|Posted by Captain Salem Vendari on January 26, 2015 at 10:50 AM|
This was a very good game I played with Captain Caveman during a break at work. The fleets:
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
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.
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.
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
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.
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.
Categories: Battle Reports