The Dawn Princess

A Pirates of the Cursed Seas Fan-Site

Captain's Logbook

 

view:  full / summary

First Game After Hiatus

Posted by Captain Salem Vendari on June 16, 2016 at 6:20 PM Comments comments (0)

This is my first Pirates game after coming back from hiatus. Most of my time has been taken up with things like work and other games. But I am slowly working my way back into the PocketModels portion of the PotSM world. This game was played against a7xfanben at the Miniature Trading Pirates forums using the VASSAL module. This report will be the first on this site of a game played over the internet. The fleet I used is actually one built by my roommate a while back, while Ben used his fleet that won MT's Large Fry Fleet Challenge.


Captain Salem Vendari:
Lady's Scorn - Pirate; Points: 15; Cargo: 4; Base Move: S+S; Cannons: 3S, 3L, 3L, 3S; Ability: Eternal. You may reroll any die roll you make for this ship; you must use the second die result; Link: Calico Cat

    +"Cannonball" Gallows - Pirate; Points: 0; Ability: Ransom. Limit. Place this crew face up during setup. You may build your fleet using 5 more points than the game’s build total. This crew cannot leave this ship unless captured or eliminated; Link: Nancy Nox
    +Calico Cat - Pirate; Points: 6; Ability: Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action. This ship gets +1 to her cannon rolls against any non-Pirate ship; Link: Cat's Claw
    +Captain
    +Helmsman
    +Oarsman


San Pedro - Spain; Points: 11; Cargo: 4; Base Move: S+L; Cannons: 3S, 3S, 3S; Ability: One of this ship's treasures is worth +2 gold when unloaded at your home island.
    +Fire Shot


El Algeciras - Spain: Points: 3; Cargo: 1; Base Move: S+L; Cannons: 3S, 3L; Ability: This ship may never load the last treasure from an island.


a7xfanben:
San Cristobal - Spain; Points: 17; Cargo; 5; Base Move: S+S; Cannons: 3S, 3L, 3L, 3L, 3S; Ability: If this ship has a crew with the Captain keyword, she gets +L to her base move; Link: Victor de Alva
    +Luis Zuan - Spain; Points 2; Ability: Hostile: Pirate, Loyal: Spain, Captain.
    +Contessa Anita Amor - Spain; Points: 0; Ability: Limit, Ransom. Place this crew face up during setup. You may build your fleet using 5 more points than the build total. This crew cannot leave this ship unless it is captured or eliminated.


El Neptuno - Spain; Points: 12; Cargo: 5; Base Move: S+S; Cannons: 4L, 4L, 4L, 4L, 4L; Ability: You may double the range of this ship's cannons each turn, but you must roll a 6 to hit.
    +Captain


Morning Star - Spain: Points: 9; Cargo: 6; Base Move: S+S; Cannons: 3S, 4S, 4S, 4S, 4S; Ability: Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.
    +Helmsman


Ben, having a bit more experience playing Pirates over VASSAL, quickly set up the board with six islands and three pieces of terrain (a reef, sargasso sea, and fog bank). Salem won the roll to go first which meant his island, chosen by been would be in the north-west. Salem selected the south-eastern island for Ben's home, leaving a wild island in the middle, two in the south-west, and one in the north-east.


Setting sail, Salem's San Pedro headed south for the island in the upper part of the south, escorted by El Algecrias. Lady's Scorn made her way toward the middle island where the Morning Star was going, while Neptuno and San Cristobal were on their way north.


Calico Cat managed to get a little extra out of her crew that turn, speeding her ship along at a speedy 6S toward the Morning Star. Seeing the threat fromt he pirates, the spaniards on the Star turned into a nearby fog bank to hide, looking for an opening. The Scorn cicled around, in search of the lost Spanish ship, which finally pounced the next turn, emerging fromthe fog and ramming the starboard gunwales of the Lady's Scorn. Unfortunately, luck was on Salem's side; the Morning Star was unable to generate enough force to knock down a mast, nor were the crew strong enough to overcome the blood-thirsty pirates and lost their helmsman in the ensuing boarding party.


In the north, the Neptuno was able to pick up a few gold coins, as was the San Pedro in the south. El Algeciras stopped to explore the central island as a potential spot to erect Forteleza Dorada for when San Pedro would arrive with the gold. But while her crew was busy, San Cristobal came by and left the ship derelict. It was also unfortunate for Salem, having been so rusty and forgetting that gold needed to be on a home island rather than on a ship in order to build a fort. So instead, the San Pedro traded her Fire Shot and some of the lower-value coins she'd picked up in the south for the some of the higher value coins in the center (bringing her hold to 6, 5, 5, 3). But the Cristobal wasn't finished with its slaughter: Leaving the derelict Algeciras be, she sailed on and quickly sank the Pedro in a single salvo, splitting the treasure 10 to 9, Ben to Salem.


Meanwhile, combat had ensued between the Lady's Scorn and the other two Spanish ships. Surprisingly, the Scorn managed to take out both of the five-masters completely unscatched and was headed north to aid the smaller ships in her fleet. After several salvoes, rams, and boarding parties, the Scorn again stood undamaged among the floating hulks of Ben's fleet. Using the gold received from the sunken San Pedro, the crew of the derelict Algeciras were able to build Fortaleza Dorada on the central island and ultimately seal Salem's victory.


The game ended with Salem winning 17-10 as Ben conceded the game.

The Absolute Worst Fleet Ever

Posted by Captain Salem Vendari on March 29, 2015 at 4:35 AM Comments comments (0)

I haven't posted in a long time, so I decided I'd do something funny. Here is what I think might be the absolute worst possible fleet in the game. There are no restrictions save that it must fill a standard build total (40 points) and any crew included must be able to be assigned to a ship during setup.


[i]Le Solitaire[/i] - France; Points: 17; Masts: 1; Cargo: 1; Base Move: L; Cannons: 5L; Ability: Friendly ships within S of this ship get +1 to their cannon rolls.

    +Mademoiselle Josephine Godiva - France; Points: 0; Ability: Limit, Ransom. Choose one French crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die result; Link: L'Eroica, Jacques, Duc de Valois

    +Maurice Aristide - France: Points: 3; Ability: One of this ship's treasures is worth +2 gold when unloaded at your home island.


[i]USS Seminole[/i] - America; Points: 13; Masts: 1; Cargo: 1; Base Move: L; Cannons: 5S; Ability: Friendly ships within S of this ship get +1 to their cannon rolls.

    +Montana Mays - America; Points: 7; Ability: Captain. This ship's crew can't be eliminated unless she sinks; Link: USS Concordia



 

Montana Mays exists here as a worthless Captain. His ability protects him from being eliminated, but his ship is so easy to take down by ramming anyway that the ability is virtually useless. But, using him takes away his ship's gold-running ability in exchange for the ability to get in the first shot (that will most likely miss).

 

The two ships, Le Solitaire and USS Seminole, are virtually identical, save for the difference in cannon range and nationality (why that different in range is 4 points is beyond me). Sure, being close to each other will boost their cannons to rank 4, but that's still not great.

 

Maurice Aristide is a completely useless crew that just eats up the last three points of this fleet. Sure his ability would be useful, but the only ship here that can use his ability has only one cargo space, that he would fill up. Not that it would matter: I thought it might be even more evil to add Mademoiselle Josephine Godiva who, due to her being a 0-point crew, has to be assigned to Le Solitaire (and can't be unloaded). Even her ability to link to Aristide won't help since it merely allows him to exist on the ship with her.

 

In summary, I don't believe there could possibly be a worse fleet than this (even without requiring the use of at least one Captain crew). Sure, it has the ability to move and shoot, and even at +1. But this fleet has so little ability to fight or run gold, it absolutely should not win, period.

Ships' Roles

Posted by Captain Salem Vendari on January 29, 2015 at 10:35 AM Comments comments (0)

There are several different roles ships can fill in a fleet.


1. Gunship

A gunship should always have decent cannons; very rarely should they have cannons that rank higher than 3. Every gunship should carry a Captain crew (anything that allows the ship to move and then shoot). Gunships should have at least four masts, which will usually result in a higher cost, which is beneficial as a lot of the time you'll want to pack a few crew onboard to increase fighting potential. Cargo capacity really only becomes important when deciding how many crew you want to assign.


2. Treasure-runner

Treasure-runners should always have at least 3 open cargo spaces. They should also be fast; you typically want a triple combination move (such as S+S+S) to be able to outrun enemy harassment. Lower point costs are recommended, as crew aren't as important on these ships. In general, Explorers, and an occasional Helmsmen, will do just fine to make a treasure-runner effective.


3. Gold Harass

This is a smaller version of the gunship and is a supporting role. These ships are meant to hunt down enemy shipping. They tend to have two or three masts, and should have 1 or 2 open cargo spaces to be able to steal gold from boarding parties. A Captain crew is recommended.


4. Hybrid

Hybrid ships have the stats to be good at filling multiple roles. They are good in both combat and gold running roles. They are typically support ships, but can hold a primary spot in a fleet.


5. Special

These are ships with stats that don't suggest any of the general roles listed above. These ships have a specific purpose, and most of the time will be situational.

Captain Vendari's Gambit

Posted by Captain Salem Vendari on January 26, 2015 at 10:50 AM Comments comments (0)

This was a very good game I played with Captain Caveman during a break at work. The fleets:


Captain Vendari:

HMS Grand Temple - England; Points: 15; Masts: 6; Cargo: 3; Base Move: S+S; Cannons: 3S, 3S, 2L, 2L, 2L, 2L; Ability: Junk. Pirate crew may use their abilities on this ship.

+Crimson Angel - Pirate; Points: 5; Ability: Once per turn before you give this ship and action, roll a d6. On a 5 or 6,this ship may be given the same action twice. This ship gets +1 to her cannon rolls against any non-Pirate ship; Link: Deliverance

+Captain


Neptune's Hoard - Pirate; Points: 12; Masts: 4; Cargo: 5; Base Move: S+L; Cannons: 3S, 3S, 3S, 3SAbility: Schooner. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

+Explorer


Banshee's Cry - Pirate; Points: 3; Masts: 1; Cargo: 4; Base Move: L+L; Cannon: 5S; Ability: This ship cannot shoot when she carries treasure.

+Explorer


Captain Caveman:

San Cristobal  - Spain; Points: 17; Masts: 5; Cargo: 5; Base Move: S+S; Cannons: 3S, 3L, 3L, 3L, 3S; Ability: If this ship has a crew with the Captain keyword, she gets +L to her base move; Link: Victor de Alva

+Captain

+Helmsman


La Santa Isabel - Spain; Points: 13; Masts: 4; Cargo: 6; Base Move: S+L; Cannons: 3S, 3S, 3S, 3S; Ability: Schooner. One of this ship's treasures is worth +2 gold when unloaded at your home island.

+Captain

+Helmsman



This was Captain Caveman's very first game featuring the use of mysterious islands, as well as with a fleet he built himself. There were six different mysterious islands provided, but as two had to be used as home islands, only four were able to use their abilities: Great Turtle, Isle of Fire, Mysterious Inlet, and Native Village.


The map was set up in a sort of elongated hexagon. At the far was Captain Vendari's home island, adjacent only to the Great Turtle in the north and the Isle of Fire in the south. Adjacent to the Isle was Captain Caveman's home island, and to his north and north-east were the Mysterious Inlet and Native Village, respectively.


Captain Caveman began the game. The San Cristobal headed for the Isle of Fire, which had burned a 1 coin at the start of his turn. Better to save the money than risk it all going. Her incredible S+S+S+L speed got her there first turn. Santa Isabel sailed northward for the Mysterious Inlet.


On Captain Vendari's turn, it was apparent that the Grand Temple's crew were eager to get out of port, because the great six-master sailed out at S+S+S+S. Banshee's Cry targeted the Great Turtle while Neptune's Hoard charted a course all the way across the seas to the Native Village. Soon it will be shown that this voyage was ill-fated.


The Isle burned another coin, this time the unique treasure Blood Money; not that it mattered at this point, as the Cristobal's crew were going to pick the shores clean of any remaining treasure (among which was a crate of Fireworks). The Isabel made harbor at the Mysterious Inlet, where her crew discovered some Trpoical Currents (giving her +L when next she moved). She had even more fortune in finding a Frond of Fisaga among the gold discovered.


Meanwhile, in Captain Vendari's part of the sea, the Banshee's Cry had explored the Great Turtle and was on her way home carrying two 3s and a 4. But that was about all the gold Vendari would be seeing home that game. Unfortunately for him, he had moved the Neptune's Hoard just a little too close to San Cristobal's range of movement; the mighty Spaniard sailed in at top speed and let loose with her cannons, using the Fireworks to boost her gunners' accuracy. Every single mast on the Hoard toppled over. The HMS Grand Temple was close by to retaliate. Crimson Angel did her best to rally the crew to action, but failed to do so. The ship moved into range to attack, firing with all six cannons. Unfortunately, even with Angel's bonus only three cannons managed to hit. This was a major turning point in the battle.


At this point, almost all of the gold in the game had been claimed. Banshee's Cry had returned for the final 3 on the back of the Great Turtle and sailed back home. After Santa Isabel had unloaded her cargo, the score was 13-12, favoring Captain Vendari. He had only one chance. He knew there was only one unique treasure remaining (Natives), meaning the other three coins at the Native Village would be treasure. He had hoped to find an even number and use the Natives to prevent the HMS Grand Temple from retaliating to Spanish cannon fire. The ship would be bait, and gambled on Captain Caveman's trigger-happy style to sink the Temple. Unfortunately, he lost the gambit.


San Cristobal, after having repaired one mast, sailed by, crossing the T at the stern, and let loose. Three masts fell. The Santa Isabel offered support fire and a ram, though only two masts fell this time. However, after her crew swung over to the English deck, they brought back a 2 coin. Vendari hoped that maybe he'd sink her next turn. Again, a lost gamble. The San Cristobal rammed her bow into the Grand Temple's side, knocking down the last mast and boarding to steal another treasure, which settled the game. It no longer mattered what Vendari did: his two largest ships were derelict, and the Banshee's Cry was too small to be of any use. It was there that Captain Caveman won a well-fought battle.

HMS Grand Temple

Posted by Captain Salem Vendari on January 22, 2015 at 10:15 PM Comments comments (0)

This is a fleet I'm incredibly proud of. Normally, I prefer to use a single nation when building a fleet, but HMS Grand Temple has an ability that asks for a mixed style. It's my most recent fleet, and one of the more powerful ones I've built for a standard match. Here we go:


HMS Grand Temple - England; Points: 15; Masts: 6; Cargo: 3; Base Move: S+S; Cannons: 3S, 3S, 2L, 2L, 2L, 2L; Ability: Junk. Pirate crew may use their abilities on this ship.

+Lord Thomas Gunn - England; Points: 6; Ability: Captain. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result; Link: Jun Suong

+Crimson Angel - Pirate; Points: 5; Ability: Born Leader. This ship gets +1 to her cannon rolls against any non-Pirate ship; Link: Deliverance

+Helmsman


Neptune's Hoard - Pirate; Points: 12; Masts: 4; Cargo: 5; Base Move: S+L; Cannons: 3S, 3S, 3S, 3S; Ability: Schooner. After looking at treasure on a wild island, you may trade any one treasure from that island for a random treasure on any other wild island. This ship must load the traded treasure.

+"Cannonball" Gallows - Pirate: Points: 0; Ability: Limit, Ransom. Place this crew face up during setup. You may build you fleet using 5 more points than the game's build total. This crew cannot leave this ship unless captured or eliminated.

+Explorer


Banshee's Cry - Pirate; Points: 3; Masts: 1; Cargo: 4; Base Move: L+L; Cannon: 5S; Ability: This ship cannot shoot when she carries treasure.

+Explorer


Total Points: 40+5


First and foremost is the flagship, the tititular HMS Grand Temple. 6 masts are best for one thing: combat. She already has great guns, and they are further enhanced by Crimson Angel's dislike of anything that doesn't fly a Jolly Roger. Further, Angel gives the Temple an opportunity to use them twice each. Lord Thomas Gunn's reroll ability supports this by bringing Angel's SAT abiity from 1/3 chance to 1/2! The Helmsman brings the ship's base move to a speedy S+S+S, which can be doubled with Crimson Angel's ability. That's S+S+S+S+S+S! With a potential 12 cannons and speed like that, this is a ship that will happilly challenge the mighty Zeus, or any other ten-mast junk for that matter.


The Neptune's Hoard is durable with four masts, and has the excellent ability to trade away an unwanted coin for a potentially better one. She carries "Cannonball" Gallows (son of Genny Gallows), who allows Crimson Angel to exist legally in the fleet, as well as an Explorer to help increase gold-running capability. She's fast on her own with some deep pockets, able to carry three coins in addition to her two crew.


The Banshee's Cry has the rare base move of L+L, four cargo spaces, and is by far one of the most undercosted ships in the game (if it weren't for the "no duplicates" rule, this ship would be completely broken, and the main feature of many swarm fleets). Like her large sister, she too has an Explorer and three open spaces for gold.


In a game that prohibits the use of 0LR+5 crew such as "Cannonball" Gallows, Lord Thomas Gunn can be switched for a generic Captain, and the Neptune's Hoard and Banshee's Cry can give up their Explorers. Crimson Angel's ability might be less frequent, but will still remain a potent threat.

Fleet Showcase

Posted by Captain Salem Vendari on January 22, 2015 at 10:10 PM Comments comments (0)

I am starting a category to show off different fleets. A lot of these fleets will be ones posted by other users from miniaturetrading.com; in  these cases, I will post a link to the fleet I am discussing. Other fleets will be ones that I have built myself. The purpose of this new category is to provide ideas for a wide range of different builds.

Fleet Types

Posted by Captain Salem Vendari on January 22, 2015 at 11:25 AM Comments comments (2)

There are many different types of fleets you can build. Here I will list some common ones you can find:

1. Vanilla
This is a typical fleet with a designated gunship, and a designated gold-runner. There is usually a third ship that serves a special purpose, whether it is to support either or both the gunship and gold-runner, or has its own purpose entirely.


2. Swarm
The idea behind this fleet is to use a bunch of small, fast ships to get out to the islands. With so many ships, it's difficult for an opponent to catch them all, so many of them will be able to bring in some treasure.


3. Battle-Boarders
Boarding is a difficult way to win, but it sure is fun (it's also one of the more effective ways to play the Cursed). Ships in these fleets prefer to take gold from the enemy, rather than exploring themselves. Sinking ships and stealing half the gold (or using Divers to take it all) is also part of the mentality.


4. Silver Explorers
This fleet focuses on using Silver Explorers to increase the value of silver treasure it brings home. Remember to contribute silver tresure if you play with this fleet!

Sea Wars: A New Group

Posted by Captain Salem Vendari on January 17, 2015 at 1:55 PM Comments comments (0)

This was the first game of what will hopefully become a regular Pirates group. The two that joined Captain Vendari in this battle were Captain Caveman, and his wife the Black-eyed Pea. The build total was 80 points. As it was more of an introductory game to new players who do not have fleets of their own, Captain Vendari built the fleets that were used:

 

Captain Vendari:

San Cristobal - Spain; Points: 17; Masts: 5; Cargo: 5; Base Move: S+S; Cannons: 3S, 3L, 3L, 3L, 3S; Ability: If this ship has a crew with the Captain keyword, she gets +L to her base move; Link: Victor de Alva
    +Victor de Alva - Spain; Points: 7; Ability: Captain. As part of a move action, this ship may initiate a boarding party up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses.
    +The Inquisitor - Spain; Points: 6; Ability: Hostile: Cursed, Loyal: Spain. If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.

La Santa Isabel - Spain; Points: 13; Masts: 4; Cargo: 6; Base Move: S+L; Cannons: 3S, 3S, 3S, 3S; Ability: Schooner. One of this ship’s treasures is worth +2 gold when unloaded at your home island.
    +Captain
    +Silver Explorer

San Pedro - Spain; Points: 11; Masts: 3; Cargo: 4; S+L base move; 3S, 3S, 3S; Ability: One of this ship’s treasures is worth +2 gold when unloaded at your home island.
    +Silver Explorer

Concepcion - Spain; Points: 12; Masts: 4; Cargo: 5; Base Move: L; Cannons: 4S, 3S, 3S, 4S; Ability: One of this ship’s treasures is worth +2 gold when unloaded at your home island.
    +Silver Explorer
    +Helmsman



Captain Caveman:
Baba Yaga - Cursed; Points: 15; Masts: 3; Cargo: 3; Base Move: L; Cannons: 3S, 3S, 3S; Ability: Longship. This ship gets +1 to her cannon rolls against any non-Cursed ship.
    +Sammy the Skull - Cursed; Points: 6; Ability: Loyal: Cursed, Captain, Fear; Link: All Cursed ships
    +Helmsman


Skin Flayer - Cursed; Points: 21; Masts: 4; Cargo: 4; Base Move: L; Cannons: 2S, 2S, 2S, 2S; Ability: Switchblade, Eternal.
    +Wraith - Cursed; Points: 9; Ability: Fear. If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.
    +Captain
    +Helmsman
    +Oarsman

Sea Rat - Cursed; Points: 10; Masts: 2; Cargo: 5; Base Move: L; 5S, 5S; Ability: Junk. This ship may dock at an enemy’s home island and load one treasure. If able, she must leave on your next turn.
    +Helmsman

Pestilence - Cursed; Points: 9; Cargo: 3; Base Move: S+S; Cannon: 3S; Ability: Masts on this ship can’t be eliminated by shots unless the cannon roll is a 6.


 

The Black-eyed Pea:
Blackwatch - America; Points: 16; Masts: 5; Cargo: 4; Base Move: L; Cannons: 2L, 2L, 3L, 3L, 3L; Ability: This ship gets +1 to her cannon rolls against any non-American ship or fort.
    +Ralph David - America; Points: 1; Ability: Hotsile: Pirate, Eternal.
    +
Captain
    +Helmsman

Paul Revere - America; Points: 15; Masts: 4; Cargo: 3; Base Move S+L; Cannons:  3S, 2S, 2S, 3S; Ability: Schooner. As part of a move action, this ship may initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship may not use any boarding bonuses; Link: Chief PO Charles Richard
    +Commodre Peregrine Stern - America; Points: 9; Ability: Loyal: America, Hostile: Spain, Captain. This ship gets +1 to her boarding rolls. Once per turn, roll a d6. On a 5 or 6, this ship can be given an extra action.
    +Chief PO Charles Richard - America; Points: 4; Ability: This ship gets +1 to her cannon rolls against any non-American ship or fort; Link: Paul Revere

Frontier
 - America; Points: 17; Masts: 3; Cargo: 8; Base Move: S+S; Cannons: 4S, 3S, 4S; Ability: Hoist, Secret Hold.
    +
Helmsman

Philadelphia - America; Points: 11; Masts: 2; Cargo: 3; Base Move: S+L; Cannons: 5S, 5S; Ability: You own any derelict this ship explores; both ships become docked at your home island.

 

The map was a triangle, with the home islands at the corners. Each was positioned 4L away from the center, where sat a super-island made up of three islands placed together. The rules for this super-island were simple: a ship could only be docked at one island, known as a beach, at a time, even if the bow came into contact with two simultaneously (at with point the ship’s controller would have to choose which beach the ship was docked at). Located 2L away from the center island, between the home islands, were three additional wild islands. Each island (including the beaches of the super island) help eight treasures apiece, bringing the total available coins to forty-eight.


The Black-eyed Pea took the first turn. Her ships fanned out from the south-east. The Philadelphia went to look for gold in the north while the Frontier charted a course for the center. The Blackwatch and Paul Revere moved westward, toward the southern wild island and Captain Vendari’s home island. Despite this being the Pea’s first game, Captain Vendari decided to give her a crash course in ship-to-ship combat by sending his speedy San Cristobal to knock down a few masts on the Blackwatch. She was able to get close enough to shoot from long-range, but her short-range guns were nowhere close to reaching. The starboard cannons roared, and two of the American’s masts came toppling down. The Black-eyed Pea retaliated, ordering the Blackwatch to reverse course and Cross the T with the Cristobal’s bow. Her return fire was eye for an eye; the Spaniard lost two of her masts as well.


It was clear the Peregrine Stern wasn’t too happy with Spain’s sudden hostility, as he was able to rally the crew to work double-time. Charles Richard maneuvered his ship in such a way that all four of the Paul Revere’s cannons had clear lines of site at the San Cristobal. Commodore Stern gave the order to shoot, and immediately after the San Cristobal was derelict. Stern gave the order to fire again, and the Spanish gunship began its journey to Davy Jones’ locker.


Meanwhile in the center of the map, the Frontier had managed to reach the south-eastern beach of the super-island. The explorative party managed to find Neptune’s Trident, but in taking it they managed to anger the Natives, preventing the Frontier from leaving on her next turn.


In the far north, Captain Caveman’s Cursed fleet was making its way southward. His two battle-boarders, the Baba Yaga and Skin Flayer, sailed down the western lane while his gold runners, the Sea Rat and the Pestilence, took the eastern, racing against the Philadelphia for the north-eastern wild island.


Captain Vendari was faced with highly unfavorable circumstances; both his nearest wild islands were guarded by both his opponents’ gunships. The only way he would get any treasure was to make a mad dash for it. Having already lost his main fighter to the Americans, he decided to try his luck against the Cursed. The Concepcion docked with the north-western wild island, where she found several silver coins and a Homing Beacon. With the possibility of not being able to revisit that island for a while, she decided to maroon her Helmsman to attempt to get one more piece of silver home. But that was not to be, as the Baba Yaga sailed in and completely dismasted her with a salvo of six cannons, two missing.


At the same time, the San Pedro docked with the south-western beach of the super-island. There she found Blood Money, as well as the Necklace of the Sky. It’s unfortunate that she would be unable to use it, as on Captain Caveman’s next turn (the same turn in which he derelicted the Concepcion) the Skin Flayer came down with her blades swinging and tearing a nice gash in her hull, as well as that of the Santa Isabel, which had moved between her two remaining sisters to try and dissuade the Cursed. The impact was enough to knock down a mast on both ships. To add insult to injury, the Wraith swooped over to both ships and killed off all of their crew. The Cursed switchblade’s cannons also tore both ships apart, leaving the Isabel with two masts, and the San Pedro with only one.


If Captain Vendari had remembered it, he could have saved the San Pedro with the Necklace of the Sky. But alas, his memory failed him and he merely tried to have her run away instead. The Isabel tried to weaken the Skin Flayer, but only one of her cannons hit, knocking over the mizzen-mast. The Flayer shrugged off the damage, and her unforgiving blades lashed out again as she moved away in pursuit of the San Pedro. After the ram and shoot action were resolved, the Santa Isabel was on the bottom, and the San Pedro, treasure and all, was tied to the stern of the switchblade. This put Vendari completely out of commission; he unloaded the treasure from Concepcion’s holds and watched helplessly as she was sunk by the Baba Yaga.


The battle continued between Captain Caveman and the Black-eyed Pea. Over in the east, the Philadelphia had managed to bypass the Pestilence’s defensive ability by knocking down her mast with a ram. The next turn, she explored the derelict, and both appeared at the American home island. The Philadelphia unloaded the gold she had previously loaded from the wild island (the rest was picked up by the Sea Rat, as well as one by the Pestilence), while her captured vessel repaired its mast, ready to go find gold for its new owner.


The Skin Flayer had managed to drag her prize home, and then took off after the Frontier, the biggest threat to Caveman’s gold game. Until now, the Black-eyed Pea had forgotten entirely about Neptune’s Trident. But as the Skin Flayer drew near, she saw a fantastic opportunity to use it. She unleashed a wave that crashed over both the Skin Flayer and the Baba Yaga, dropping them both to one mast each. But great power comes with a price, and the Frontier was also brought down to one mast. But then the Baba Yaga came sailing out of the mist, two guns blazing, and the Frontier went down.


The rest of the battle went on fairly uneventful. The Black-eyed Pea managed to derelict the Cursed longship and bring it under her control (and then sacrificed her crew at the Altar of the Loa on the super-island’s north beach to move Caveman’s ships into range of the Paul Revere’s cannons), but the remainder of the game was a long, drawn-out race for gold. In the end, the Black-eyed Pea pulled out a win with 40 gold, Captain Caveman in close second with 35 gold. Captain Vendari’s early ejection from the battle left him with absolutely nothing on his home island, but what could have been done? The game was well played by first-time player Black-eyed Pea, who had originally intended only to be a neutral player to give the other two something to fight in addition to each other.

Review Format

Posted by Captain Salem Vendari on November 19, 2014 at 4:10 AM Comments comments (0)

The two reviews I posted on this site are copies of reviews I have posted on another site, and as copies they follow the format suggested there. However, I have decided to create my own format to review game pieces. In general, I will be reviewing ships, so I will change the format as necessary for other game pieces such as crew and equipment. The new format:


Stats:
This will include all information found on the deckplate, such as the name, points, nationality, cannons, ability, etc.


General Description:
Some preliminary discussion about the game piece, initial insight, and flavor text.


Role:
Here I will decribe possible roles the game piece can fill in the fleet. These include, but are not limited to, Combat, Exploration, and various Support Roles.


Strategies:
Ideas for ways the game piece can be used.


Combos:
Other ships and crew that might work well with the game piece.


Rating:
A 1-10 rating based on value for points, how well it can play its role, and overall usefulness.

Generic Crew

Posted by Captain Salem Vendari on September 26, 2014 at 3:45 PM Comments comments (0)

The following is a list of all the main generic crew in the game, their point costs, and abilities:

 

  • Captain - 3 points; This ship may move and hsoot using the same move action
  • Musketeer - 3 points; This ship gains one 3S cannon that can't have its range or cannon roll increased. It can shoot from any mast (even an eliminated mast).
  • Cannoneer - 2 Points; Once per turn, one of this ship's cannons can shoot again if it misses.
  • Helmsman - 2 Points: This ship gets +S to her base move
  • Navigator - When this ship is given a move action, instead of moving her, you may roll a d6. On a result of 3-6, put a trade current within S of any friendly ship.
  • Shipwright - 2 points; This ship may repair at sea or any island.
  • Explorer - 1 point; This ship can dock and explore a wild island using the same move action.
  • Oarsman - 1 point; This ship is not derelict when all her masts are eliminated; she gains a base move of S, but can't ram other ships. This crew takes up no cargo space.

There are several other generic crew (such as Specialists and Tribal Chieftains), but the are the ones that you will use most often. Each one has its uses. Here, I will help show you how you can use each crew.

Captain:
The Captain essentially offers you a first strike in combat, by allowing you to shoot at your target as soon as you move in range. Without a Captain, you would have to move in, potentially take a salvo from the enemy, and then shoot back on your next turn. Not ideal. For this purpose, the Captain is generally seen as an offensive crew, and is typically placed on ships intended for combat.

However, the Captain can also be used defensively. By placing one on a gold-runner, the ship will have a slightly better chance at surviving. This can come as a surprise to the attacker when suddenly their weak prey turns around and unleashes their cannonballs with a defensive Captain.

Musketeer:
Definitely one of the more offensive crew. It provides an extra cannon for your ship. There are many situations where you would want to have a Musketeer, such as when your opponent adds the unique treasure Wolves to the mx, which prevents anyone from loading treasure from the island until it is eliminated by a shot from either a Marine or a Musketeer crew. 

Cannoneer:
Cannoneers are also best used on a gunship. These ships will be constantly firing their cannons, trying to land as many hits as possible. It's inevitable for you to miss, so a Cannonner will provide a second chance with your cannons, particularly higher ranked cannons. Just remember, this is not a reroll, but an entirely new shot, so certain abilities won't take effect.

Helmsman:
The Helmsman is probably my favorite generic crew, simply because it's useful on most any ship. Regardless of the ship's purpose, speed is always a great thing to have. You could throw it on a gold-runner to get to the islands faster, or allow your gunship to catch its prey. Speed is probably the most important element of this game.

Navigator:
Complementing the Helmsman, the Navigator can drop speed-increasing terrain called trade currents. A ship sailing over one will get an additional +S to its base move for the turn (though this only works once per turn per ship, regardless of how many they sail over). The beautiful thing about trade currents is they can cut back on the need for Helmsmen, saving you a few points. For just 2 two points, any ship in your fleet has a potential +S, especially if you have a lot of them in play. I like to put this crew on a cheaper ship, as it does take up its ship's move action to do this.

Shipwright:
Honestly, I don't see this one used very much, but it is quite useful to repair anywhere instead of just at home. The problem with this crew is you're better off either running or just shooting back instead of wasting a turn putting back a mast that's just going to get blown down again next turn. The Shipwright is most useful when you can get out of range of your opponent. They are best assigned to gunships, which will inevitably lose masts. 

Explorer:
The Explorer sees its most use on gold-runners, and for good reason. It makes gold collection that much faster by saving you an extra turn. It gives you an advantage against other gold-runners without Explorers: the other ship may dock first, but if you can get there the turn after, tyou get the best coins because you can explore first. You won't see Explorers on too many warships, simply because they won't be ut exploring islands.

One fun little trick you could try with an Explorer is place it on a fast, cheap ship, and send it out to the wild islands. Because you can explore and island you have previously explored, you can dock, explore, and leave to visit another island while your slower runners catch up. They will be able to explore for free, so you will only need to get one or two Explorers for your fleet.

Oarsman:
Ah, the humble Oarsman. This crew is often overlooked because of how useless it seems on the surface. However, it takes up no cargo space and prevents the capture of your ships. The Oarsman is especially useful on ships with the Eternal keyword, because people are more likely to try to capture those than sink them. It's also useful on ships who cannons can't be eliminated. Imagine completely dismasting a ship, only to have it fire back at you again. If used correctly, it can be a powerful trump.

 


Rss_feed