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a7xfanben
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Subject:    PostPosted: Fri Feb 13, 2015 11:58 pm Reply with quote

Two more games have been played, with a build total of 60 rather than 40.

Game 1:

French:
Monaque + captain, helmsman
La Lyon + captain, helmsman
Le Coeur de Lion + helmsman, explorer
L'Intrepide + explorer
Mont Blanc



Pirates:
Foresight + Barstow, Hammersmith, oarsman
Bruja + captain, helmsman, oarsman
Splinter + helmsman, explorer, oarsman



The setup featured just four islands, but instead of 16 coins worth 30 gold we used 24 coins of random amounts. In this way we had two wild islands with 12 coins on each island. Reefs and fog banks were set up to encourage conflict, with two icebergs ominously dominating the middle of the ocean.



Both fleets set out in clusters, with neither side wanting any part of the first iceberg.





The Pirates were the first player, which allowed the Foresight to explore the first island and take 5 coins. The Bruja was escorting her with the abysmally slow Splinter predictably bringing up the rear.



As the Bruja and Foresight made sail for their home island, the French continued west and struck first, with the Lyon taking out all three masts on the Splinter.





Seeing an opportunity to hurt the French fleet, the Bruja turned around and attacked the nearby Monaque, who had rounded the first island as the Splinter sank beneath the waves. The Bruja hit twice, killing both the captain and helmsman aboard the Monaque. In the meantime the Foresight got home and the Coeur de Lion explored the far island.





The Bruja was now double-teamed by the Monaque and Lyon, who sank her with their powerful guns. The Foresight was now in trouble, with no expensive named crew to convert to gold via Barstow and with a plethora of French cannons in her way of getting back to an island. The Foresight tried to run, but when the Lyon blocked her path she decided she just had to attack, missing all three shots against the Lyon.



The Lyon shot back and hit twice before the Foresight retaliated with a successful shoot-and-ram, using Barstow to capture the French captain.





However, by now the Intrepide had towed the dangerous Mont Blanc into range, which effectively ended the game.



The Pirates had more gold on their home island, but the French proceeded to NOT sink the Foresight in order to accumulate more gold on their HI while the Foresight lamely tried to sink the entire French fleet with just one cannon. After this brief simulation the French came out on top, by a score of (if I remember correctly) 16-12. Not a bad game at all, with a good balance of shooting between the two fleets! I was very happy to use Barstow, if only to explore with the Foresight and capture a crew that wasn't able to be brought back.

Game 2:

French
(Same as the above French fleet)

English:
HMS Richards + Sir Christopher Myngs, captain, helmsman, oarsman
HMS Cheshire + helmsman, explorer
Edinburgh Trader + helmsman, explorer
HMS Galway

A rather unique setup was used, with the two home islands combined into one in the middle of the sea. Four wild islands with 6 random treasures apiece were arranged in an X away from the HI's. Whirlpools and fog banks formed in the west and east, with an iceberg in the north and south.



The English used their speed to sail out quickly, with the Cheshire the first to reach an island and explore. All of the French ships headed for wild islands, with the smaller ships heading northwest and the gunships heading northeast.



The Edinburgh Trader, Cheshire, and Galway all brought home their first loads of gold. Knowing the Intrepide was the best treasure runner the French had and that their gold game would be crippled if she could be sunk, the Richards sailed north and waited for an SAT from Myngs. In addition, the French player blurted out that the Intrepide had found "quite a lot" of gold on the northwest island, furthering the bloodlust of the Richards' captain. Myngs brought her within range and with two shoot actions, the Richards sank the Intrepide and took two masts off the Monaque!



The Frenchman was deking, for the Intrepide was carrying only 5 gold between 3 different coins!

This left the Mont Blanc dead in the water, but it also left the Richards in an unenviable position between multiple hostile ships and an iceberg.



The French exacted revenge on the next turn by sinking the Richards, while the Cheshire ducked into a fog bank. With the fast Lyon, shoot-through-ships L-range guns of the Monaque, the Extended Range keyword of the Mont Blanc, and the doubled ranges of the Coeur's guns, the French had considerable "zone control" of the northern half of the ocean. The English would try to get around this with their superior speed and strategy.



The three English gold ships explored different islands as the French convened on their HI, with the Lyon dropping off a coin and the Monaque repairing.



The Coeur turned north to tow the Mont Blanc as the English continued their steady accumulation of gold.



With the Galway slowed down by her cargo of 1 gold, the Lyon was able to corner her and send her to Davy Jones' Locker.



With only half of his original fleet remaining and powerful French ships still dominating the middle of the sea, the English knew they'd have to get creative to get even more gold, which was to be found on the "French" islands, in the north. The Cheshire ducked into a fog bank and the Edinburgh Trader followed her lead, staying out of range of the newly repaired Monaque.



At this point, a rather unique situation began to develop. Revealing his strategy, the English player sent the Cheshire through a whirlpool to access the northwestern part of the sea without having to contend with the French gunships. The Edinburgh Trader emerged from the fog and grabbed the last treasures from the northeast island. Both ships then darted back into the fog in anticipation of docking home their gold, but an unwelcome surprise awaited them at their home island!



The French were blockading the English HI, with considerable help from their own HI (which blocked the northern side) and an iceberg, which split their fleet in two but covered part of the southern side. The English had so much gold on their HI that it was obvious who would win, but the situation was definitely worth playing out just for fun!

The English waited in the fog until they got the right iceberg roll (a 3). Luckily for them the iceberg moved south, allowing the Cheshire to come home with 3 additional coins (she left her explorer on the northwest island in order to load an extra coin). This left the Edinburgh Trader to fend for herself, and she proceeded to ram the Lyon. The Lyon and Monaque sank her on the following turn, ending the game at last! The English were victorious with a 34-12 win!



As a side note, the first of these two games was technically my 206th game of Pirates CSG (since 2011, I don't know how many I played before that - probably 1 or 2 dozen), which breaks the record formerly held by islander on BGG. Maybe I've played this game more than anyone else, ever. Just kidding! Laughing Still, it was nice to finally get to the top since I write so many reports and most of the folks at BGG (understandably) don't have any reports of the huge numbers of games they've played.
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Subject:    PostPosted: Sat Feb 28, 2015 8:13 pm Reply with quote

Two more games: one was 80 points, the second one was 40.

Game 1:

Cursed Americans:
Whydah + Hag of Tortuga, captain, helmsman, oarsman
Squalo
USS Lenox + helmsman, explorer, oarsman
Flying Fish + captain
Sea Duck + explorer, oarsman
Philadelphia + Gus Schultz



Imperialists: (English/French/Spanish - the main imperial nations of the Age of Sail period)
Monaque + captain
Mont Blanc
HMS Lord Lineton + captain, helmsman
Edinburgh Trader + captain, helmsman
Virtuous Wind + captain, helmsman



The game used a unique setup, inspired by the "Other World" scenario from the scenario compilation on BGG. The two home islands were on a small table separate from two other tables, which contained 4 wild islands apiece (8 total) with 6 random treasures on each island. Both fleets would have to brave whirlpools in order to get to the other oceans to get treasure.

One table had the islands in a line with 4 whirlpools on the outside, while the other table had the islands in a square with just one whirlpool in the center.





The fleets sailed out, with the Cursed Americans weary of the considerable firepower contained in the Imperialist fleet, who had crewed every ship with a captain. The CA's (Cursed Americans) had gone first and were eager to get away from the initial ocean and out into the wild of the other worlds.

In a strange opening to the game, an iceberg adjacent to a whirlpool moved into it, and a new house-rule was created on the spot. The iceberg was sent flying through the whirlpool and into another ocean! Each whirlpool was labeled 1-6 and a die roll was made to see where the iceberg would end up.



With the Virtuous Wind moving S+S+S and approaching the CA fleet, the Whydah, flagship of the CA fleet, gave the Flying Fish an order to deter the Wind from attacking. Knowing it would turn into a suicide mission, the captain aboard the Flying Fish complied, turning to port and knocking a mast off the Spaniard while also positioning herself to block the Wind's movement.



The Lenox was the first ship to brave a whirlpool, losing her oarsman in the process. She warped to the ocean with four whirlpools.





The Monaque and Lord Lineton sank the Flying Fish as the rest of the CA fleet fled towards the whirlpool. The Virtuous Wind ran home to quickly repair her one mast.



The Sea Duck followed the Lenox into an ocean, but came out through a different whirlpool. The Edinburgh Trader and Philadelphia warped to the other ocean, the one with a single whirlpool.



The Lenox had acquired a few high-value coins and wanted to make a deposit back at her home base. When she arrived via whirlpool at the home island ocean, however, she found the hulking Monaque (towing the dangerous Mont Blanc) and HMS Lord Lineton standing in her way! The Sea Duck had managed to move the Monaque in the opposite direction via a lucky mysterious island roll, but things weren't looking good for the CA's.

The Squalo stayed in the HI ocean (rather than follow the move boosting Hag on the Whydah) since she didn't have any crew to sacrifice to the whirlpool and only had two body segments.



With four gunships and two of them (the Virtuous Wind and Lord Lineton) with the HI-raiding ability, the Imperialist strategy now became obvious. They would try to blockade the CA home island and steal their gold rather than risking the whirlpools on the way to and from the wild islands. The Cursed American admiral aboard the Whydah hadn't expected such a low-volume gold strategy with 8 wild islands and two oceans to choose from, and so had to make a quick change of plans.

The Whydah went after the Edinburgh Trader, the only ship that the Imperialists had sent to a different world. Knowing that the Philadelphia could teleport the Trader home if the Whydah could derelict the Trader, the CA's planned to break the blockade by suddenly forcing two ships (the Philadelphia and Edinburgh Trader) to appear at their HI, with the Imperialists unable to continue the blockade with an opening now created at the CA HI. Also, the Trader could repair and then begin firing on her old allies, who wouldn't be able to return fire as long as the Trader stayed docked. The CA's saw it as the best possible plan, since they would get massacred if their runners all came home against the Imperialist gunships. The Whydah sailed through a whirlpool in pursuit of the Edinburgh Trader.



With the Philadelphia off grabbing gold in the same ocean, the Whydah struck. With 3 cannons of 4 in range, she connected for two hits on the Edinburgh Trader, who had to wait a turn to explore since she only had a captain and helmsman aboard.



Meanwhile, back at the HI ocean, trouble was brewing. The repaired Virtuous Wind joined the Monaque and Lord Lineton in an impressive display of firepower. The Lenox cautiously sailed outside their range as the Sea Duck joined her, also with gold aboard.



The Edinburgh Trader fled into a fog bank, and with the Philadelphia nearby, the CA's took a risk and sent the Whydah back home to support her gold runners. The CA's were relying on the Philadelphia to ram the Trader derelict, and then capture her on the following turn.

When the Whydah appeared through the whirlpool, the Squalo took advantage of the Hag of Tortuga's presence and swam L+L underwater to arrive astern of the Virtuous Wind. The CA's wanted to make as many points of contact with their HI as possible so the Imperialists wouldn't be able to completely surround their HI. The Lenox and Sea Duck used round-earth rules to divide up and make the Imperialists focus on multiple targets.



On the next turn the Sea Duck slipped her gold home as the Imperialists turned their ships around. The Squalo stayed submerged, using the Fear keyword to successfully cancel the Virtuous Wind's ship and crew abilities. The Whydah lurked outside of range.



In the other world, the Philadelphia managed to ram the last mast off the Edinburgh Trader, who was now dead in the water!



On the next turn, the pent-up tension that had been building for many turns finally exploded! Suddenly there were four ships docked at the CA home island! The Philadelphia warped herself home with the Trader, who immediately used her action for the turn to begin repairing. The Monaque looked on helplessly as the Philadelphia docked home her prize. The Philadelphia and Trader both had gold on them, bringing even more action to the CA home island!

On the previous turn, the CA admiral completely forgot about the HI-raiding abilities of the Lord Lineton and Virtuous Wind. Both ships swooped in and docked at the CA HI.

The Fear keyword is so seldom used that the ability wasn't read correctly (forgetting that it affects ship abilities as well as crew abilities). The Virtuous Wind's crew were too scared to steal any of the treasure from the CA home island! The Lord Lineton, however, pounced on a 5 that had been brought back by the Sea Duck. The Sea Duck and Squalo teamed up to dismast the Virtuous Wind.





The Philadelphia and Trader hastily repaired their lost masts. The Squalo turned around, but the crew of the Lord Lineton weren't impressed. The Whydah sailed into range of the Monaque but only hit once.

With the Lord Lineton worried about the gold she had on board, the derelict Virtuous Wind, and the not-so-scary Squalo, the Lenox was able to sneak into port on the quiet side of the CA HI.



The Lord Lineton tried to save the Virtuous Wind, but the CA's now had a numbers advantage. The Lineton was dismasted by the Lenox and fully repaired Edinburgh Trader.

The Monaque dismasted the Whydah but was unable to sink her. The Mont Blanc killed Squalo, leaving the CA's with one less advantage.

Seeing another opportunity to use her ability, the Philadelphia scooted out and grabbed the Whydah and got her back home so she could repair. The Monaque sailed for home, disappointed with the outcome of this chaotic battle.



The Monaque and Mont Blanc sunk the Lenox, while the Edinburgh Trader used her long-range guns to sink the derelict Lord Lineton and Virtuous Wind. This cleaned up some of the mess of the battle, leaving only four ships (plus the Mont Blanc) left in play. The Whydah and Monaque, flagships of their respective fleets, repaired and prepared for a final battle.

The CA's sailed in line of battle with the slow Whydah at the end of the line.



The Monaque attacked first, dismasting the Philadelphia. The Trader and Whydah ganged up on the French five master and crippled her, but not before she sank the hated Philadelphia using her special "shoot through ships" ability. The CA's won this final confrontation by a hair, but the game was already over with so much gold on the CA home island.

The CA's had collected 29 gold, along with 3 from the 5 that the Lord Lineton had stolen. With the Edinburgh Trader captured the Imperialists only had the 2 from the Lineton's heist, giving the Cursed Americans a 32-2 victory!

Although only half of the islands were explored and most of the action took place back at the HI ocean, this was still a fun and hard-fought game. It was nice to see usage of the Philadelphia's ability, the Fear keyword, and home island raiders. The chaos in the HI ocean at the end of the game made this one memorable as well.

Game 2:

French Pirates:
La Lyon + captain, helmsman, musketeer
L'Intrepide + explorer, oarsman
Hades' Flame + explorer

Cursed Americans:
Whydah + captain, helmsman
USS Lenox + helmsman, explorer, oarsman
Sea Duck + explorer

This was also an "Other World" game, but with a much different map. There were two whirlpools near the HI's, and only one other ocean. The other ocean contained three whirlpools and four wild islands.



The French Pirates went first and sent each of their ships through a different whirlpool. However, the Intrepide quickly sailed back into the whirlpool when the entire Cursed American fleet emerged right next to her!



Every ship in this game docked at a wild island, but only the treasure runners had any gold to speak of. The random treasure used happened to be almost all 1's and 2's, making for some disappointing hauls.



With the wild islands so far apart there wasn't any action in the other ocean. The treasure runners headed back as the Whydah made a feint towards the Lyon.



The Hades' Flame and Sea Duck were the first to bring gold back, with the Lenox following soon after.



The Whydah slowly made her way back with an extra 1 gold as the Sea Duck and Lenox headed out for blood. Eager to break the peace, the Cursed Americans wanted to cut off the Intrepide before she could return home.



Unfortunately for the CA's, they couldn't quite ram the Intrepide, who sneaked into port. At the beginning of the turn the CA's paid their price for sailing their ships right past an iceberg, losing one mast on the Lenox.



With the CA's plan failing, the French Pirates took advantage and sunk the Lenox and captured the Sea Duck. The Whydah approached the French HI looking for revenge.



The Lyon sailed out and promptly dismasted the Whydah with the help of her musketeer, ending the game!

The gold was tallied up, with the CA's bringing home 7. The French Pirates had found the lone 6 among a pile of 2's and 1's, giving them a resounding victory!
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Subject:    PostPosted: Sat Mar 21, 2015 11:50 pm Reply with quote

Circle of Blood


From the Corsairs of Douglas County website:
rizz wrote:
Players design 100 pt fleets, mixed nations allowed. The privateer for the battle sets up islands in a pattern along the lines of this…



Black-islands
Green-terrain
White-neutral sea monsters
Red/Yellow-starting positions of ships (in this case yellow was Player 1 and red was Player 2)
(No forts were available, or else they would go on the middle four islands)



rizz wrote:
Now for the good stuff. Place 4 randomly selected gold coins, and 1 randomly grabbed UT on each island. No one has a home island at this time. The first island each player explores will become their new home island; all gold on that island is automatically theirs, as is the UT, apply the UT effect if applicable.

After both players take a turn, then the creatures get a turn. Each time the creatures get a turn, roll a d6 for each creature still alive, compare this number to a fog bank in play, the creature will move its full move in the direction rolled. If it encounters an island, iceberg, reef, or Sargasso Sea, it will stop moving until its next turn (ignore fogbanks for creature movement). At the beginning of a creatures turn, if ANY ship is within any attack range for the creature (this is checked before movement), instead of moving it will attack that ship (or the closest ship if more than one is in range). It will continue to attack this ship until either; 1 it is out of range, 2 it is destroyed, or 3 another ship moves closer.

Since the gold is a randomly selected amount, there is no "half way" rule for ending the game, it will continue until there is no gold left, or only one player remains (this puts HI raiders at a premium). Another variant we do here is throw four NPC forts out on the islands marked in orange.


Fleets:

Americans:
USS Concordia + Montana Mays, Ralph David, Diamond Nelson Turner, helmsman, shipwright, oarsman
Peacock + captain, chainshot specialist
Pawtucket + helmsman, explorer
Flying Fish + explorer
Philadelphia + explorer
Harlequin + explorer

Franco-Spanish:
L'Ange de la Mer + captain, helmsman
El Rosal + Luis Zuan, Exploding Shot
Armada
St. Denis + captain
El Cervantes + Capitan Alarico Castro, Duque Marcus Vaccaro, helmsman
Le Coeur de Lion + Aramis, captain, helmsman (just realized it was 8 points but it's only 1 point over)





The fleets started sailing. The Franco-Spanish (hereafter referred to as FS, not to be confused with F&S) explored first by marking their home island (HI) with El Cervantes. Other FS ships quickly docked at islands in the outermost ring, all of which were mysterious in this game.

The FS set up shop in the east, while the Philadelphia explored an island in the northwest which became the HI of the Americans. After the first turn the sea monsters and icebergs began moving! A house rule was quickly instituted which let the sea monsters stay submerged until they were in range of an enemy ship or would have to surface to ram.





As more ships docked and loaded gold, one mysterious island effect that is borderline "broken" in a game of this size captured all attention. The Peacock rolled to move 2 coins from EVERY other wild island to the island that she was docked at, creating a mother lode of gold on a northern island.



On her next turn, the Peacock explored, only to find a ton of UT's that had been transferred via the MI effect! This slowed the game down as everything was resolved. Holy Water and Metal Hull made the Peacock borderline invincible, but trouble was brewing for the poor little ship. Natives were transferred to the island, making the huge amount of gold somewhat harder to access. Pandora's Box was the real killer (literally), spawning an outbreak of the Plague, killing all of the ship's crew (the Peacock grabbed some Wine from the box to numb the pain). In order for the Castaway to actually have effect it was ruled that he came aboard the ship to captain it (literally the crew was a captain) after the Plague had already struck. After it was all said and done, the ship was stuck for two turns from Natives and could only move S. I guess the captain saved himself from the Plague by drinking of mixture of Holy Water and Wine!



In the meantime, a shark introduced himself to the Philadelphia, who would soon run in the other direction.



The FS soon had a crowded HI, with ships coming and going with new gold. Despite their fighting crew the Ange de la Mer and Rosal managed to contribute to the findings.





An iceberg and the Teach began consistently moving northwest, directly towards the American HI. This was an ominous sign and unbeknownst to the players, a foreshadowing one as well. In addition, the Leviathan seemed to enjoy the bright new lines of the dangerous Concordia.

Tragedy soon struck in the form of a huge lightning storm. Odin's Revenge (a gift from trox I might add) toppled a mast from every ship in play, leaving the Harlequin derelict and all alone in the southernmost part of the sea. The FS were still around their HI and therefore didn't lose much momentum at all, quickly repairing the ships already docked at their HI. In terms of percentage of masts lost this also benefited the FS more because the Pawtucket was the only American ship other than the big Concordia that had more than 2 masts.





The Flying Fish made her way home via whirlpool as the Philadelphia came home to repair her foresail. The Pawtucket used round earth rules to get home more quickly. Once again the Teach and Leviathan moved directly towards American ships.



The FS experienced a little bad luck of their own, with the Lion being smashed by a hostile iceberg just off their HI. As with Odin's Revenge, however, the FS were able to repair quickly without much time lost. The St. Denis came in for repairs as well, bringing even more gold to their HI.



The Peacock was finally able to get moving due to Jailhouse Dog eliminating Metal Hull, restoring her to her full S+S+S speed. She darted out of the way of Slarg Gubbit, eager to get revenge on the FS and give them some of their own medicine in the form of the plague!



However, the Peacock's plan was quickly foiled via MI farming. The Rosal rolled a 6 to slam the Peacock into a nearby iceberg, taking out her second mast and leaving her dead in the water. With Plague still aboard it was unlikely that any ship would want to go near her.



The American player (who happened to be me, lol) was running into a lot of difficulties around his home island. Teach and Leviathan were seemingly on a mission to sink his entire fleet! An iceberg was also nearby, giving the Americans a handful of bad luck just as they began to bring in some gold. As soon as she repaired and set back out again the Philadelphia was rammed by the Teach, although since she had already left her explorer at home the Teach didn't get to eat any poor Americans. The Concordia purposely positioned herself right next to the Leviathan, losing two masts in the process. Montana Mays knew the strength and relative invincibility of his ship (with DNT even aboard to cancel the Leviathan's stinkpot-esque breath attack that could shut down Eternal and make the ship vulnerable), and therefore he wasn't afraid to lose a few masts if he could still win the battle.





The FS soon tried their hand at more luck with MI farming, but they soon learned their lesson and got burned, with the St. Denis losing all four of her masts to the same MI.



As the St. Denis and Philadelphia limped home to their respective HI's, the Concordia shot the Leviathan to pieces, leaving only the head of tail of the great beast. Leviathan shot back and dismasted the Concordia, although the Concordia would still be able to fire with all of her cannons. Earlier in the game the Harlequin had found Albatross, which was soon transferred to the Concordia and rendered her mediocre guns even less effective.



No wonder the Concordia can still shoot when derelict! American blood and steel take on nature's most terrible creature:




The Concordia docked at her HI, giving her immunity to the annoying Leviathan, shooting off the tail in the process. The Teach continued to harass the American HI, even moving around the island to chase the poor Philadelphia. The damaged Pawtucket and Flying Fish shot at her from their HI but missed again and again. The bad luck experienced by the Americans in this game was borderline unprecedented. To make matters worse, two icebergs blocked their path to the southeast, which you can just see in the next picture on the far right.



As the Pawtucket repaired, the sea monsters finally gave the Americans a break, letting the Flying Fish and Philadelphia sail in opposite directions. The Flying Fish headed off without crew (due to Natives) to the rich northern island. The Philadelphia was sunk by the L'Ange de la Mer, who was headed home with gold from that northern island. The Rosal and Cervantes looked to capitalize on the Americans' weaknesses, but the partially repaired Concordia loomed just out of range. In the relatively deserted south, the Lion captured the Harlequin and began the long journey home at S+S.



Both factions were content to run gold for the time being as the Concordia guarded the northern island. The Americans had the advantage of their HI being closer to this major island, but it would be interesting to see if that advantage could turn the tables on their history of bad luck and how it affected their early game. Speaking of which, the FS were nearly intact outside of Odin's Revenge and enjoyed considerable wealth flowing in from neighboring wild islands.

Due to space constraints during setup, the sea monsters' deckplates were placed next to the FS fleet's deckplates, which made the admirals think that this coincidence had affected the minds of the sea monsters, as they had only attacked the Americans.



The Leviathan used the round earth rules to ram and board the Mer. Both rolls failed, and the serpent was quickly eliminated by the French flagship.



While the shark and sea serpent were harassing the Americans, the two squids (Slarg Gubbit and Lusca, where did those names come from?) were busy moving back and forth aimlessly. Gubbit got in the way of the Americans a few times but didn't directly attack them. Eventually they seemed to grow fond of each other and moved directly together. After a few turns of mating they headed off in opposite directions, desperate for human blood.



A few turns later:


Since Montana Mays protected his crew from elimination, the Concordia began towing the Peacock, handing off Plague to the already dangerous American flagship. The American shipwright went the opposite way, coming aboard the Peacock in order to get her sailing again. The Flying Fish was busy making trips to the northern island, but the Pawtucket wanted no part of the Natives. Earlier in the game the Pawtucket's helmsman became linked to Manawa no Kowhatu, giving her Eternal and Fear.



As the Lion returned home with the captured Harlequin, a similar situation occurred for the second time (the first being around the time of Odin's Revenge), with almost the entire FS fleet crowding around their HI as ships came in for various reasons.



This brief period of peace allowed the Pawtucket, Concordia, and Peacock to sail east as the Flying Fish continued to take gold from the northern island. Both fleets had considerable gold, with less than a dozen still on wild islands.



As the FS fleet spread out once again, the Americans knew they'd have to do some fancy maneuvering to gain the upper hand with a numbers disadvantage. The Peacock sailed south with Wine, waiting for the perfect moment to strike. The Concordia and Pawtucket sailed north, with the Concordia eyeing the Mer with Plague aboard (Luis Zuan had been killed aboard the Rosal earlier in the game via a UT). The Pawtucket was quickly sunk by the Armada and Mer, although the Mer moved into perfect positioning in the process.



The Concordia unloaded her deadly Plague, killing the Mer's captain and helmsman. She also had a very successful shoot action, rolling 4/5 to dismast the schooner!





The St. Denis took advantage of her L-range guns and moved to avoid the range of DNT, sinking the Concordia! This placed her alongside the Pawtucket to repair.



The Rosal let go of the Armada and grabbed gold from the northern island. With the Concordia gone the Lion and Harlequin also moved into the area.



With the FS HI deserted, the Peacock seized her chance and intended to exchange Wine for any treasure she wanted. However, her captain (from the Castaway UT) had forgotten about the shipwright she inherited from the Concordia, which meant that she had no space with which to load the gold! (The treasure you exchange for Wine still takes up cargo space)



The St. Denis dismasted and captured the Peacock, who would have been hit anyway once Wine was off the ship. The endgame was nearing, with the northern theater holding all of the tension.



The Concordia and Cervantes were the only ships in the area capable of putting up a fight. The Cervantes SAT'd away as the Concordia sunk the Mer. At this point the game was called since there were only 5 coins left on the once-rich northern island and both players knew they were all 1's.



Both players counted up their treasure, with the FS getting the majority of the 5's and 6's. The Franco-Spanish beat the Americans by a score of 67-41!

The scenario worked well for the most part. The sea monsters could perhaps move based on different icebergs/fog banks that are facing different directions so a roll of 1 doesn't always move them north. Also, with so many wild islands (10 after the HI's are explored) the game could revolve around gold running a little bit too much.

This was a great game that saw some interesting new UT's such as Castaway and Odin's Revenge. The Americans suffered from bad luck with icebergs, sea monsters, and shoot actions early on while the Franco-Spanish benefited from finding a handful of high-value coins. The late-game UT ploys by the Americans failed to overcome the difference, as the superior Franco-Spanish gold running and powerful escort ships won the day!
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Subject:    PostPosted: Tue Apr 07, 2015 4:47 am Reply with quote

I recently got a lot of assembled ships [with just their deckplates Confused ], and i'm planning of playing a game using my own "Fog Shrouded Mysteries" variant.
I've also got He'e , Brachyura , & El Toro that i'm going to add as part of the variant [rogue sea monsters encountered amongst the fog banks? why not!]

I'm still trying to figure out how to "even out" the fleets when i've got 11 ships, potentially more if i decide to bring in the Revenant & Le Soleil Royal that i have assembled with no cards.

The ships include:
Black Mamba , Zanzibar , Xi'an , Saratoga USS Shark USS Kentucky Mercure Sabre HMS St. George Grim Reaper Augusta
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Subject:    PostPosted: Tue Apr 07, 2015 9:40 pm Reply with quote

selvaxri wrote:
I recently got a lot of assembled ships [with just their deckplates Confused ], and i'm planning of playing a game using my own "Fog Shrouded Mysteries" variant.
I've also got He'e , Brachyura , & El Toro that i'm going to add as part of the variant [rogue sea monsters encountered amongst the fog banks? why not!]


What is this scenario? It sounds interesting. Idea
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Subject:    PostPosted: Wed Apr 08, 2015 12:44 am Reply with quote

a7xfanben wrote:
selvaxri wrote:
I recently got a lot of assembled ships [with just their deckplates Confused ], and i'm planning of playing a game using my own "Fog Shrouded Mysteries" variant.
I've also got He'e , Brachyura , & El Toro that i'm going to add as part of the variant [rogue sea monsters encountered amongst the fog banks? why not!]


What is this scenario? It sounds interesting. Idea


It's actually my original "Hidden in the Mists" variant. To sum up: All terrain are Fog Banks. Ships can either sail into them to see what's in the fog bank, or fire three volleys to clear each fog bank [this action is a free-action, each volley has to roll higher than 4]. Doing either, they roll a d6 to determine what's in the mist- 1> it's just a fog bank, 2> sargasso mass, 3> reef! 4/5> wild Island [I have a loose Giant Turtle and Isle of Fire, that i'll roll another d6 to determine if any are revealed], 6> Whirl Pool/Iceberg/sea monster [again, another d6 to determine which].
Ships sailing has to roll a 6 to complete avoid any hostile terrain.

I think i'll be playing three fleets:
USS Kentucky, Black Mamba, USS Shark
vs
HMS St. George, Mercure, Sabre
vs
Augusta, Grim Reaper, Zanzibar
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Subject:    PostPosted: Sun Apr 12, 2015 4:06 am Reply with quote

Here's a simple 40 point game that was played.

English:
HMS Shetland + helmsman
HMS Comet + oarsman
HMS Snipe + explorer
HMS Albion

Spanish:
Augusta + helmsman
Napolitana + captain, oarsman
San Pedro + explorer

Mixed:
L'epee de L'ange + captain, helmsman
Algiers + explorer
Freedom's Hand

The fleets went in the order of play as shown above.



The Snipe grabbed a 5 from a nearby island but the other English ships were too slow to get anywhere on the first turn.

The San Pedro quickly emptied an island for the Spanish as the other two Spaniards docked as well.

The Algiers headed east as the Freedom's Hand docked at the same island as the Augusta.



The Shetland and L'Ange both headed east as ships made the short journey home to unload their gold.



The L'Ange dismasted the Albion and shot away one of the Shetland's masts as well.



The Snipe traded her explorer for the two coins aboard the Albion.



The Albion was sunk by the L'Ange, who turned around and kept shooting at the Shetland even as she captured the Snipe.



The English got revenge by sinking the Snipe with the Shetland, though it was too late for the English to win.



The L'Ange sunk the Shetland, ending the game! The Spanish won with 17 gold, with the Mixed-nationality fleet coming in second with 8 and the English in third with 5.
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Subject:    PostPosted: Sun Apr 19, 2015 2:18 am Reply with quote

After reading about the CoE game on the first couple pages, I resolved to give it a go myself. I came up with a rule set for 'purchasing' ships crew and other pieces, which I may post here at some point. The actual game will take place at or near the end of summer. To date 3 dry runs have been played, one with three players, another with only two.
Unfortunately since much has happened since then an now I do not recall how each game went in detail. In the first game, Spanish played America and England I think Embarassed (Actually France, my bad)
Spain got off to a seemingly slow start, with only three ships in play, La Santa Isabel, Armada, and La Reconquistador. (my spelling isnt perfect) La Reconquistador carried Sebastian de Alva, a custom crew of mine whose stats can be found in the custom ships thread. America got off to an excellent start, getting to islands incredibly fast with the Frontier. That and the fact that the American HI was in another sea only accessible via whirlpool. France also got off to a good start, using Le Pique and five other speedy little runners.

Despite a slow start, Spain eventually picked up the pace, with the purchase of La Joya del Sol and Master Bianco. Spain was also the first nation to establish a colony extremely close to their HI.
The Americans were completely alone in a separate ocean and would stay that way for some time. However a MI effect drew a coin from every wild island in play, almost a dozen, to an island close to the Spanish HI, and was contested over by both Spain and France.
This engagement saw the loss of the Armada and the French Bombadier Grand Vanquier.

Spain ran gold and was bringing back gold almost every turn. The French were weakened by the bout with the Spaniards, and would become a non factor for the rest of the game after a failed attempt to go to the American sea and disrupt trade going on there.
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Subject:    PostPosted: Sun Apr 19, 2015 4:02 am Reply with quote

The Americans purchased the USS Eagan and Blackwatch and sent the Blackwatch trough the whirlpool to disrupt Spanish and French trade. Spain had upgraded it's colony to level two and was looking to establish a second. Spain also had been saving up for quite some time, and finally spent some gold. La Furia and Pescados de Plata came into play as minute gunships, and the Salte Tiburon hosted Lord Mycron.
The Blackwatch eliminated the Spanish colony and took out both minute gunships over the course of two turns. The French meanwhile were reduced to only two ships, La Frique and Le Pique. Captian de Leflote was hosted on La Frique, giving Le Pique quite the speed boost. As most island were almost out of gold, France had turned to shuttling gold from it's colony which had been established some turns ago. The spanish continued to use La Joya del Sol and La Santa Isabel to bring in quite the income, which they would need to combat the aggressive Americans.
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Subject:    PostPosted: Sun Apr 19, 2015 5:37 am Reply with quote

The islands reached their refill limit, now the only gold would have to come from colonies. Spain reestablished the colony the Blackwatch destroyed, and with gold bonuses quickly piled up a vast amount of wealth. France never recovered from the loss of the Grand Vanquier and the Monaque on the same turn a while back. However they tried to make a comeback by spending some saved up gold and launched La Corse, outfitted with a compliment of crew. The Americans had also been saving up gold and were the best off in terms of ships in play, they had only lost one ship, the Minuteman.
Spain spent a good chunk of gold and purchased El Acorazado, Trinity, El Garante, La Resolucion, Santo Columba, and the Matthias Vospero all on the same turn, and outfitted them with crew to match. (Actually I beleive that the Trinity ad been purchased earlier, around the time the colony was first destroyed) Embarassed

With an armada intact and gold still flowing into their coffers, Spain first wiped out a French colony and moved on the French HI so as to focus on one opponent at a time. Possibly feeling sorry for the French, two American warships whirlpooled to the aid of the embattled french.
However it was too little too late, with the Acorazado leading the way, the Spanish wiped out the French ships around their HI and the two Americans that came to help. Taking some turns to repair their damaged ships, The Spanish then moved in force upon the American sea, dealing a finishing blow to the now weakened Americans.
Spain, and I won the day!


Due to when the game happened minute details have slipped my mind, however, I have recounted it as best as I can. Spain got off to a slow start, but could not be stopped. Total gold points when the game ended was in the hundreds with America coming in second, and the French last.
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Subject:    PostPosted: Sun Apr 19, 2015 7:46 pm Reply with quote

Quote:
Due to when the game happened minute details have slipped my mind, however, I have recounted it as best as I can. Spain got off to a slow start, but could not be stopped. Total gold points when the game ended was in the hundreds with America coming in second, and the French last.


Great recollection! Sounds like a game I would enjoy. I really love reading about this!

xerecs wrote:
The islands reached their refill limit, now the only gold would have to come from colonies.


I assume that the fleets just gave up on making new colonies?

Quote:
Spain reestablished the colony the Blackwatch destroyed, and with gold bonuses quickly piled up a vast amount of wealth.


This is one of Spain's biggest strengths. They have a ton of ships and crew that give +1 or +2 to their treasure. Just off the top of my head the Santa Isabel, Alquimista and San Pedro come to mind, and the Concepcion isn't bad either. It's a great ability to have in smaller games since it can make all the difference you need, but in bigger games the gold just piles up really fast. Definitely one of the reasons that the Spanish have done well in my huge games.

Quote:
France never recovered from the loss of the Grand Vanquier and the Monaque on the same turn a while back. However they tried to make a comeback by spending some saved up gold and launched La Corse, outfitted with a compliment of crew.


I've noticed that when a fleet is in trouble early on they usually don't recover. In big games like these fleets really need to build up some kind of fleet so that losing ships like the ones you mentioned doesn't cripple their strategy for the rest of the game.

The French also tried a comeback with the Corse in one of my games too! Surprised It's always too little too late, which is part of the reason I want to try out cannonfury's resources idea where the game is less predictable.

Quote:
Spain spent a good chunk of gold and purchased El Acorazado, Trinity, El Garante, La Resolucion, Santo Columba, and the Matthias Vospero all on the same turn, and outfitted them with crew to match.


Shocked Nice. It's very fun to do that, usually the Cursed are the faction that save up more than other fleets because of hugely expensive stuff like the Delusion and Davy Jones. That's a very considerable amount of firepower being launched all at once. No surprise that they ended up winning.

As for pictures, try doing it while there's nobody moving their ships and taking their turn. I usually just take a few quick pics in between turns and I get ready as another person's turn is ending. Also, you can do aerial shots looking down rather than a more horizontal one. I like waiting for hands and whatnot to be out of the way to make it look more realistic. Even if your play area is for some reason difficult to do this with, you could still do pics that are more close up so other things wouldn't be in the background.
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Subject:    PostPosted: Sun Apr 19, 2015 11:21 pm Reply with quote

I'll keep that in mind a7. Since I will do my best to make a report for when the actual CoE game goes down, here are some of the rules for purchasing ships and crew in simple terms:
1. Ships and unique(named) crew may be bought ONCE.
2. Ships cost their point value+ rarity value.
3. Crew cost their point value+ faction value.

Rarity values:
Common- 2
Uncommon- 4
Rare- 7
Special Edition- 10
Limited Edition- 10
Custom- 10
Super Rare- 15

By this table, a common 6pt SHIP will cost 8 gold

Faction values:
England- 1
Cursed- 2
American-2
French- 2
Spain- 2
Pirate- 1

By this table, a 4pt pirate CREW will cost 5 gold.
A 4 pt Cursed crew will cost 6 gold.


There are a few things I didn't mention, such as duplicates, but I'll either post them later or create a thread for it.
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Subject:    PostPosted: Mon Apr 20, 2015 1:20 am Reply with quote

Trying not to come across too harsh... Rolling Eyes

xerecs wrote:
2. Ships cost their point value+ rarity value.
3. Crew cost their point value+ faction value.


Hmmm... never liked this idea at all. Pirates is a game that isn't based on rarity, so there's really no reason you would want to make the "rarer" pieces more expensive. It just massively disincentivizes using 1 masters, custom pieces you probably would otherwise WANT to use, and super rares that don't see a lot of action because people either don't have them or want to keep them UP.

So now Le Solitaire costs 24 points but L'Intrepide only costs 7. The Star of Siam goes to 23 but the La Monarca is just 10. Extreme examples, but you need to realize how much this would affect the game. You'd see all common and uncommon ships.

In addition you're going to add even more time to a potentially infinite cumulative game by figuring out what costs what, and deciding what to buy will be even harder than it normally is. There's a premium on EVERYTHING, so the game will just take even longer than it normally would since you'll have to accumulate more gold just to buy the same stuff.

As for the crew, I would start by at least switching the values for the Pirates and Cursed. If anything all Pirate named crew should automatically get +2 and Cursed crew should get about -2! Plus, the values aren't very different from one another (why is England cheaper than France or Spain?), so you should discard the +1/+2 for crew entirely. Giving the English (a strong faction although I admit they are my favourite) and of all factions, the PIRATES a bigger advantage than they already have is not going to be good for the game. It would definitely affect my process for selecting a nation at the start of the game, and I would NEVER pick the Cursed (I rarely play the Cursed as a single faction in huge games anyway).

Quote:
1. Ships and unique(named) crew may be bought ONCE.


Doesn't that take care of this?

Quote:
There are a few things I didn't mention, such as duplicates
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Subject:    PostPosted: Mon Apr 20, 2015 2:27 am Reply with quote

Sorry about that, I'll try not to come across as too harsh. I'll think about modifying the values, but might not change them too much.

As for buying ships and crew once, what I mean is that if a ship sinks or a crew is eliminated, that piece cannot be bought back. Generic crew are the exception to this rule. Duplicates originally would have been allowed, provided they were a different version of the piece in question. Ex, OE Calico Cat and RotF Calico Cat. However after playing a few of the dry runs with this rule, I may change it to no duplicates, period.
However, if one version of a piece is eliminated, and there is a DIFFERENT version of it available, you may purchase that different version.

One other important tidbit, because there are three of us who play, there is the option of each player with two factions to choose from. For example, I choose Spain, and then American. My starting fleet could be composed of pieces from either faction, and Spanish crew would be allowed to use their abilities on American ships and vice versa.

I'll make some edits to the rule set, and perhaps when that is done I'll post it here as it's own thread. Maybe Question
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Subject:    PostPosted: Mon Apr 20, 2015 3:57 pm Reply with quote

xerecs wrote:
Sorry about that, I'll try not to come across as too harsh. I'll think about modifying the values, but might not change them too much.


Not your fault - I meant I didn't want to come across as harsh because I'm so opposed to the idea.
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