dinghy, shipwright x2, oarsmen x3 (24)
One of the most sickening and incredible launches of the game sees The Cursed spend over 500 gold at a single fort. The 10 master expenditures average 99 points each. Even more sinister… it appears that The Cursed may be building their own WSG….
From Figlar Castle #2: 12 ships, 318 points
Farore’s Cataclysm (GS) + Vaati (GS), CHO, Gilded Figurehead (38)
Fiend’s Plot (ES) + CHO, shipwright, Streamlined Hull, Gilded Figurehead (27)
Banshee’s Wail + “Screaming” Mimi, CHO (29)
Dance + Tabitha McWarren (F&S version), helmsman, oarsman (19)
Crypt + Heiress of the Apocalypse (ES), helmsman, oarsman (22)
Siren’s Stone (B2W) + CHO (21)
Black Jar (OotA) + CHO, shipwright x3 (25)
Mauled Mermaid (SI) + Captain Nachtmare (OI), oarsmen x4 (29)
Hellish Stench (ES) + Maxis Penumbra (SoD), oarsman (20)
Man O War (AoE) + helmsman, smokepot specialist (10)
Hanging Tree (RotR) + CHOS (19)
Flesh of Oman (RotR) + Icarax (SpMa), Kaulu Kaikamahine (SI), HSO (48)
The Necromancer placed in fort (ES) (11)
This Figlar Castle whirled into the middle of a fog cluster, which was perfect for what The Cursed had in mind. They’ve put in play a “mover squadron” full of abilities that can wrench enemy ships around against their will.
Cursed PSA that all the other factions know about: The Cursed now have SS Wraith in play (aboard the End of Days), meaning there are two “d6 possess” abilities in play. From the Code: “-If a crew is eliminated and multiple different players have this ability available, each may attempt the die roll using the normal player turn order, starting with the current player, until a roll is successful or all able players have rolled.”
Following through the play order, the Pirates will roll first followed by The Cursed. Just like the Pirates, The Cursed are intentionally going to use this to try and impede Sac and similar abilities from the other factions.
Launch Totals: 29 ships, 1060 points (1240 including island upgrades)
Overall Fleet Size: 81 ships, 3245 points (3721 including upgrades)
Vikings
20 Ships, 488 Points in Play
Since they didn’t have nearly as many beginning of turn rolls as the Pirates or Cursed, I decided not to record the start of the Viking turn. This proved to be a mistake, as the Vikings pulled off a grand coup of luck.
The Vikings got a 6 with All-Powerful Thor! They had tons of options for it, with many hundreds of enemy ships in play, including some nasty pirates nearby. They didn’t want to bring in the legendary Fountain of Dreams UT as they didn’t fully trust all of the other factions – too many variables with what could be brought in.
In the end, the Vikings took control of the Cursed Flying Dutchman! They got a 6 for Kalfu (“Once per turn roll a d6. On a 6 you may change the result of any die roll to a 6.”) (!!!)
The Flying Dutchman roll to bring in a UT and place it on an enemy ship didn’t work, so the roll was forced to a 6 to bring in a Hidden Trove!!
….
It was placed on HMS Alexander!!!! O_O
The Vikings have immensely helped the English by giving them a massive windfall, with Hidden Trove to be worth over 900 gold on the next English turn!!
This was a grand moment of much anticipation. For a few years now, the Vikings and Corsairs have started to consider “gift Troves” for other factions by using their copiers to copy the Cursed Flying Dutchman instead of the Arcane, allowing them to place a UT from outside the game on an “enemy” ship instead of their own ship. However, the Vikings did not expect it to come from All-Powerful, which allowed the Vikings to control the FD and effectively use All-Powerful to copy the FD’s special ability. The English could be rich as soon as next round, and perhaps the greatest thing for the possible “allies” is – there’s no Pirate or Cursed turn in between in which it could be stolen by one of the major powers. An interesting thing about the Pirate-Cursed cooperation is that they go after each other in the turn order, so all 10 of the other factions have their turns in between, uninterrupted by the “great evils”. It’s a double-edged sword because it also allows the Pirates and Cursed to potentially execute absolutely devastating coordinated attacks in back-to-back fashion. However, in the case of UT generation it may help.
This is also a massive deal because it could change some of the power dynamic in the northeast. The Pirates have likely irked the English of late, sending the Blackleaf into the northeast corner with island upgrades to possibly take over the spice island the Corsairs and English have been profiting from. That island was explored with a Dinghy on the Pirate turn, meaning the Corsairs and English are quickly running out of time to prevent yet another Pirate launch point from surrounding their home waters. In addition, the Corsairs have been severely weakened, and could really use some help. They have made contact with the English about combating the Pirates together, but until now the English had very limited means to do so. If this turn made it look like the Pirates were about to completely take over the northeast corner, this Hidden Trove gift from the Vikings to the English could change or delay that. The Vikings also like this outcome for the sake of their positioning. They are located just west of the Pirate home island and textiles MP. The Corsairs are their allies on the eastern side of the Pirate launch points. However, the Corsairs have been so badly beaten that the Pirates might be able to turn all their home waters might against the Vikings, which would mean a quick and certain Viking defeat. However, if the English (east of the Corsair HI) build a battle fleet that draws Pirate attention, the Vikings have a better chance in any local combat zones.
The Vikings had wanted to give a Trove to… the Spanish! They have been on a “gift list” of both the Corsairs and the Vikings for a few turns now. This turn was almost the perfect moment for it, with the Vikings feeling somewhat secure with their new launches and an “extra” crack at the UT generation shenanigans via the lucky 6 on Thor’s All-Powerful. It was all set for the Spanish to get rich instead of the English… until the Vikings realized that no Spanish ship was within docking distance of the Spanish HI. If a Hidden Trove was placed on a Spanish ship, it would have to be at sea where it was likely to be stolen by the Pirates or Cursed (or someone else) before the Spanish could get it home. The Vikings didn’t want to waste their luck on that, and so pivoted to the English instead.
Next it was time for the Viking copier, Jord. Having already given out a Trove to a possible future ally, the Vikings would definitely be copying the Arcane to try and benefit themselves.
Jord rolls to copy Arcane. First Gilded Figurehead, then Jord, then Reroll via Shayna Deux:
*** <a7xfanben> rolls White D6 -> [2] ***
*** <a7xfanben> rolls White D6 -> [5] ***
*** <a7xfanben> rolls White D6 -> [6] ***
Another successful roll!! Used to place a Hidden Trove on the Timperswayd!! O_O 😀
With that, the Vikings raked in another huge windfall, increasing their gold reserves further so they could launch for multiple turns without fear of bankruptcy.
This picture shows most of the Viking ship movements. Their recently launched warships are headed south towards a fog cluster, where the Muninn attempts to spy on Pirate movements to the east. Some of their “lumber squadron” has broken off from their usual trade route to join up with the main force, as the Vikings anticipate needing all the ships they can spare in a possible battle with the Pirates – which they anticipate could be coming soon. Even some resource runners are turning east, simply to beef up numbers and provide support as tugboats or block ships. There is little need to run the lumber trade, with Hidden Troves providing a steady supply of gold from which to fund the fleet.
The Barbary Corsairs and Vikings have been reaching out over the past few years in regards to forming alliances with some of the other factions in play, possibly to combat the Pirates together. However, the Vikings have a more… brusque approach when it comes to communicating. XD It remains to be seen if that impacts their alliance hopes, not just with the English, but other factions as well….
Launch Phase: 6 ships, 195 points (347 including upgrades)
For Timperswayd: Dinghy, town+MP upgrades (3+60)
For Noble Glacier: Shayna Deux (already in play), helmsman, equipment x3 (5)
9x Gilded Figureheads (9)
Eagle’s Brood (LI) + HSEO, Dinghy, gold, fort upgrade (22 + 48 for gold+upgrade, 70 total)
Ratatoskr (IofI) + HSO, Dinghy, gold, fort upgrade (21 + 44 for gold+upgrade, 65 total)
Berserker (IofI) + Blakenos Arnfoot (ES), CHO, Dinghy (29)
The Norse Anvil (LI) + Kould the Conquerer (IofI), CHOS (40)
Naegling + Wilhelm Hadraade (OotA), Galnarl the Terrible (ES), helmsman, oarsman, Streamlined Hull (36)
Ruby Ice (ES) + Zaura Vikman (LI), Powder Kegs (ES), oarsman, stinkpot shot (30)
Without revealing their exact plans, it’s clear that the Vikings are investing heavily in the upgrade game. They hear about what the Pirates and Cursed are doing, and want to get a slice of the pie. There are only so many islands in play (36 wild at the start of play), and the Pirates and Cursed appear to be snatching up a fair number of them. In addition, the Vikings are severely hampered in their launch phases by the physical size of their ships. With most of their ships available being oared, their average ship width is quite big, comparable to the Corsairs and all their galleys. This means they can’t launch as many ships per turn because they run out of space at their home island sooner than most factions would. As a result, more launch points are needed to get the Viking fleet built up at an adequate speed.
Overall Fleet Size: 26 ships, 683 points (895 including upgrades)
Barbary Corsairs
22 Ships, 422 Points in Play(down from 30 Ships, 575 Points in Play at the end of their last turn)
The Corsairs are down in the dumps. They have been absolutely devastated by the Pirates and Cursed, losing 8 ships and 153 points in the time between their last turn and this one. Morale has never been lower. Even compared to when the Corsairs lost a battle squadron to the Pirates years ago. Some of their best fighters perished in the Pirate counterattack, and there is absolutely no way the Corsairs can launch enough new warships to keep up this war effort against the Pirates right now, especially if the Pirates keep pushing east to the Corsair HI.
The Barbary Corsairs attempted to bring in a UT…
Making matters even worse, the Corsairs failed to get the roll – the only one of my factions to not bring in any UT’s this turn. The black days are upon them… depression and hopelessness are starting to set in across some parts of the Corsair fleet. They do not have the gunships available to defend their resource system, which has come under attack by the Pirates and the WSG. (I may be upbeat in the above video, but the Corsairs are anything but)
The Corsairs did their best to regroup and reprioritize, negotiating a tense truce with the Pirates on some strict terms. The Pirates agreed not to attack next turn if the Corsairs made concessions – they would not fire a single shot against the Pirates this turn, nor would they launch a 10 master or a full battle squadron (some new ships could have captains, but not all). The Corsairs are angry at the Pirates, but are more sad and shell-shocked than anything else. They currently also have a female leader (Galina) who is mourning the loss of many Corsair captains, including Gazim, the admiral who perished when Vincenzo Gambi mercilessly slaughtered the crew of the Crown Jewel. The Corsairs are actually rethinking their strategy a bit – their plan just one round ago was to push the Pirates to the brink and wage all-out war with tons of gunships launched from their home island. However, facing extinction, the Corsairs realize they should play the long game and try to get off the Pirates’ radar a bit.
The Nubian Prince was the only burning ship capable of movement, but her fire spread even further above deck, completely engulfing the ship in flame. The Crown Jewel and both submarines are doomed. With those 4 ships all very likely to sink due to the automatic scuttle next turn, it would bring total casualties from the Pirate attack to 10 Corsair ships sunk, 12 if we include the pair of ships sunk by The Cursed. The warships launched last turn sail out to form a wall line of defense against any further Pirate encroachment, with 3 war galleys north of the iceberg and one east of it. The Crescent Moon pulls into port to stock up on some cargo the Corsairs have been planning to give her. Corsair resource runners generally headed east to a rendezvous point near the new whirlpool by the spice island. With nowhere to run or hide, the Corsairs are praying the Pirates don’t go back on the truce and attack them next turn. It is a rough time when your life depends on trusting fickle pirates.
However, the turn was not without hope. Receiving an AA from Kheir-ed-din, the Djinn of the East sped through the new whirlpool and emerged in an area completely new to the Corsairs – and for that matter, any faction. She is the first ship to take The Vortex, a reef formation shaped by a whirlpool in the middle of it. This is a distinct feature of the map, though unlikely to see much use due to the obvious dangers. However, the Corsairs were desperate, and the whirlpool was near an untouched wild island they may have designs on. It’s in between Viking and American outposts, and far from any Pirate or Cursed influence so far.
Launch Phase: 6 ships, 208 points (374 points including upgrades)
Gilded Figureheads x10
Nephila: added Dinghy and shipwright (5)
Crescent Moon: shipwright, oarsmen x2 (4)
Zeitgeist (RotR) + Prince Numidia (RotR), Baahir The Brave (PWNM), Dinghy (30)
Orion’s Belt (SfGS) + Pallamir (ES), Bomb Box (ES), HSO, Dinghy, gold, town and MP upgrade (28+60)
Rabat (ES) + Cleopatra The Wise (PWNM), HSO, Dinghy, town and MP upgrade, gold, fort upgrade token (33+106)
Camel (SfGS) + helmsman, shipwright x2, Dinghy x3, oarsmen x3 (36)
Dieu-Le-Vuit (LI) + Ramoran (ES), CHSO, Dinghy, stinkpot shot (30)
Anubis (OotA) + Rajastos (ES), Vorash (ES), HSO, Dinghy (32)
The Corsairs got busy launching just as many ships as the Vikings did. 4 new 4 masted galleys, as well as a large new submarine and a schooner! They were digging deep into all the various new custom game pieces that have been added to the Customs Database since the last CG4 turn (much like my other factions). Indeed, the sheer quantity of sets and customs out there at this point is likely to satisfy even the smallest of minor factions. This Anubis is a 4 master, not a relaunch of the cancelling 3 master sunk earlier in the round. Although the relaunching rule would allow for the Corsairs to get some of the best combat assets back quickly, I simply dislike the flavor implications of relaunching stuff that just sank less than a round ago.
Overall Fleet Size: 28 ships, 630 points (961 including upgrades)
Point Count
Starting this round, I am attempting to track ships and points in play for each faction on an action-by-action basis. This means that whenever a boarding party results in crew elimination, I immediately subtract that crew’s point cost from that faction’s point total in the spreadsheet I use for the game. It does make combat take a little longer, but I expect it to be fully worth it as it eliminates the need to go around the map at the end of my overall turns and count up everything each faction has in play. This will likely result in some minor discrepancies in the numbers over time as a few crew or equipment eliminations or additions might be missed once in a while, but it’s worth the time saved. The last full point count took about 4 hours, so I’d prefer to avoid doing that each round. I know tracking the points in play is not required, but I really love keeping track of how big each fleet is and seeing the crazy records grow with each round.
Here are the latest faction totals! I know a lot of it is extremely lopsided, but that may change a bit over time if more “gift Troves” can be handed out or procured. There are three fleets in the 25-30 ship range that have the best hope of contending with the Pirates (and/or Cursed). However, almost half the factions (5/12) have less than 10 ships in play. Of course, perhaps that makes them less likely to draw interest from the power factions, possibly allowing them to slip under the radar. The Pirates’ percentage of points in play actually decreased slightly this round, but they could still become a ridiculous statistical anomaly in that regard – if they cross 50%, they’ll be just one faction out of twelve and still in control of a points majority!
Faction
Ships
Points
Ship %
Points %
Points/ship
Spanish
4
57
0.9%
0.5%
14.25
Jade Rebellion
4
43
0.9%
0.4%
10.75
The Conglomerate
30
531
6.5%
4.5%
17.70
English
17
230
3.7%
2.0%
13.53
Pirates
240
5797
51.6%
49.5%
24.15
Cursed
81
3245
17.4%
27.7%
40.06
Vikings
26
683
5.6%
5.8%
26.27
Corsairs
28
630
6.0%
5.4%
22.50
Dutch
6
76
1.3%
0.6%
12.67
Americans
15
215
3.2%
1.8%
14.33
Mercenaries
6
91
1.3%
0.8%
15.17
French
8
123
1.7%
1.0%
15.38
Total
465
11721
25.21
Last turn saw this game become the largest in Pirates CSG history. This turn, the game broke through the 10,000 point threshold. O_O For some years now I have fantasized about playing a game that went into 5 figures worth of points in play. After my Command the Oceans campaign game in 2017 passed 9000, I began to think it was inevitable. Now we have reached it! However, we didn’t just get to 10K points – we blew past it, reaching an astounding 11,721 total points in play.
We are indeed in the Reign of Terror. It remains to be seen just how allied the Pirates and Cursed are, but they currently control over 9000 points, nearly 80% of all points in play. They also own 69% of all ships afloat, meaning you could double the fleet sizes of all other factions and they’d still have more. Next round is likely to see The Cursed become the second fleet in play to reach 100 ships, truly a huge milestone for any massive campaign game fleet. In the meantime, the Pirates will continue their assault on the record books. Already the biggest fleet ever, they will easily blow past 6000 total points next round and look to eventually become the first 300-ship fleet. O_O
Stats by player. Things have ballooned to a size not seen before. Technically I did control more ships during CTO in 2017, but that game never reached a 5 digit point total. Now I’m not the only player playing, and I still control over 10000 points. O_O
Ships
Points
Ship %
Points %
Points/ship
Xerecs
55
861
11.83%
7.35%
15.65
A7XfanBen
375
10355
80.65%
88.35%
27.61
PirateAJ14
35
505
7.53%
4.31%
14.43
10 masters in play: 24 – 4 new this turn, all Cursed. (16 Cursed, 4 Pirate, 2 Viking, 1 Corsair, 1 Conglomerate)
Summary
Concepts introduced:
WSG: Whirlpool Strike Group
TaaW: Terrain as a Weapon
Burn rate: Total gold spent per turn by a faction. Good for a faction to know for when they’ll need more Hidden Troves or are likely to run out of gold. Variable by the turn but generally in the 1000-1200 range for the megafleets that have 3+ launch points.
Here is the grand map! I recommend opening it in a new tab and zooming in to view in full size to give yourself a tour of this crazy game. You’re looking at the first documented Pirates CSG game to surpass ten thousand points. This picture shows nearly 12,000 points in play.
With that, another one of my mammoth turns is in the books! This round saw brutal and decisive attacks on the Corsairs and Spanish by the Pirates and Cursed. Both battles appear to be over, with capitulation nearly inevitable in the short term. However, the Vikings have rivaled the Conglomerate and Corsairs as perhaps the third most powerful faction, even “playing god” to decide who gets rich this turn! Could the Hidden Trove gift to the English backfire, or will the English be eager to join the cause against the Pirates and ally with the Vikings and/or Corsairs? What could happen next? I’d love to hear your predictions in the comments!
As dusk sets across the ocean, a voice of black speech whispers across the waters… “All Shall Perish.”
Comment below your thoughts on the game, predictions for what will happen, and how I can improve my reports! If you’d like to support my efforts with Pirates CSG, feel free to check out my Patreon or buy things through the affiliate links throughout my website. This site contains affiliate links for which I may be compensated. Thank you so much for reading about this game and following along with the epic developments! 😀
20 years ago to the day this game was played, it all began. The movie that changed lives and made fortunes. The movie that led Jordan Weisman of Wizkids to make a Pirate game – the birth of Pirates of the Spanish Main and the CSG subgenre of board games. To celebrate The Curse of the Black Pearl 20th anniversary, Xerecs and I played a 50 point game on VASSAL using only game pieces from the Pirates of the Caribbean set! A brief summary follows, with a full video recording of the short game at the bottom of this post.
He went first as the Pirates, while I followed with the English. I wanted to restrict my fleet to only game pieces actually seen in the first film of the series, which got me to 45 total points using various crew on HMS Dauntless and HMS Interceptor, adding Mercer to get to 48. They would be facing off against the Black Pearl and Hai Peng.
Ragetti helped the Hai Peng snag some Plunder early, while Interceptor used her speed to reach an island quickly as well. However, my own Marines must have been brainwashed by some natives, as they shot and killed the guvna! Governor Weatherby Swann was eliminated. Only upon making this report and seeing the video do I realize that I accidentally cheated on the following turn, with Interceptor sailing home when she should have been stuck at the island due to the hangover from Rum.
On the Interceptor’s sail home, she was intercepted by the Black Pearl! The epic battle happens again!! Black Pearl took off two masts, but the English returned fire for the same on their turn!
However, this time “Commodore” James Norrington was there to intervene! HMS Dauntless came whirling onto the scene, with Mercer tossing Murtog overboard to fuel the ship’s extra action, which sank the Pearl!
From there it was a race to get gold home, with Hai Peng’s blazing speed impeded by the Jail UT which had removed her crew and therefore the captain and helmsman speed bonuses. HMS Dauntless returned to the southwest via whirlpool to explore, but found TWO Aztec Medallions! One of them eliminated the other coins from the island, though I should have flipped the Jailhouse Dog to reverse that.
HMS Dauntless came through a whirlpool again, with Mercer sacrificing Mullroy to sink the Hai Peng! However, the Pirates had won 11-10!
I also played some PotC music on violin that day to celebrate the anniversary, and saw the movie in theater at night to cap the grand day of piracy! 😀
I played a 40 point VASSAL game with Gazerbeam543! It was our first virtual matchup and the first since the PNW Weekend Marathon. We used the Seattle house rules and all game pieces can be found in the Master Spreadsheet. I went first with a modified version of a new fleet I’m calling “The Grim Express”. (original version is slightly more optimal)
Cassandra + FN Grim the Savage, RotF Crimson Angel, helmsman
Banshee’s Cry + explorer
Rover + Jonah, Calypso
Le Coeur du Lion + Cissey, Auraa, Deleflote
Terrain: Fog
Coins: Marksman’s Map, Shipping Charts, Homemade Flag, Neptune’s Figurehead, Manawa No Kowhatu, 3 7’s
Peter went next with the Spanish:
La Santa Isabel + Capitan Alarico Castro (SM version), Duque Marcus Vaccaro, Master Bianco (SM), Bianco’s Haulers, helmsman, explorer, oarsman
La Monarca + Dominic Freda (+2 gold version), helmsman
I went south, picking up some UT’s and unveiling Maps of Alexandria to turn the NW island coins face up. Pirata Codex wiped out Kharmic Idol and another UT, but both of those were found before Cassandra snagged Manawa no Kowhatu and Neptune’s Figurehead.
With Peter clearly in the gold lead with both of his ships zooming home with their +2 bonuses, I knew I had to act quickly to prevent the game from ending too soon. The BC rushed home with Deleflote’s help, flipping her 7 out to the Cassandra’s island to build The Devil’s Maw fort. This was to give Grim more time to raid the Spanish HI. During a less active turn, Coeur was able to duck into a fog bank to protect her valuable crew.
Monarca arrives home to increase Peter’s score to 22, compared to 8 between my fort and the 1 that Cassandra has taken home. Calypso creates a few whirlpools but I didn’t want to put one right by Peter’s HI just yet, lest the Santa Isabel (SI) come through and take out Calypso in a boarding party.
Calypso makes more whirlpools, opening an avenue for the Cassandra to raid the Spanish HI from the north (Deleflote giving her a second move action out of the northeastern whirlpool). Grims steals 3 coins worth 12 gold, more than half the Spanish total. Banshee’s Cry touches the Cassandra’s stern in case she can assist with any cargo logistics or ramming on the next turn.
Both Spanish schooners rammed the Cassandra, doing no damage. However, SI managed to steal a 7 back. However, this just made me want to HI Hoard again. BC explored Cassandra to take her 2 (the lowest value coin from the initial heist). Then Cassandra stole the remaining two coins on the Spanish HI, leaving them with no coins. Deleflote allowed her to zip back through the whirlpool, arriving back in Pirate home waters. Rover drops Calypso on my HI, anticipating a blocking/ramming role to support Cassandra.
SI comes through with an SAT from Castro and steals back the other 7 from Cassandra! Monarca rams the BC derelict, who I scuttle afterwards. I debated whether to shoot at SI with Rover and Cassandra, but eventually decided to ram and board with both because I knew I pretty much needed to steal one of the 7’s again in order to win. Alas, both boards failed! Jonah and the Cassandra’s helmsman were doomed to the depths.
Making matters worse, I was now pinned, with Peter having designs on capturing Grim. SI shot 3/4 and Monarca rammed the Cassandra’s last mast off, making her derelict. I wanted Rover to tow her home with a double action from Deleflote, but the Rover was still pinned to SI. Thus, now my best chance of winning was by suicide/sabotage (with still no gold on the Spanish HI and my mast count down to 2 with plenty of whirlpools around to eliminate them if SI didn’t). Coeur popped out of the fog and lost her mast to a whirlpool, leaving me with just the Rover.
It seemed like there would be enough time to dismast the Rover and end the game, but I rolled too well on the whirlpools! It took a full 3 rounds for the Rover to roll poorly enough to take out her lone mast, by which time SI had returned home with Cassandra, dropping off both 7’s+2 for a narrow gold lead. I put Rover out of her misery to keep the score closer, with Peter winning 16-14! Very tight endgame, where I would have won 14-0 if either of the Rover’s previous whirlpool rolls had been negative in nature.
Wow! What a nice and close-fought 40 point VASSAL game and a great introduction to VASSAL for Gazerbeam543! This was a big momentum shift game, with Peter loading a ton of gold early only to have it all swiped by Grim, then stolen back in true conquistador fashion! Notably, no captains were present in either fleet, but there was still plenty of swashbuckling action. A more excellent contest than we could have expected!
Great competitive game with Xerecs . Really love this game. Funny enough, in this modern age of playing, using no house rules and just duking it out is super underrated in my opinion. All game pieces used found in the Master Spreadsheet.
This game was Kyle’s first on the VASSAL module! We set up for a 2×60 game using our regular Seattle Pirates house rules. All game pieces can be found in the Master Spreadsheet. He went first with the French:
Le Superbe + Capitaine Arathiel, Jules de Cissey, helmsman, explorer, oarsmen x2
Tepant + captain, helmsman
Le Bon Marin + helmsman
Le Pique + captain
Marianne + Maurice Aristide
I followed with an English fleet from RtSS:
Elthelfleda + Captain Nemo, helmsman, oarsman (got this idea from Ochobrazo2298’s game)
HMS Halcyon + RotF HGold, RotF Trevor van Tyne, 0LR+5 Bratley, cannoneer, oarsman, grape shot
HMS Goodfellow + helmsman, explorer, oarsman
Coins: Weapons, Seastar, Dead Man’s Chest (PotC version), English Royal Decree, four 5’s
The setup:
Both fleets headed out for gold, with the Superbe exploring first and the Pique preparing to grab a coin from her.
Elthelfleda and Goodfellow loaded some solid coins including the Seastar UT, but a French blockade looked to be brewing.
Knowing I had a good amount of “extra firepower” available on the Halcyon in the form of musketeer+cannoneer+grape shot, I charged for home after seeing she would be in range of the Tepant. She went 4/4 to dismast the Eternal Frenchman! I went straight for home with my other ships as well to put as much pressure on the Superbe as I could, forcing her to make potentially tough decisions on what to shoot at.
However, I had been too aggressive with the Goodfellow and wrongly guessed that an action generator on the Superbe would have already been revealed. Capitaine Arathiel took the helm and piloted the Superbe to a game-changing attack, sinking HMS Goodfellow and her 10 gold (+Dead Man’s Chest UT) and then taking the Halcyon down to 1 mast! Great maneuvering by Kyle ensured she stayed out of the range of any potential canceller on the Halcyon. On my turn I weighed various options, with perhaps docking the Halcyon at home being the smartest. However, this would allow Kyle to scuttle the Tepant while I tried to get gold from the Mercenary Elthelfleda to my HI via the Halcyon, and letting the Superbe run wild. He was also amassing good gold through Maurice Aristide, so my chances were dwindling. Halcyon continued the fight, taking a mast off the Superbe and using grape shot to whittle down her sac options a bit. Elthelfleda headed straight for Tepant, knowing it was the key to getting some gold home and/or staying alive in the game.
Superbe sank the Halcyon, then sacced her helmsman to ram the Elthelfleda and take her down to 1 mast remaining! (and stealing her 5) With Mercenary again preventing the E from docking at home, I used Seastar unsuccessfully and then captured the Tepant, who explored the E to grab her oarsman in anticipation of getting home on my next turn.
The Tepant was able to get home rowing S+S (avoiding a sinking at the hands of the Pique sniping at her), but at the cost of losing the Elthelfleda to the Superbe. In the meantime the Bon Marin was transferring another coin to Marianne, who upped its value by 2 with Aristide. The game was all but over.
At this point it was worth counting up the gold on Kyle’s HI and the gold remaining in play. It revealed that I could only hope to ever get 4 gold by some miracle, while Kyle already had way more than that on his HI!
Kyle: 17 gold
Ben: 0
A lopsided 2×60 game but a good introduction to VASSAL! Kudos to Kyle and his effective French fleet, using pieces synergistically and saccing to devastate the English position at the opportune moment!
For the first time in YEARS I played a game with NO house rules of any kind. Captain Vendari and I met on the VASSAL module for a “pure standard” game. No ban list, no house rules, nothing beyond what Wizkids intended this great game to be. Due to the prevalence of house rules and ban lists in modern game groups that play Pirates CSG, I have even been calling this “hyperstandard” in my head, though in reality it’s basically just “regular Pirates”.
Vendari rolled to go first. These were the fleets: (all game pieces found in the Master Spreadsheet)
Captain Vendari
San Cristobal + Victor de Alva (F&S version), Luis Zuan (F&S version; Helmsman ability), silver explorer
Bloody Jewel + helmsman, silver explorer
Le Coeur du Lion + Vicomte Jules de Cissey, navigator
UT’s: Kharmic Idol
A7XfanBen
Black Swan + Captain Jack Sparrow (common 058 version), Bianco’s Haulers, helmsman, explorer, oarsman
Patagonia + Robinson, Lord Mycron, Administrator Scott Bratley
Le Coeur du Lion + oarsmen x2 (1 Pirate, 1 French)
Oarsmen x2 on home island (1 Pirate, 1 French)
Events: Hidden Cove, Raft
UT’s: Jailhouse Dog, Relics
With his 0LR+5 Vendari brought in both crew on the Bloody Jewel. I anticipated seeing at least one face down event in his fleet, but once I saw none in his complete fleet as Player 2 I realized I could save the 2 points I was anticipating for Favor of the Gods. My 5 extra points went towards my events and the HI oarsmen, as I figured the Coeur would need more crew to fling out to CJS.
As Player 2 I placed the final island, putting it on the western side. This was to preserve the southeastern island as likely the worst HI location. We didn’t dive too deep into the strategic meta around island placement, but we certainly talked about it as we set the map up. Vendari also won the roll to determine how many terrain pieces each player would place – he voted 6, I voted 2. He placed 3 whirlpools and 3 reefs, while I added 5 fog banks and 1 sargasso sea. I chose for Vendari to start in the SE corner while he chose for me to start in the NW corner. We were ready to play some old-fashioned normal Pirates!
Victor de Alva was revealed, and Vendari got his EA roll to zip the San Cristobal out towards the center island at S+S+L+S+S+S+L+S speed. The Bloody Jewel headed west as the Coeur generated a trade current.
The UPS machine began revving up. I flipped Hidden Cove to start my turn, and the middle island was the closest. I was wary of Nemesio Diaz on the SC being able to cancel one of my important abilities, but decided to chance it and dock near the SC anyway, knowing that I could force a decisive action very early if there was no canceller. (in hindsight, in a hyper competitive environment I would have studied Vendari’s face down crew setups and total points before taking my turn, which would have shown that the final crew on the SC could not have been more than a 3 point crew) The Black Swan used her first action to redock with cannons in range of the SC. I flipped CJS and shot before exploring, since exploring first could reveal bad UT’s that might mess up the shooting. The Black Swan hit 2/3 (definitely above my average with 3S cannons) and then explored, finding some low value coins on the island. I think it was a regular 2 and the rest silver – 2,1,1. CJS flipped the silver 2 to the Coeur, who was given an explore action targeting my HI to unload it.
With Mycron giving the Patagonia’s action away, the Black Swan then redocked again to fire her port broadside, hitting the San Cristobal 1/3 to take her down to 2 masts standing. CJS flung another coin to the Coeur, but she would have to wait until the next turn to unload it. The Black Swan also loaded one of the 1’s, as I would rather get boarded for it (and possibly only lose my explorer since the loser chooses everything for boarding parties) than have the SC just explore the island and take it.
Vendari got another EA from de Alva, and docked at the island next to the Black Swan. However, I was ready to reveal my “trap card”, with Bianco’s Haulers preventing the Black Swan from being shot at while docked! It was still a decent turn for the SC however, as she was able to use the silver explorer to grab the island’s final coin, then use the EA to sail away to the west. The Bloody Jewel scurried home with treasure after finding both Relics and Kharmic Idol on the southwestern island.
With no canceller or oarsman on the San Cristobal, I had to take her. The Black Swan got another Mycron assist to blast the San Cristobal, ramming at the bow as well. The SC was dismasted, and both players declined to board.
The Bloody Jewel returned home with a 3 and a silver 1 that generated an extra 1 gold from the silver explorer’s bonus.
On my turn the Black Swan started towing the SC, then used both actions to dock at the western island where I explored and flipped home a silver 4 to the Coeur who unloaded it. I then built Paradis de la Mer because it would allow the SC to repair, and because Vendari’s fleet was now likely too weak to be able to contest the gold in Paradis at any point in the future. (a safer play than some fort builds, so a no-brainer in this case) The following turn I got de Alva’s EA (quite the generous guy today!) to repair 2 masts on the SC. However, at this point Vendari decided to forfeit, seeing no path forward for him to win given the momentum swing and how hard it would be to get any more coins home.
A7XfanBen: 13 gold
Captain Vendari: 5
Although the game was shorter than I anticipated, it was nice to get back to a regular game of Pirates. It’s been so long since I played with all events being legal and things like the normal boarding rules where the winner has no agency to choose. I think it’s a good idea to do this once in a while, both to satisfy my desire to play competitively and as a way of going old school or back to the roots of the game that Wizkids put out. After all the house rule craziness in recent years, it’s almost a way to “detox” from a bit of “house rule fatigue”. Nothing against house rules to say the least, just kind of a fun experiment to do once in a while, both to actually play (not just theorize) in a competitive meta and almost as a tribute to Wizkids’ original creation.
Spanish (home island is in the southeast): 15 ships, 243 points. Recently attacked by the Pirates through whirlpools at the spice island southwest of their home island (HI).
Jade Rebellion (south central): Approximately 5 ships for 50 points. They have struggled to grow. Although they were the first faction to reach The Archipelago, their Noble Swan was captured by the Pirates, netting the Pirates a key UT combo that has pretty much permanently destabilized the game.
The Conglomerate/The Alliance: ~27 ships total. Recently hired Mata-Nui gives them the Copier ability, and since bringing him into the fold they’ve gotten Hidden Trove twice, netting them over 1000 gold in a short period of time.
English: 16 ships in play. The English have been pretty average so far, gathering reasonably valuable resources and staying out of conflict.
A7XfanBen
Pirates (home island is northeast and southeast due to round earth rules): Already the dominant faction of the early game, the Pirates are quickly reaching all-time great status. Combining the captured Runes of Thor+Nemo’s Plans combo with the custom Arcane ship has vaulted them into a new stratosphere of fleet size, recently topping out at 148 ships and ~3740 total points in play! They have become the de facto favorite, with a staggering amount of firepower that grows by the turn (41 ships launched last turn!) along with a growing collection of WMD’s – Weapons of Mass Destruction. The sheer amount of ability and UT combos available to the Pirates gives them striking range and power unlike anything ever seen in a Pirates CSG game.
Cursed (northwest): With some intriguing help from the Pirates along with Davy Jones’ Copier ability, The Cursed have gone from an average faction to the second largest fleet in play. Among their 37 ships are a whopping five 10 masters, with more possibly on the way given that they’re still sitting on around 2000 gold.
Vikings (north central): The Vikings have basically just collected lumber, and lost the Sleipnir to the nearby Pirates. However, 14 ships is not terrible considering their severe factional limitations. They have a Copier (Jord), but have had no luck copying the Arcane thus far.
Barbary Corsairs (northeast): The Corsairs have been an instigator, teaming up with the Vikings in a somewhat anti-Pirate/local alliance. They attacked the Pirates with some of their best custom 4 masters; although their initial attack was devastating, they lost all 4 of the ships. However, a Copier of their own has allowed them to resurge, with 26 ships and nearly 500 points in play.
PirateAJ14
Dutch (southwest): ~7 ships. The Dutch have some interesting ships and UT’s. It looks as though they may be trying to establish an alliance with the French.
Americans (northwest): 16+ ships. The Americans have done quite well for themselves, raking in metals to launch a bunch of their best ships. Recent attacks by The Cursed have left them in a state of some disarray.
Mercenaries (east): 6 ships. It took them a while to get going, but now the Mercenaries have some ships beyond just their starting fleet. They have been rather “anonymous” and are located far from any conflicts.
French (southwest): 8+ ships. The French have been stuck with poor resources for a while, and have not yet had the chance to make a mark for themselves in the game.
Alliances: Corsairs and Vikings (not publicly announced in game, so for thematic purposes only these factions know along with whoever they may have told about it)
Wars (declarer first): Pirates vs. Spanish
A 33 Hour Turn
As a general reminder, if you haven’t read the previous battle reports for CG4, this will be harder to understand. I recommend starting with the rules and first reports, followed by the rest in the tag. The tagged posts start with the most recent, so going bottom up from the last page is in chronological order.
This turn with my four factions took approximately 33 hours, up from last turn’s previous record of 30.5 hours. It was played from late May 2021 until July 31st 2021, with approximately 15 different sessions of playtime. The longest sessions were 5 hours on May 30th and about 4 hours on July 24th. I think the point count took about 4 hours, with the battle report taking about another 5+, so what you’re looking at represents over 40 hours of dedication just for this turn.
Pirates
I started my party of a turn listening to this excellent mix. I am absolutely drunk on power…. XD
Arcane Rolls: Vesok allowed Gilded Figurehead to work, which was used to replace the bad Arcane roll with a 6. This allowed the Pirates to place a Hidden Trove on the Shadow Thief! This would not be the last of their successes….
It is almost crazy just keeping track of the Pirates’ AA (Admiral’s Action) rolls – they now have nine of those abilities in play. 8 of them have Reroll with them on the ship in question, while the 9th is Ching Shih whose AA hits on a 4-6 due to Vesok being aboard the Smoke’s Hand with her. O_O So at the beginning of each Pirate turn, I am just doing around 20 d6 rolls to see how many AA’s I get and which Arcane rolls/rerolls/etc work out. XD In addition, the Shadow’s Hand now carries the Antikythera Mechanism, which just hit on this turn with a 6, allowing the Pirates to give an action to an enemy ship!
The Smiling Jim brushed up against the Noble Swan, giving the former the Plague but allowing the Noble Swan to explore the Smiling Jim, also giving her Enemy of the State. The Smiling Jim was launched specifically for this purpose, so the Noble Swan will be able to dock at the Pirate HI (finally!) when the Warring Tribes gets her there.
The Tempest got Cannonball Gallows’ EA to move out of the whirlpool area near where the attack on the Spanish took place. She emerged from the fogpool near the Pirate home island, using her second action to touch the Inferno. The Inferno was given an explore action, swapping a face down crew for the Tempest’s Aert van Tuyl, the historical custom chieftain for the Natives of Madagascar native canoes. The Tempest is even more loaded now….
Chain exploring is back in vogue! With the ability to yank in Hidden Trove at will every single turn, the Pirates have less need for gold runners. At some islands, the Pirates are now planning to go with a more passive gold running approach, chaining together their resource gatherers so they barely have to sail them around at all. Ideally the last ship in the chain that would normally be docked at the home island will have some kind of ability that allows her to unload at the home island if she’s within S of it. This allows ships to transit the busy waters right around the home island rather than create a blockage where ships would normally have to sail all the way around the chain of exploring ships in order to get to the other side of the home island area. (or break up the chain to allow a ship through the line, which slows down the flow of resources) Due to their guaranteed (and massive) income with essentially infinite Hidden Troves, the Pirates aren’t worried about whether or not the chain exploring is truly optimal for resource collection (they might get X less of metal per turn compared to regular operations where each ship is given a move action, though I haven’t done the math on all that).
In what would normally be a large coup, the Harbinger sacced to capture the Joya del Sol and warp her home, netting the Pirates a grand Spanish prize along with her cargo of 7 spices, suddenly worth the max of 42 gold under the new resource change! O_O Of course, that is now chump change compared to the Pirates’ near-unlimited wealth….
The Tempest used Avak’s help to get a 6 on the ship’s special ability, which allows her to place a whirlpool from outside the game anywhere on the ocean! This would become important later on….
For reference, here is the Pirate-Spanish situation towards the end of this Pirate turn. Some of the gunships that attacked last turn left the area already, with the Pirates cleaning up a bit. The 10 masters continued circling the spice island. Despite the fact that a state of WAR exists between the two factions, the Pirate ships made no moves towards the Spanish home island (HI).
BUT THAT WAS NOT THE END OF IT!! THE LEVIATHAN IS HERE! The custom Pirate 5 master with D movement came swooping in, but she was not without some extra help! The Pirates got ALL THREE Arcane rolls this round (with some help from Runes of Thor of course! lol), allowing them to put UT’s on The Leviathan. Here is the footage of what happened next!!
14 masts eliminated from 7 Spanish ships, from a UT that is now reusable!!! O_O
The Leviathan is dismasted… but the Pirates have a plan for that… at least, … someone does….
Now it was time for another Odin Missile! The WMD that the Pirates introduced last turn is still fully operational! The Pirates don’t care much for the Jade Rebellion, so why not hit them? Runes of Odin introduced a new deadly iceberg to the game, and then Runes of Magic was used to slam it into the Virtuous Wind, removing her from the game!! O_O
The VW was carrying a bevy of UT’s when the icy missile broke her to pieces:
The Stormy Night moved the Tycoon into the iceberg that destroyed the Virtuous Wind.
What happened next was nothing short of shocking and evil.
Summary: With the Pirates controlling her, the Chimeratron Legacy captures 8 American crew and scores 8 hits combined on the Mercury and Blackwatch. Making matters much worse for the Americans, The Cursed are next in the play order, which means the CL can probably get 2 more actions before the Americans can even respond….
The Tempest used her ability to place a whirlpool… right next to The Leviathan…. O_O Anyone paying close attention to the customs in play may have an idea of what this means… very soon…. oh no…..
In the northeast, the Pirates continued moving their mass of gunships to the southeast towards the whirlpool and fogpool. Perhaps they’re forming some sort of defensive line against the Corsairs? Even in zoomed-in pictures like this you can see the massive scale of campaign games. So many ships in one area, and true fleet movements occurring as they did in the Age of Sail, rather than a handful of ships scurrying about in a 40 point game. XD
The Blackleaf was given the final AA of the turn to teleport from the fogpool to a whirlpool in the far northeast that is surrounded by sargasso sea (at the far right in the above picture). The whirlpool is close to the spice island the Corsairs and English have been making trips to, which is now rather valuable given the resource change making spices worth 5 gold each. The Blackleaf also carries town and military port upgrades….
At the upgraded Skull Valley fortress, the Pirates gave actions to their newly launched ships there. Along with some random-looking maneuvers, it once again appears that the Pirates are generally just trying to clear as much room as possible at their launch points….
And that is exactly the case!! The Shadow Thief docked home a Hidden Trove. 334 ships in play meant it was worth 668 gold. Silverback John doubled that to 1336, which got added to the Pirates’ existing 565 gold for a grand total of 1901 gold!
Pirate Launch Period
C=Captain; H=Helmsman; O=Oarsman; FPS=Firepot Specialist; B2W=Back to War (Pointless Arrow’s custom set)
Launched from the textiles military port: 11 ships, 247 points
Berserker+ CHO, Dinghy, 2 equipment
Burnt Bones + CHO, Dinghy, Carronade, 2 equipment
Recreant + CHO, firepot specialist, fire shot
El Ladron + CHO, firepot specialist, fire shot
Revenge (PotC version) + CHO, firepot specialist, fire shot
Accused + CHO, firepot specialist, musketeer
Silverback + CHO, firepot specialist, fire shot, Dinghy
HMS Rickets + CHO, firepot specialist, fire shot
Fortune + CHO, firepot specialist, fire shot
Plague of the North + CHO, firepot specialist
Dart + CH, Dinghy, facedown crew
Launched from metals military port: 15 ships, 335 points
Bruja + François l’Olonnais, helmsman, oarsman
Bloody Spear + Fidel Zuan, CHO, FPS, Streamlined Hull
Flying Death + Richard Sawkins (Captain, +1 to boards, +1 to d6 rolls against the Spanish), helmsman, Dinghy, oarsman
Charles + Jean L’Escuyer (+1 to cannons against the Spanish), CH, FPS
Black Gentleman + Daniel Johnson (+1 tod6 rolls against the Spanish and +1 to boards), CHO, Ballista (one of the very few ships in the Pirate fleet utilizing Silverback John’s cargo master +1 bonus)
-This completes the Anti-Spanish Squadron (for now?) at 12 ships.
Greyhound + CH, FPS, shipwright
Mocha + CHO, FPS
Panama Sun + CHO, FPS, shipwright
Poison Dagger + CHO, FPS
Pillage + CHO
Foultrader + CHO, Ballista
El Diablo Negro + Jacques Tavernier, Judy Rodriguez (Helmsman+Cannoneer), oarsman, Ballista, Dinghy
Viper + CH, Dinghy, Ballista
Santiago + CHO, Ballista, fire shot
Zanzibar + CHO, FPS
Launched from their home island: 10 ships, 238 points(seen in the previous 2 pictures)
(Northern half)
The Deserter + CHO
Black Arrow + CHO, chainshot specialist, Dinghy, stinkpot shot
Ningpo + Captain, Ballista
Delight + CHO, Ballista
Dolphin + CH, shipwright
Plague of the East + CHO, shipwright, fire shot
(Southern half)
Charming Mary + Calico Cat (already in play), CHO, shipwright, Streamlined Hull
Silver Dagger + CHO, Streamlined Hull, gold coin, fort upgrade
Bonny Kate + CHO
Royal Fortune + CHO
El Chico + CH
+the Harbinger received a Dinghy and restocked oarsmen; she is one of the VERY few ships in the Pirate fleet actually taking advantage of Silverback John’s cargo master bonus and therefore she will sail out next turn with 5 oarsmen. (I despise the usage of cargo masters in campaign games because it breaks their ability, so I use it as little as possible and generally just ignore the fact that all my Pirate ships in this game have an extra cargo space.)
The Arcane is essentially up to 4 “bodyguard” ships now. This is like the military policy of Defense in Depth.
You may notice that a lot of the launches are rather lackluster. This is partly because they’ve already launched a ton of the really good ships I wanted them to launch, and because it’s easier to launch cheaper or “basic” ships to save time so my turn can take about 3 months instead of maybe 4. XD It’s finally gotten to the point where the Pirates are so big and powerful that it doesn’t feel remotely necessary to fully optimize their launches every single turn like I usually do in campaign games. The term I’ve been using for a ship like Poison Dagger (average across the board but more likely to be a gunship than a gold runner) is “stock gunship”. The Pirates, having the most ships ever released in this game, inevitably have a lot of 2-3 masters that are sometimes quite good (like the Recreant) along with a lower tier of similar ships that blend together and just aren’t usually that notable on their own. These are generally what I call stock gunships (at least, in campaign games). Almost like pure “numbers” gunships that wouldn’t normally carry named crew, but can stock up on “extra weaponry” (as I call it) such as cannoneers, musketeers, specialists, and offensive equipment.
The Pirates launched 18 ships from stock this turn.
The Pirate launch phases have now transitioned from fully optimal, to more of a numbers game where they continue rapidly expanding the size of their fleet, but nowadays filling it out with “stock” as they run through ship after ship from the Master Spreadsheet and Customs Database in a frenetic pace to “launch ’em all”. Time will tell if they slow down on purpose despite their massive wealth, or if they splurge onwards and continue adding 40+ ships to their fleet every turn….
This Pirate Turn By the Numbers
Ships Launched: 45 (new high for them this game, and likely for any fleet in any game; 86 ships added to their fleet in the last 2 turns)
Gold Spent: 1,027
Gold Remaining: 874 New Fleet Totals: 196 Ships, ~4,700 Points(continue reading for the point count…)
The Cursed
-Got the FD’s UT ability to work with Kalfu’s regular Reroll. This was used to put a copy of Runes of Thor on the Shadow’s Hand, completing the Pirate trifecta of THREE auto-6’s!! (three ships in their fleet now have both Nemo’s Plans and Runes of Thor aboard) This is also certainly not the first time The Cursed have used the FD to give the Pirates a positive UT….
-The Pantheon got her Arcane roll to work! Nemo’s Plans placed on the Chimeratron Legacy! O_O Uh oh….
-The Pirates use one of their Runes of Thor copies on the Royal Feces’ Arcane roll that goes through Eye of Insanity and Davy Jones! This is used to bring in Nuva, which was placed on the Pantheon! (Any crew ability on this ship may be used by another crew within S of this ship.) Just like the Pirates have done with the Smoke’s Hand, this will allow the copying of a Copier, giving The Cursed yet another chance at Arcane rolls every turn! (just like the Pirates, they will now have 3 cracks at it every turn, and you can trust they will do everything they can to optimize the system with Reroll/Gilded Figurehead/etc.)
-The Spiral Chaos used Nuva to copy Davy Jones (and the Arcane through DJ) through her oarsman. The 6 was used to bring in Runes of Thor which was placed on the Chimeratron Legacy! O_O
The Chimeratron Legacy was up next… dare to watch the carnage unfold?? See it here….
She sank the Blackwatch, damaged the Kettering, and captured the Mercury! O_O The deed is done. But the turn is not. Devil’s Storm, continue the slaughter. And that she did, capturing the Kettering and hitting the Bonhomme Richard.
Funny enough the attack was not complete! I forgot one of the recently acquired Cursed weapons! Tridax (a custom ship from Xerecs) got a 5 to warp to an island and shoot the Americans, sinking the Lynx and further damaging the Bonhomme Richard!
With just a few ships The Cursed have thrown the American fleet into disarray. Some American ships have been captured or sunk, while others flee with significant battle damage. What was already a gloomy situation for the Americans is made even more horrendous with the arrival of Chimera, Divine Beast of the Apocalypse – the newest Cursed 10 master on the scene! With the CL about to warp out of the picture by capturing the Mercury via Lord Jonathan Morgenstern and Dinghy, the Chimera serves as the CL’s replacement on the battlefront. (not that she needed a relief)
The Spiral Chaos used Kalfu’s global reroll to get her ship’s ability to work on a 6! “Once per turn, roll a d6. On a 5-6, move any ship within L of a whirlpool into that whirlpool. You may choose the exit location of the ship.” The Cursed chose the Spanish! The Colector del Dia spun through a whirlpool…
…and got sent to Davy Jones’ Locker by Figlar Castle #2!!O_O Imagine the shock the Spanish felt as one of their ships was mysteriously yanked into a new whirlpool (created by the Pirates…), only to never see her again as she was sunk far away across the ocean by a new whirlborne Cursed fortress of doom!! O_O
The Cursed ships scattered from their home island, likely making room for new launches in addition to the Chimeratron Legacy, who warped home with the Mercury after exploring her via Dinghy. You can also see a good number of Cursed ships entering fog banks.
A familiar WMD, in Evil hands
O_O The Cursed combine their old copy of Runes of Odin (that they found normally quite a while back) with a new copy of Nemo’s Plans to introduce their own version of the Odin Missile! Oya-lansan is used to shove the iceberg into the Fuerza de Dios, instantly removing the Spanish 5 master from the game!
Now for a case of severe shock….
BOOM!!
and BOOOOOOM!!!!!!! O_O_O_O_O
The Cursed launch 4 10 masters right next to the Spanish home island!!!!! O_O
Figlar Castle: This fort can only be built on a whirlpool when a Cursed ship is touching the whirlpool. Starting the turn after construction, this fort can travel through whirlpools like a ship, but without having to roll for damage. Ships docked at the fort do not travel with the fort. Cursed crew can use their abilities in this fort.
The Cursed warped the recently upgraded 1st Figlar Castle through her original whirlpool to arrive in what still looks like Spanish territorial waters! And during their launch period they launched 5 ships from the fort including 4 10 masters!! Holy cow and What The Hell!? LOL! Not only does this look really bad for the Spanish, but the fort and 10 masters just so happen to completely cover the dismasted Leviathan and likely block the Spanish off from doing her any harm.
Now you can see why I said in the last report regarding the second copy(only 2 of each custom fort allowed in this game) of Figlar Castle being built by the Solenostomus: “This should seem… far more than ominous….”
The Cursed Launch
From the Figlar Castle by the Spanish Home Island: 5 ships, 329 points
Berzerker + Berserk Overlord, helmsman, oarsman, Ballista, Streamlined Hull, 2 crew and 1 equipment
Devil’s Wrath + helmsman, oarsman, 4 crew, 2 equipment
Diabolic Monstrosity + helmsman, oarsman, Streamlined Hull, 3 crew, 2 equipment
Slaughter of Innocents + helmsman, oarsman, Streamlined Hull, 3 crew, 1 equipment
Slaying of the Savior + helmsman, oarsman, 4 crew
+High Command, Throne of the Antichrist with Underworld Maniacs as the 10+ point crew
From the Cursed Home Island: 9 ships, 416 points
Colossal Rupture + Taiken, Magnesis, helmsman, oarsman, Streamlined Hull, 2 crew
World of Apathy + Demonwraith, The Shadow King, Bitil, helmsman, oarsman, Streamlined Hull, stinkpot shot
Black Star + Moon Sorcerer, helmsman, oarsman, Streamlined Hull, 3 crew
Great Apostasy + Archbishop Fiend, helmsman, oarsman, Streamlined Hull, 2 crew
Porphyrion + Marcus Augustine, helmsman, oarsman, 1 crew, 2 equipment
Courtship of Evils + Archfiend of the Apocalypse, Ring Besis, Archdiocese of the Apocalypse, Witch Queen Salem, Senosis, helmsman, oarsman, Streamlined Hull (48 points of crew and equipment on a 29 point ship!)
Fallen Angel + captain, shipwright, oarsman, stinkpot shot, Dinghy
-towing the Devil’s Fireball flotilla
Severance + captain, helmsman, shipwright, oarsman
Total: 14 ships, 745 points (a sickening 53 points per ship…)
Reading that again… 5 ships for 329 points… doesn’t even make sense! XD Almost only possible with customs, or maybe like a Wizkids launch of 5 fully loaded (or overloaded) 10 masters.
The Reign of Terror has begun….
Vikings
With the help of Shayna Deux’s reroll… Jord got a 6 while copying the Arcane!! O_O It brought in a new Hidden Trove that the Hrothgar redocked to unload for a massive payout of 778 gold!! O_O (I had the game at 389 ships in play at the end of the Cursed turn based on previous counts and adding to them)This is a game changer!!
The effect was immediate. Viking ships abruptly stopped. Most of their lumber gatherers simply turned around and started heading at full speed towards the home island. The Muninn (patrolling southeast of their home island) ducked into a fog bank, anticipating becoming a target of the all-powerful Pirates. Everything changed. Jord and the other Viking leaders immediately started serious strategic discussions about which ships to launch and how soon they could be ready. The secret alliance with the Barbary Corsairs from years past suddenly looked viable again. Perhaps this means that old plans… could be revived….
Launched from the Viking Home Island: 6 ships, 314 points
Monjuer + Streamlined Hull, 4 crew (+2 facedown UT’s from the Viking HI….)
Hringhorni + helmsman, Streamlined Hull, 5 crew
Storm’s Eye + Streamlined Hull, 5 crew
Njord + Dinghy, 6 crew
Säl + 4 crew, 1 equipment
Tyr + Dinghy, 2 crew, town and military port upgrade
2 crew and 1 equipment for the Hrothgar
+5 other points on HI
The Vikings are wary of the Pirate “spy network” as they call it (officially known by the Pirates as the GSP or Global Surveillance Program), and have placed almost as many new crew and equipment face down as possible. This will force a longer spying process out of the Pirates if the Pirates want to try and see all the Vikings’ face down stuff.
But wait, there’s more!
Barbary Corsairs
The Corsairs pulled out all the tricks they use to get an Arcane roll to work, and eventually they did! (Nephila is their ship copying Arcane) With 395 ships in play, Hidden Trove was now worth a whopping 790 gold to the Barbary Corsairs!!
But first, it was time to get down to business.
With that, the Corsairs have launched ANOTHER major attack against the game’s most powerful faction in the Pirates!! O_O Is it madness? Or brilliance?!
At the end of the attack, HMB Sayyida got her SAT and was able to get in range of the Osiris! Getting stuck on a sargasso sea on an unlucky roll of 6 at the end of her movements would not stop her cannon barrage! With that she revealed the Ballista equipment (ship gets 3 extra 3L cannons) along with Captain and Cargo Wrecking abilities! Although the Osiris has Crew Protect, it wouldn’t stop the Sayyida from taking out the ship’s final mast. In addition, the Corsairs noticed that the Anubis (built in Canceller) was just within S of the Osiris, meaning that the latter’s Eternal could be cancelled to send her to the depths! If the Sayyida hit 3 times out of 5 that is…
With some important rolls, it was a bit of a roller coaster attack. The Sayyida’s regular 2 cannons in range were 1’s! Then the crew got to firing the Ballista, of which the first 2 hit! However, the final roll was a 1, backfiring to eliminate the Sayyida’s oarsman and failing to deliver a fatal blow to the Osiris, which would have been the ultimate revenge for the Corsairs! Alas, one of the many Pirate sources of AA (with Reroll) is still alive, and is quite likely to be saved through some combination of moving and blocking on the next Pirate turn.
All told, the Corsairs eliminated 10 masts and have made any Pirate counterattack somewhat harder by leaving crippled ships in the way of their fresh gunships.
Crazy enough, the attack didn’t even end there! The Agha’s Whip has been the lame duck of the Corsairs for a while, carrying The Cursed and Monkey’s Paw UT’s. However, she was in the perfect position to intercept the Blackleaf, the fast Pirate 4 master who may be headed to the spice island pictured with multiple island upgrades! The galley rammed but could not win the boarding party. However, she partly slammed into the Blackleaf just in an attempt to slow the Blackleaf down, in case the Corsairs, English, or another faction can potentially get help to the area soon in an attempt to stop the Pirates from colonizing the far northeast and thereby cutting off an important (and currently valuable) island from both the Corsairs and the English.
Barbary Corsair launch: 5 ships, 107 points
Ivory Star + 3 crew, 1 equipment
Jackal’s Teeth + 4 crew
Meshud + 5 crew
Gallows + 3 crew
Divan’s Punishment + 4 crew, 1 equipment
-They also spent 120 gold on two town upgrades and two military port upgrades which are sitting on their home island. This is partly because the Corsairs are wary of the Pirates potentially trying to rob them of their Hidden Trove spoils.
Sadly the Corsairs have very little room to launch a lot of ships at their home island, between the Nephila (copier ship) sitting there, the Gauntlet of Pestilence fogbank off their north shore from the beginning of the game, and the considerable width of each galley from the space their oars take up. However, if they can get a military port or two up eventually, it will help alleviate their limited launching capabilities.
This shows the general Pirate-Corsair front and battle area, which has opened up once more with a vengeance. The Agha’s Whip has expanded the conflict to a spot east of the Corsair home island, with more Pirate and Corsair gunships coming into play every turn. Neither the Pirates nor the Corsairs have declared war on the other, though I have a feeling that could change soon.
What a turn!! This turn with my factions saw hostility from the Pirates and Cursed against the Spanish and Americans, while the Vikings finally got lucky with Jord to jump into the rapid fleet building sweepstakes. The Corsairs got another Hidden Trove as well, but launched only after a brash attack on the Pirates!
THE POINT COUNT
Faction
Ships
Points
Ship %
Points %
Points/ship
Spanish
11
194
2.8%
2.1%
17.64
Jade Rebellion
4
43
1.0%
0.5%
10.75
The Conglomerate
27
531
6.9%
5.6%
19.67
English
16
230
4.1%
2.4%
14.38
Pirates
196
4697
50.3%
49.8%
23.96
Cursed
51
2171
13.1%
23.0%
42.57
Vikings
20
488
5.1%
5.2%
24.40
Corsairs
30
575
7.7%
6.1%
19.17
Dutch
6
76
1.5%
0.8%
12.67
Americans
15
215
3.8%
2.3%
14.33
Mercenaries
6
91
1.5%
1.0%
15.17
French
8
123
2.1%
1.3%
15.38
Total
390
9434
24.19
9,434 total points in play.
THE BIGGEST GAME OF ALL TIME.
With that, VASSAL Campaign Game 4 eclipses Command the Oceans as the biggest recorded Pirates CSG game EVER!!
CTO held the previous record for most points in play, at 9,078 in November 2017. Now CG4 is even bigger, although a lot less balanced across the factions. CG4 has kind of lumbered along slowly for a while, and still hasn’t seen much combat compared to other campaign games like CTO. However, that seems to be starting to change… it’s time for CG4 to live up to the hype!!! XD 😀
The Pirates have almost exactly half the total number of both ships and points in play. They have expanded on their existing records from last turn, and next turn they should eclipse some truly staggering numbers: a fleet of over 200 ships, with over 5000 points in play. O_O The Jade Rebellion accounts for nearly a standard fleet at 43 points, which represents only half a percentage point of the total number of points in play. The Pirate number of nearly 24 points per ship is impressive (representing a lot of named crew and expensive gunship builds), but The Cursed have accomplished something downright sickening – a very large fleet that averagesover 42 points per ship. O_O This is unheard of to my knowledge, and speaks to the vast numbers of 10 masters and hyper-expensive weapons of war that they have put in play so far. 51 ships is not a ridiculous number for a fleet in CG’s, but with nearly 2200 points in play, they’re quickly climbing the list of biggest fleets of all time by point count. The Conglomerate, Vikings and Corsairs have all made big strides lately, but still pale in comparison to the Pirates. If the Vikings can climb ahead of the Conglomerate, I will control all 4 of the biggest fleets….
As a little caveat, the points in play totals generally reflect the points in play from ships, crew and equipment assigned to ships, and gold used to build forts and lighthouses. For this point count, it generally does not count points from island upgrades, crew and equipment “attached” to islands (such as the 300 points the Pirates have invested in HI defense with Catapults and the oarsmen used to crew them), and sometimes other little things. With these included, the Pirate total comes to 5371, The Cursed to 2481, the Vikings to 548, and the Corsairs to 735. This brings the GRAND total to, technically, 10,638 points in play. O_O However, I’d like to reach the ridiculous (and likely unseen to this day) 5 figure point total the “regular way” without including all the easy upgrade/etc purchases before making it official. Of course, the game is on a crash course to far exceed the sickening number of 10,000 total points in play, so we’ll surely pass it next round!! (or even this one if PirateAJ14 is able to launch at least 566 points of stuff).
There are currently 137 points of crew assigned to the Chimeratron Legacy. O_O (another record I guess!) The ship costs 90 points by itself, which makes for 227 total points for one ship, which accounts for 2.4% of the points in play and more points than 5 of the 12 fleets participating in the game!
Breaking it down a bit more:
Ships
Points
Ship %
Points %
Points/ship
Xerecs
58
998
14.87%
10.58%
17.21
A7XfanBen
297
7931
76.15%
84.07%
26.70
PirateAJ14
35
505
8.97%
5.35%
14.43
The insane concentration of points in the Cursed fleet boosts my overall points per ship number higher than any individual non-Cursed faction!
Another new record: 20 10 masters!! (12 Cursed, 4 Pirate, 2 Viking, 1 Corsair, 1 Conglomerate) The Cursed alone put 7 10 masters in play this round, which is also very likely a record.
Here is the unprecedented game in full glory, with the map slowly filling in…. (open in a new tab to view full size)
Thanks for reading! Feel free to comment what you think of the game!
November 23rd 2020 was the 10th anniversary of the creation of the Facebook group created by Captain Vendari! To celebrate the occasion some of the moderators there played a game on VASSAL.
It was a 70 point game between myself, Xerecs, and Captain Vendari. We each contributed 10 coins of any value or type, except that each player had to contribute at least one coin worth a gold value. We ended up with 6 wild islands, so 5 coins per island. Towards the end of the game, Xerecs and I kind of retroactively decided that it was being played under round earth rules – one of a number of asterisks this game can be viewed under. However, it was quite a fun and bizarre game. 😀 It took longer and was more strategic than I expected, although that is often par for the course with Pirates CSG. The game can be a lot more in-depth and strategic than a lot of people think… this was one of those instances where it almost turned into a chess match of varying possibilities, not all of which are even discussed here.
Here are the fleets in the order of play. We rolled for turn order then chose home islands in reverse turn order. Game pieces found in the Master Spreadsheet.
Xerecs
USS Morning Star + Shap’ng Tsai (SS version), helmsman, cannoneer, explorer, oarsman
Destiny + Ralph David (RV version), silver explorer, 2 crew for Tsai’s Sac ability
Providence + Captain Charles Richard, Montana Mays (OE version), Diamond Nelson Turner (BC version), Commodore Matthew Perry, helmsman, oarsman
A7XfanBen Mind Control is back! My favorite and ultimate gimmick fleet has returned with a vengeance after a long hiatus! As soon as Xerecs mentioned the 70 point build total I knew what fleet I would use. George Washington LeBeaux’s (GWL) flavor text: “The deep swamps of Louisiana breed a different sort of man. LeBeaux has learned from the mambos, magic men, and shamans that those who harness the power of the loa for evil means are an affront to life itself.” GWL was about to change his mind… or have his mind, changed for him….
Captain Vendari
Baochuan + Admiral Zheng He, Ms. Cheng, Zheng Li Kwan, Kian Ng, Chang Pao, captain, helmsman, shipwright, firepot specialist (nearly all crew started facedown)
HMS Patagonia + Lord Mycron, Robinson
Le Coeur du Lion + navigator
Being the second to choose a home island, I purposely went in the middle. I thought of it as a central base or “home brain” for the nefarious operations of my mind controllers. With a UPS-based fleet (the Americans) on one side and a loaded Baochuan on the other, I went into the game feeling like I had a slim chance of winning. However, that wouldn’t stop me from wreaking maximum havoc!!
Incredibly, on my first turn both GWL and Davy Jones were successful in their mind control tactics! The Baochuan and Providence were thrown onto reefs, losing 4 and 1 masts respectively.
Maps of Alexandria was found, revealing a lot of UT’s in the setup. This affected the rest of the game, as ships knew exactly which islands to target to get specific treasures. This is an aid to my Mind Control design by revealing exactly what the fleet needs to do in order to set up “doom combos” that, once acquired, make it very hard for any opposing fleet to dictate the remainder of the game.
But in bigger news… the Baochuan was dismasted by another reef toss combined with the Divine Dragon’s shooting! I can’t remember the details on which mover was successful each turn, but Davy Jones was giving enemy ships move actions on 6’s, while GWL on the Kentucky was moving enemy ships L (not a move action) on 5’s and 6’s, aided by the ship’s Reroll ability. Mind Control was getting lucky early on, showing their true potential. Xerecs made the map, and neither I nor Vendari based our fleets on it. However, I came out luckier in that regard, with many reefs in play perfect for moving big enemy ships onto. The Baochuan had already been thrown onto reefs twice, losing all her masts and potentially costing the Jades the game only a few turns in! However, the game was FAR from over…. I didn’t attempt to sink the Baochuan with the Divine Dragon’s remaining cannons after asking Vendari if an oarsman was aboard. He said there wasn’t, which I chose to believe partly because I wanted it to be true. XD The Divine Dragon (DD) docked at the southern island of the ring, as it looked like a great option to explore.
However, I made the mistake of underestimating what Vendari would be able to do with the Baochuan on the next turn. The ship repaired with a newly revealed shipwright, then moved off the reef at L+S with Mycron’s help for a second action. The island was S-explored on the previous turn, allowing the Baochuan to dock and take coins! She loaded up everything except for Turtles, which started swimming in the water next to the 10 master. The coins included a 7, Spices, and Smuggled Goods. I started to feel pretty dumb for not sinking the Baochuan when I had the chance, especially now that it looked like the Jades were going to get a massive windfall. However, I knew the Baochuan’s path home was nearly paved with reefs, and perhaps good things would come to one who waited…. (though I think realistically I still just botched this lol) I had wanted to capture the Baochuan, thinking it would be a way to rival the UPS fleet’s gold total.
In the meantime, Xerecs’ American UPS fleet was getting busy, with the Morning Star flipping two silver coins to the Destiny, who added +3 value to each coin via her crew. The Cyclone docked at the eastern ring island, but it looked like the Providence had interest in it too. Each fleet had at least one ship basically parked at their home island for a (different) specific duty – navigating, action generation, L-moving, and gold factory production. Say what you may about ships sitting at home, because that doesn’t mean they’ll be able to sit there forever….
The Morning Star builds Thompson’s Island for the Americans. The Baochuan repairs twice. The Divine Dragon is about to explore the western ring island, the Rover is slightly confused about which island to go to, and the Cyclone is dismasted by the Providence, who lost no masts in her second reef encounter. However, I was willing to accept that outcome. That was because the Cyclone was able to explore that island before getting whacked. She grabbed Pandora’s Box, with Vendari and Xerecs giving the ship Fruit and Rum (the latter to freeze her for the next turn). I loaded up Runes of Odin, playing it to place a deadly iceberg right next to the USS Morning Star! Alas, the plan failed when DJ and GWL didn’t come through with their rolls, meaning I couldn’t chuck the MS into the iceberg to remove her and all her crew and treasure from the game.
The MS promptly escaped, heading west to a new island. That made the Rover turn away from that island towards the DD. The Providence captured the Cyclone, giving the Americans a 4th ship while taking my fleet down to 3. However, Mind Control still had a successful turn – the Divine Dragon explored the western ring island to grab Nemo’s Plans….
And they moved the Baochuan onto another reef to wreck her!! O_O
USS MS explored the northwestern island, sacrificing the abandoned musketeer for an extra action. The Destiny was moved away from the American HI by Mind Control, though that wouldn’t affect much. The Providence is about to dock home gold.
For Mind Control, the Rover dumped her shipwright on the western ring island to load a coin – it would have fit regardless, but I wanted the full S+L speed on the way home so I had to drop the crew to avoid the negative ability. The shipwright actually remained hidden the whole game but wasn’t of any real consequence. The DD headed east towards the captured Cyclone and the island she had explored.
With the help of Mycron and a trade current, the Coeur du Lion sails off in search of wrecked Baochuan gold, reaching the ship easily.
The MS moved and then got moved. The Odin iceberg moved a little away from Thompson’s Island. With the then-friendly Cyclone having already explored the eastern ring island, the Divine Dragon picked up Runes of Thor from that island (!!) before continuing south with DJ’s extra action. The Coeur explored the Baochuan and took all her coins, which combined with the incoming bale of sea turtles to give the “Jades” some serious hope. (we didn’t use any campaign/army unit rules in this game, Vendari just wanted to decorate the home islands XD)
But it wasn’t Christmas. More bloodshed and frustration was necessary to determine a winner today. With their newfound megapower of a “permanent” Runes of Thor (on the same ship as Nemo’s Plans), Mind Control was about to truly live up to their name. This could be used on the abilities of Davy Jones OR GWL every turn, and here the Morning Star was tossed onto a reef on her way to a whirlpool, knocking free three masts. Evil maniacal admiral… using UT combos… to become a god-like puppetmaster of doom… where have I heard that before? …. oops, nothing to see here tee hee!
However, Mind Control would not go unchallenged, with the Providence racing south to intercept the Divine Dragon in Davy Jones’ quest for the legendary Runes of Odin UT, the normal copy (first iteration via Pandora’s Box heh) of which was on the southeastern island. The Providence hit 2/4 with her cannons, then rammed another mast off the DD. The picture below does not show the whole sequence, but both players declined to board. An important factor was DNT, the American canceller from BC that Xerecs revealed to cancel Davy Jones on the next Mind Control turn. Soon afterwards, the DD hit the Providence twice, and Xerecs rolled consecutive 5’s to let me throw DNT and Mays off the ship via Captain Charles Richard’s ability!! O_O This meant uncancelled Davy Jones could resume normal business hours on my next turn! XD
For quite a while, the Cyclone was kind of “stuck” between Xerecs moving her and her getting moved in other directions via the Maps of Hades and GWL. At the lower left, the Coeur unloads the Baochuan’s gold, completing a harrowing journey for the Spices and Smuggled Goods.
The MS emerged from the whirlpool near home, where the Destiny sailed out to greet her. For the other “home ships”, Kentucky and Patagonia stayed home while the Coeur sailed north.
This was a big turn in the game. Seeing Bad Maps on the southeastern island, I knew I had to position the severely weakened Divine Dragon (1 mast remaining) properly so that when the ship moved with the island, the DD wouldn’t end up on a reef and possibly wrecked. With the dangerous Providence off the stern, Davy Jones piloted the ship into the island’s shore, triggering UT’s. Bad Maps was resolved, with Vendari moving the island and DD west, right into the Providence’s lines of fire. However, I knew it didn’t matter, since the “ultimate” combo was now in play…. Nemo’s Plans… Runes of Odin… Runes of Thor with an L-mover…. O_O A modified ODIN MISSILE. By placing an “Odin iceberg” next to an enemy ship, then using Thor’s auto-6 to guarantee GWL’s success with L-moving the same ship, I could now eliminate any ship in play, once per turn, every turn. O_O Precision cruise missile strike capability unlocked! HERE WE GO AGAIN!!!
The Norse god Odin appeared in the sky, called by the great Davy Jones. He reared back and threw an iceberg next to the Providence. Finally embracing the dark side and using the power of the loa for evil, GWL (possibly with an assist from another god, Thor) slammed the Providence into the iceberg, blowing it up! GWL was converted to The Cursed cause, helping Davy Jones to sink a fellow American ship. Suddenly the threat was gone and the DD was free and clear! 😀 XD
As an Avenger would say, “we’re in the endgame now.” True indeed. Davy Jones was getting excited. OE flavor text: “As his power grows and his minions cause more destruction, Jones has begun his second wave of terror, one that will take his power beyond the edge of the oceans themselves—setting him up to rule the seas once and for all!”
With that, the second wave of terror had begun. If the first wave had seen the Baochuan and Providence thrown onto reefs, this one was going to prove more deadly. Davy Jones ordered a missile strike from the gods, who complied by crushing the Coeur du Lion with an Odin iceberg. A turn later the USS Morning Star was removed as well, eliminating any chance of more UPS shenanigans. Suddenly the other two players were running out of ships, and quickly.
Vendari sailed the Patagonia away from his home island, with that being his last ship. The Americans only had the Destiny and the wretched Cyclone, who was still struggling to make progress towards her new home island due to some combination of “movers” (Maps of Hades/DJ/GWL). In the meantime, Mind Control was regrouping, with the Cursed and Pirate ships returning home as the Kentucky wreaked havoc with GWL’s loa powers. Indeed, the DD would soon start repairing, slowly making her a dangerous weapon again.
Around this time Vendari had to leave, with Xerecs and I continuing the game. Xerecs gave actions to the Patagonia as optimally as he could, as we talked out trying to play it like Vendari would.
This is also where things got weird, lopsided, and extremely strategic. After the Baochuan fiasco and likely being in last place at this point, I considered myself mostly an also-ran for much of the mid-game. However, now I was in the driver’s seat, with most of the power remaining in play giving me the ability to potentially dictate the outcome of the game. I had to slow down and really consider a lot of options. I wasn’t playing this game like T2, where I would pay close attention on every turn and essentially keep track of how much gold both fleets had at any given time (as much as humanly possible given the standard total of 30 gold along with bonuses and help like Maps of Alexandria/etc). Therefore I had no idea how much gold Xerecs had. Before Vendari left he said he had 36 gold on his home island, quite a bit more than I had. I was worried Xerecs had even more. As a result, I had the mindset that I had to play things near-perfectly for the remainder of the game in order to maximize my gold score no matter what.
There was still a bunch of gold in play, with at least one coin on 5 out of the 6 wild islands. If I simply eliminated the other players, it would trigger an endgame condition and I would lose since I didn’t have enough gold. Therefore I had to keep at least one player alive (even artificially!)
Three ships remained in play, and each represented an opportunity for Mind Control to win, or possibly lose.
Destiny: This American ship had Jade aboard, which doubles the lowest-value coin on the ship and doesn’t have to be unloaded. I started moving the Destiny away from the American home island, realizing that capturing the Jade UT could lead to a win if I got multiple coins doubled up. I rammed her into an iceberg twice (the same one that eliminated the Morning Star), but then realized that Xerecs could easily scuttle her to counter my plan. I continued moving her north, which Xerecs eventually did as well, likely because there were still two coins (one silver) on the southeastern island. In the next picture you can see her moving north after round earthing to the south with only one mast remaining. Xerecs and I decided round earth made sense for the game (I had mistakenly assumed we were using that house rule from the start since I like it and almost always prefer to use it), but in hindsight it’s at least possible that Xerecs may have made a different decision(s) if that had been established from the start. However, most of the stuff in play (especially islands) was pretty far from the map edges, so it’s extremely possible everything would have turned out exactly the same. After round earthing, the Destiny was bound for the southeastern island, which is exactly where I wanted her to go… the Cursed had been busy repairing the Divine Dragon, who was powering up for a critical capture opportunity. Davy Jones planned to take nearly the same route southeast as he had earlier, cutting through the sargasso gap in the reef ring. The DD had a max speed of 6S with DJ rolling a 1-5, so the DD wouldn’t have much trouble catching the Destiny whether she continued to the island or made a break for the whirlpool east of her.
Cyclone: The Cyclone still had Rum aboard, which was worth 5 gold. I wanted to be cautious and fully assume I needed that coin to win the game, so I wanted to capture BOTH the Destiny and the Cyclone at one point. However, even with Runes of Thor hitting GWL every turn and Maps of Hades occasionally working against Xerecs’ efforts to get the Cyclone home, it would be difficult. The Cyclone was making slow but steady progress towards Xerecs’ HI, and I soon started to need GWL for a different purpose.
Patagonia: The lone ship left in Vendari’s fleet was tempting to just hit with an Odin Missile and be done with her. However, I realized that she would potentially be the key to my victory. At one point I think I was still using GWL on different ships, moving any of the 3 to prolong the situation. However, especially since I didn’t even want DJ to get 6’s at this point (it would slightly delay his progress towards the Destiny, which held Jade, one of the big keys to my strategy), Runes of Thor was used every turn on GWL but it wouldn’t be enough. With essentially just one mover now, I was trying to control or delay three enemy ships at once. Even with none of them having a base move faster than S+S and the guaranteed “backwards L” provided by Thor/GWL, it wasn’t going to be sustainable. The Cyclone or Destiny would get home, and the Patagonia… could suicide? More on that soon….
My plan was put in play – with 4 masts up on the Divine Dragon, Davy Jones felt comfortable sailing out. He raced the ship southeast to intercept the Destiny, which was quickly captured. This netted me the Jade UT. The Rover arrived home with a 2 coin while GWL moved the Patagonia back.
Back to the Patagonia. This is where an interesting rules hangup occurred. The Patagonia could ram the western iceberg that removed the Coeur, eliminating the Patagonia’s only mast. Then she could row over to a sargasso sea just southeast of that area, trapping herself on purpose! “If a game piece is tangled, you can use its action for the turn to try to free it. Roll a d6 and add the current number of masts or segments on the tangled game piece to the result. If the result is more than 6, the game piece is untangled.” O_O With 0 masts, she can’t roll more than a 6! In that case, she would be “stuck forever”, potentially triggering the “no future move actions” end condition if Xerecs’ fleet was also out of action by that time… BUT, with GWL guaranteed to be able to move the Patagonia L on each of my turns, I could potentially finagle my way out of it and prevent the seaweed from stopping play.
I developed a new plan. The Patagonia would be stopped from exploring, stopped from scuttling herself after losing a mast, stopped from getting stuck forever in a sargasso sea, stopped from doing… anything. Every time she moved S for any reason (Xerecs continually directed her northwards), GWL (w/Thor as needed of course) would move her back L. She had to be kept away from icebergs so she couldn’t lose her lone mast. I was helping out Vendari! 😉 XD LOL! First sparing the Baochuan and now this! XD Or just using his last little ship as a puppet to make myself rich heh.
I also realized (way later than I should have) that any/all three of the enemy ships could make plans to scuttle themselves. It wasn’t limited to one – the Patagonia and Destiny could ram icebergs to eliminate their final masts and then scuttle themselves, and the Cyclone was still pretty close to the last surviving Odin iceberg she could use to remove herself from play. With the Destiny now in my possession and the Cyclone already derelict and able to be scuttled, the choice became obvious.
In the end, the clear best decision was to put the Patagonia on artificial “life support” to prevent the game from ending. XD What a thought – Davy Jones’ second wave of terror was so scary, it nearly led to the game ending via mass suicide! :/
True to form, things went as I planned or expected. The Divine Dragon was towing the Destiny home when the Cyclone rammed herself into the final Odin iceberg, removing her and Xerecs from the game. Now it was only Vendari’s Patagonia keeping the game afloat, and she was certainly doing fine lol – in no trouble whatsoever! Moving only S every turn meant she would never get anywhere, with GWL forcing her back on each of my turns.
This created something I haven’t seen all that often – one player has complete control of the game (usually there’s more of a ticking time bomb in the form of a suicidal enemy ship), but decides not to end it so they can get the most gold and ensure victory. I’ve barely ever played Yugioh and not in many years, but this reminds me of the infamous Yata-Lock. O_O XD Similar to that situation, here we have a player that continues taking turns as they see fit while completely denying the enemy player any action at all – completely robbing them of even playing the game. Here the GWL/Thor/Patagonia combo is the lock, using an enemy ship rather than a friendly “monster” to keep the game going – of course, until all the gold in play is mine. 😀 LOL!
Say what you will about this being a “lame” ending or whatever, but remember what it took to set up – a Mind Control gimmick fleet that is theoretically far outclassed by UPS/Baochuan enemies, who didn’t stop my fleet from accumulating the incredible Nemo’s Plans+Runes of Thor combo that allowed it to transpire in the first place. (with some additional help from Odin of course heh)
With that, there was no reason to continue playing “normally”. Now began “the simulation”, where I was able to do whatever I wanted with no interference from the remaining player. Xerecs and I talked this out and basically I would spend probably an hour (or more) gathering gold from the various sources, taking care to unload each and every coin individually with Jade applied to double it. This would likely be accomplished with the Destiny, since she had cargo spaces open along with a silver explorer that would give +1 to the DD’s silver 5. Since I didn’t keep track of Xerecs’ gold (and Vendari could be bluffing about his 36, though he wasn’t and his gold was easier to track since it all came in in a 2 turn windfall), no chances could be taken – I would max out my gold score to give me the absolute best chance of winning. No reason not to, especially in a simulation that doesn’t need to be played out since I was sailing unopposed.
The one slight wrinkle was Thompson’s Island, which held the 3 to build it along with another coin. However, a fully repaired DD and Kentucky were available for this, and I rolled some dice to make sure I would eliminate the fort to get all the island’s gold. I even got lucky and didn’t face return fire, with a double action Divine Dragon proving enough to overpower the fort. The other coin was a 7, so the 10 gold would provide a nice boost – especially when doubled individually via Jade.
The Final Scores
1. A7XfanBen (Mind Control): 72 Gold
2. Captain Vendari: 36 Gold
3. Xerecs: 29 Gold
If Thompson’s Island was left intact: 1. A7XfanBen: 52, 2. Xerecs: 39, 3. Captain Vendari: 36
Crazy enough I actually didn’t even need Jade either.
Without Jade: 47-36-29 (with me destroying Thompson’s Island, and Vendari in 2nd again)
A number of Rules questions came up during the game, though I don’t think any of them would quite affect the outcome directly, or at least not overturn the result.
Asterisks: Vendari had to leave early (Patagonia actions afterwards not consequential though), round earth affecting strategy/Xerecs’ play, some potential Rules hangups.
Perhaps it’s fitting that going after the Destiny was a path to my victory. (“fulfill your destiny”) This game got pretty dark, there are definitely some weird parallels to mass genocide/suicide that were carried out by Davy Jones. Perhaps GWL used the loa to control the gods…
“Commandeering the Gods to commit mass genocide” – Indeed, here Davy Jones led a campaign that resulted in a brainwashed, mind-controlled GWL to use the power of the loa to commandeer the gods for the purposes of a partial genocide, which directly resulted in mass attempted suicide. But then GWL intervened and didn’t even let the victims get what they wanted, refusing them (the Patagonia with Mycron and Robinson aboard) “assisted suicide” until finally Davy Jones had his fortune and reigned supreme. Yikes….
I didn’t play perfectly, but I still feel this game deserves to be in my Master Strategist post. Despite my gaffes, some solid accomplishments for just one game. 🙂
Wreck the Baochuan: Check
Beat a UPS fleet with a gimmick fleet/Mind Control: Check
Win the game with more gold than the other two fleets combined: Check (with a proper ending, or “full simulation”)
Permanently lock a ship in place: Check
Use Odin Missiles in a normal game: Check
I was able to insert or “inject” CG4 into this game. Which is a little absurd given how tiny this game is to CG4, which realistically has over 7000 total points in play, over 100 times this game’s build total. (and given how long it took to accumulate combos in that game)
Thanks to Xerecs and Captain Vendari for helping to celebrate the 10th anniversary of the FB group with a wild game!
Thanks for reading! 😀 Comment below what you thought of the game!