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miniature review Abandoned Crew: Five passangers set out that day on a three hour tour...

Miniature Review
Abandoned Crew: click to enlarge
Abandoned Crew

Miniature text:

When placing treasure, you may place one or more of these crew rather than treasure, on a one-for-one basis; you must still place the required value of gold. These crew may use their abilities on any ship. Follow all other treasure-placement and crew rules.

  • Collector's Number: 098
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
Abandoned Crew
Five passangers set out that day on a three hour tour...

written by donosis
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General description:
Abandoned Crew can be hard to come by, I've been collecting Pirates since Crimson Coast came out, and despite being labeled "Rare" I only pulled my first one on the 7th. The other version of this UT (From PotMI) is even harder to get, it was part of a mail-away promotion, and therefore a little harder to acquire. This difficulty to obtain may be why these guys get so little notice, which is like true castaways on a deserted isle.

"Their ship ran aground on the shore
Of this uncharted desert isle
With the Shipwright,
The Captain too.
The Musketeer
And his Mate,
The Helmsman,
The Explorer and Oarsman,
Here on the Abandoned Isle."

To answer the inevitable questions that will be raised by this review, here is what my favorite book, Pirata Codex, says about Abandoned Crew.

quote:
-Abandoned Crew are treated exactly like standard (non-unique) treasures while facedown.
-They do no not have to be revealed or loaded when found.
-They are affected by other abilities that refer to treasure or cargo.
-They are not affected by any abilities that refer to crew.
-They take up one cargo space each.
-Abandoned Crew remain facedown until you use their abilities. While face up, they are treated exactly like their corresponding generic crew.
-They are affected by other abilities that refer to crew or cargo.
-They are not affected by any abilities that refer to treasure.
-They take up one cargo space each, unless an ability specifically states otherwise.
-They do not count against the point limit of a ship.
-The “no-duplicates” rule applies to this entire card as if it was a single unique treasure. If a specific crew token appears twice on the card you may place both copies in the treasure pool during setup, if desired.


Uses:
There are many uses for Abandoned Crew, the only limit is your imagination (and the rules [ok, so I’m not a math major]). That is one thing I cannot stress enough for new players, no matter why you put them in, or how you intend to use them YOUR OPPONENT COULD STILL FIND THEM AND USE THEM!!! That said here are some of the best uses for them; 1). Fillers for your fleet. If you’ve hit your point limit and you still need some generic crew, you could stick a couple of these boys in the treasure pool and hope to pick them up. You then have more crew and ships then you could get otherwise. 2). You could use these as expendable crewmen to feed to your SAC captain. So you buy a SAC captain for your warship, and then you stick a bunch of these guys into the treasure pool, so you can feed them to Davy Jones for an extra action or two. 3). Put as many of these guys into the treasure pool as possible, then avoid them like the plague. They do not have to be loaded, so if you put say, five of them in the pool, and only load coins with a treasure value, you leave the (worthless) crew for your opponent to find. You could also use ships and crew like the San Jose or Le Arstien to trade the worthless crew away for gold that is worth something.

Strategies and game play:
Let’s take these ideas one by one, and see how feasible they are.

1). Fillers for your fleet. I personally am not above using this, I have three fleets on this site which depend on Abandoned Crew as some of the crew for the main ships, but it has been pointed out to me that depending on that can be disastrous. But let’s look at some facts. I played nine games against an opponent who had no idea I was doing research. We played three games and I used each of my three Abandoned Crew dependant fleets three times each. Out of the nine games, the fleet called It’s a Ghost! Part 1 did the best, the Abandoned Crew gambit paid off all three times. It’s a Ghost! Part 2 only paid off once (it was soundly defeated the other two times) and Zeus, king of the gods despite being king of the gods, never found any of the crew put in for him, in fact, Zeus was defeated once because his opponent used his Shipwright and Cannoneers against him. So yes, you could under crew your fleet, and put in enough Abandoned Crew into the mix to make of the difference, and then pray that you find them. But that’s not a guarantee. However, you could minimize this risk, by putting in two of the crew you need, i.e. Zeus could have put in two shipwrights, and then he would have doubled his chance to find one. This is defiantly the most risky of the three prospects, but it could have big payoffs.

2). You could use these as expendable crewmen to feed to your SAC captain. This is the most popular use for Abandoned Crew, as well as my personal favorite, but it still carries some degree of risk. Namely, if you don’t find them, you have no sacrifices. If you use this strategy, or strategy number three the best way to maximize the number of crew you can insert would be to put in a 7 coin, and two 4 coins. This way you can put in 5 Abandoned Crew.

3). Put as many of these guys into the treasure pool as possible, then avoid them like the plague. This strategy has the least amount of risk, but can still backfire on you. Because of the random distribution of treasure coins during setup, you could put in up to five of these guys, and then when you find them don’t load them. Instead, leave the Abandoned Crew for your opponent, then move on to other islands. You could also use treasure traders so that you can take the Abandoned Crew and trade them away, since chances are that your opponent will find some of the good gold, and that you will find some of the Abandoned Crew. So trade them away! I’ve used both these strategies to great effect.

ONE NOTE ABOUT THIS REVIEW
This review is not implying that these crew’s printed abilities are worthless. It is the least dependable of the strategies because what would help you in a game would most likely help your opponent should he find them. However, especially if you are using strategy 1, you want these crew for the ability they have, this is the most simplest and straightforward use for this UT, therefore, always a good idea to consider.

Who do you rescue, Gilligan, or Skipper?
There are certain things to consider when choosing which of these little guys to put into the treasure pool. If you are using strategy 1, it will depend on your fleet. For example, my fleet It’s a Ghost! Part 1 is lacking a Captain, and a Shipwright wouldn’t hurt either. So if you were using that fleet, you would want to at least put in a captain, and possibly the shipwright. If you are using strategy 2, you will want to put ones in that are the most useless to your opponent, for then not only will he likely not pick them up, even if he does, they won’t change the game for him. If you are utilizing strategy 3, again, you want ones that you don’t need, but also ones that won’t change the game for your opponent. I find that Cannoneers, Musketeers, and the Shipwright are best suited for this purpose. With a little practice, you will be able to tell which of the Abandoned Crew to use for each purpose and strategy.

Combos with other miniatures:
For most of the strategies involving Abandoned Crew, you are going to want many small ships with explorers to give you the best chance of finding them first, otherwise all your plotting will be for naught. If that's not possible, a Hoist or a crew that allows you to trade gold or peek at gold would be useful (Maui's Fish hook or the San Jose are good options, the first one being a hoist). The Specter also can find them easily, but that is 21 points without crew, defiantly an expensive option. Here are some combo ideas for each strategy starting with

1). There are infinite combos for using them as filler, you would use them as you would any other generic crew, Explorers on treasure ships, Helmsmen on slow tubs, Cannoneers on ships with bad cannons, etc. You could use these guys to get more crew on a low costing ship than normal, such as a Captain on the Le Coeur de Lion, or a Captain and a Cannoneer on the Banshee’s Cry. You could also put in copies of crew you already have in your fleet, to replace any ones that may be killed in battle.

2). Keep in mind a ship can be given a maximum of two full actions per turn (free actions don’t count). But that just means that you can two actions per turn for as many Abandoned Crew as you find. Some combos which have worked for me is Havana Black with an Explorer, a Helmsman and an Oarsman on the Darkhawk II. The Explorer will help you find the crew faster, and he can be sacrificed if need be. The Oarsman takes up no cargo space, so you can still fit 5 Abandoned Crew (if you have that many), since the Darkhawk II has a cargo space of 8. The Oarsman also keeps the Darkhawk II from being derelict but can also be sacrificed. Another useful combo I found is with that same ship (Darkhawk II), but trade the Oarsman for Crimson Angle, and the Explorer for SS Wraith. Crimson will allow any nationality crew to serve on the ship, and the Wraith has the ability to (with a roll of 6) “resurrect” dead crew where they take up no space on the ship. This will allow you to kill enemy crew with impunity knowing you have a chance to use them to gain extra actions. You could also put Captaine Arathianl on the Le Superb or the La Magnifique, two of France’s best warships. They also have large[er] cargo holds to hold the Abandoned Crew. While on the idea of Abandoned Crew as human sacrifices, you could also put in the Altar of the Loa. This could be used in countless way that I won’t even attempt to go into here. AotL stays in play the entire game, so you can use it as many times as you like, and if you use SS Wraith, you could prevent your enemy from using it (by using it to resurrect one or both crew sacrificed) which would also give you more spins on the Wheel of the Unfortunate.

3). For this strategy, you just want them as UTs that are worth 0 gold, so it doesn’t matter what you put in. But since you are planning on your opponent finding them, I would avoid putting in the ones that are useful on any ship such as the Helmsman or Captain. The Explorer, Cannoneers, Musketeers, or Shipwright are better options. Also ships such as Le Arstien (French) or El San Jose (Spanish) for trading away any Abandoned Crew you do pick up.

Ways to counteract it:
Because these count as normal Treasure before being revealed, and normal Crew after being revealed, abilities that remove UTs from the game will not get rid of these guys. That said, before they are revealed, while you may not be on the lookout for them, any ability that removes cargo, such as the Pirate Fort “Dead Man’s Point” among others will take them out before they can be used. After being revealed, crew eliminators or cancellers are the best way to deal with them. For that you need Grape Shot, the DPotC Flying Dutchman, or PaOE Wraith.

Strengths/Pros:
These crew are very versatile, and above all, FREE to acquire (in a game).

Weaknesses/Cons:
They are UTs, so there is a certain amount of random chance involved in their use. Also vulnerable as both crew and cargo.

Artwork and aesthetics:
I know I’m going to offend at least one person here (sorry Captain_Nemo. ) but I like the classic look of the Crimson Coast crew better then the Mysterious Island version. The only Mercenary crew I like the looks of are the Helmsman and the Musketeer, I really don’t like the rest all that much. I think most of the appeal for both of these card’s is the crew face on a treasure coin, it’s just so cute! So the Crimson Coast guys get a 10/10, and in all fairness, so do the chaps from PotMI, although I personally would rate the MI ones 8/10. But that’s just me.

Overall rating:
Based solely on the versatility and cost (or lack thereof) of these crew, I give it a rating of 9.5/10. The half point reduction is due to their vulnerability.

 

Modified on March 10, 2012 04:30 am



Rating
Current score for this Miniature Review, based on 12 votes:
 3.92
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Discussion about this Miniature Review
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Author Message
captain_nemo
United States

Avatar for captain_nemo
Subject:    Posted: November 12, 2010 04:08 pm Reply with quote Report content icon


quote:
I know I’m going to offend at least one person here (sorry Captain_Nemo. ) but I like the classic look of the Crimson Coast crew better then the Mysterious Island version.


WHAT THE?!?!?!! YARRRRGH!

Curse ye frenchman and ye "better" looking crew?!?!

Any who, good review-(with the exception of that last part. ). You could have divided up the combos section a little more, but the Pirate code excerpt and uses make up for it. I really like this UT; there's no winners or losers with this one (Eh, sometimes). Abandoned sea folk are fun!

-Nemo

(I'll let this one slide today-only because I'm very happy-you'll see why tomorrow.)
Back to top Modified on November 12, 2010 04:13 pm 
lordstu
Canada

Avatar for lordstu
Subject:    Posted: November 14, 2010 05:59 am Reply with quote Report content icon

Well, you had me with the Gilligan's Island reference, but lost some ground by focusing on one particular strategy for using th' Crew. I agree you don't want your opponent also taking advantage of finding them, but those are the chances one takes in a game of Pirates. I once had an opponent put in a Captain and he went on to find it with the Queen of Sheba, making for a deadly combo, considering my gunship was sitting right there waiting for her to leave the island. Fortunately, he rolled a 1 with one of his shots, but it put a scare into me!

So, there's a lot that can be done with these "castaways", I remember I won a game by finding my Shipwright, who could repair my treasure runner every time my opponent tried to derelict her - it took about 3 or 4 turns for him to board and eliminate the Shipwright before he finally decided to sink the ship, but by then the game was pretty much over.

I would check with woelf on the Jailhouse Dog-thing - I'm pretty sure the Dog can't eliminate these crew after they've been revealed, nor can it do so why they're still face-down, of course. I think there's only a small window of opportunity when they're actually revealed when the Dog can interrupt their activation, but I'm not 100% on that.

Otherwise, it's a pretty solid review.
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woelf
LV72 United States send message

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Member since
November 10, 2008
Subject:    Posted: November 15, 2010 07:04 am Reply with quote Report content icon

Nice details and lots of good information on what you covered, but I think you focused a little too much on the SAC-character angle. That is definitely a valid (and popular) use for these crew, but you make it sound like it's the only good use for them.

Something that I think would be helpful, particularly to new players that may have just discovered this card, is a guide of some sort on how to choose the specific AC for any given game. The makeup of your fleet can have a big effect on which AC are "best" to put into the treasure pool, so making the most of them is important. For example, a Shipwright would be extremely useful for a Mercenary-based fleet, an Explorer would be great for a treasure-running fleet, the Musketeers could make things interesting if added along with Wolves, and that's just the tip of the iceberg - there's a lot more that could be done with these crew beyond converting them into additional actions or sacrificing them to The Altar.



quote from lordstu:
I would check with woelf on the Jailhouse Dog-thing - I'm pretty sure the Dog can't eliminate these crew after they've been revealed, nor can it do so why they're still face-down, of course. I think there's only a small window of opportunity when they're actually revealed when the Dog can interrupt their activation, but I'm not 100% on that.
Jailhouse Dog can't touch Abandoned Crew, and neither can Kharmic Idol or the Pirata Codex.

Once the AC are face up they count fully as crew and are no longer considered treasure, so other abilities (including UTs) that refer to treasure have no effect on them.

There's no "window of opportunity" with Jailhouse Dog because they go from being a generic, standard treasure while facedown directly to a crew when revealed. It's different from normal UTs where you reveal them and then carry out the effect because they remain UTs when revealed.
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donosis
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Subject:    Posted: November 15, 2010 10:41 am Reply with quote Report content icon

Alright, I put in another hour and a half into this review. Reread it, I completely changed it. If you haven't voted yet PLEASE VOTE. I would like to at least be considered for MotW.
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woelf
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November 10, 2008
Subject:    Posted: November 15, 2010 12:10 pm Reply with quote Report content icon


quote from donosis:

Alright, I put in another hour and a half into this review. Reread it, I completely changed it. If you haven't voted yet PLEASE VOTE. I would like to at least be considered for MotW.

It still seems to be giving the impression that using the Abandoned Crew primarily for their individual crew abilities should be avoided, but otherwise the improvements I see are very good. I'd say it's a solid 4 now.

It is suffering slightly from "wall of text syndrome" in the strategies and combos sections, but that is really easy to fix by simply adding an extra line in between each of the different strategy type discussions in those sections.


Speaking of strategies, #4 (capturing AC for gold) isn't going to work very well because AC don't have point costs (it's the reason they don't count against the ship limit). You could still capture one if there's nothing else onboard the ship (when zero becomes the "highest" point cost), but it will be worth zero gold to you.
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donosis
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Subject:    Posted: November 15, 2010 12:55 pm Reply with quote Report content icon

As I said, I want to be considered for MotW, so how would you make this a five review? Cause I would like some fives.
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lordstu
Canada

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Subject:    Posted: November 15, 2010 06:21 pm Reply with quote Report content icon


quote from woelf:
Speaking of strategies, #4 (capturing AC for gold) isn't going to work very well because AC don't have point costs (it's the reason they don't count against the ship limit). You could still capture one if there's nothing else onboard the ship (when zero becomes the "highest" point cost), but it will be worth zero gold to you.


Reallyyy....
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woelf
LV72 United States send message

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November 10, 2008
Subject:    Posted: November 16, 2010 06:49 am Reply with quote Report content icon


quote from donosis:

As I said, I want to be considered for MotW, so how would you make this a five review? Cause I would like some fives.

As far as content goes, it's pretty well set now. Other than what has already been mentioned in the various comments, there's really not much else to add.


The main thing now would be all the little technical stuff that no one likes to have to deal with, but can still drag otherwise good reviews down. (There was a big debate on the forum several months ago about this issue. Ever since then most people have seemed slightly afraid to mention it, but the fact is that even though no one wants to say it, it does matter.)


Anyways, some of the things that I noticed. Most of these are minor by themselves, but together they add up quickly:

1) There's some still a little bit of unnecessary repetition between sections, particularly with the strategy types - you're going into almost full detail about it every time it's mentioned but you don't need to. It's okay to put all the big details in one area and then refer back to that when it pops up elsewhere.

2) In a few places you still make reference to the part you removed (strategy #4)

3) There are numerous places where words are misspelled, but they're misspelled as other words so the spell-check doesn't necessarily catch them. "Defiantly" when you meant "definitely" and "Angle" when you meant "Angel" are two that really stood out.

4) Watch the names of other ships and crew too - you seem to be pulling most of the names up from memory, which is fine, but if you're not 100% on the correct spelling you definitely should check them. "Old" players that are familiar with the items may know which ones you're referring to, but a newer player won't and without the correct name they'll have a really hard time finding them in the database. "Le Arstien" came up a couple times, but there's also "Captaine Arathianl", "Le Cour de Lion", and the previously mentioned "Crimson Angle". (The links lead to the correct names.)

5) Making references to fleets you've listed elsewhere on the site is fine, but if you're going to refer to them by name only you need to provide links to them. Finding them might not be a problem now while they're still on or near the first page in that section, but six months from now they'll almost certainly be buried and then those names become meaningless (most people aren't going to make the effort to search for them either.) If you don't want to make links or you can't get them to work, the alternative is to give a brief explanation of each fleet, which generally adds length to a review without providing much (useful) content - at least, compared to what you already have in the combos and strategy sections.



You're really close to having a solid level-5 review and your work in general has definitely been improving. All you need to do now is take it that one extra step and you'll be there.
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donosis
United States

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Subject:    Posted: November 16, 2010 10:39 am Reply with quote Report content icon

I just made a huge update, but I havent posted it because I added a bunch of links and it says my BB codes are wrong, even though I directly copied some from Woelf's post (I write my reviews on Microsoft Word because of the scroll problem on this site). How do I fix this problem, I'd hate to have to go and take out all the links I spent an hour putting in.
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woelf
LV72 United States send message

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November 10, 2008
Subject:    Posted: November 16, 2010 11:09 am Reply with quote Report content icon


quote from donosis:

I just made a huge update, but I havent posted it because I added a bunch of links and it says my BB codes are wrong, even though I directly copied some from Woelf's post (I write my reviews on Microsoft Word because of the scroll problem on this site). How do I fix this problem, I'd hate to have to go and take out all the links I spent an hour putting in.
I wish it would give more accurate information on which particular links were having problems, and give a list of all at once. Sometimes it will list the incorrect code at the top in red text, but not always.


What I usually end up doing is going through them one-by-one, making any adjustments as needed, and then keep hitting the "preview" button until the board stops having a fit. It's a real pain to do sometimes, but once you've used them several times it does start to go quicker.

The main things to watch are to make sure there are no spaces anywhere within the bracketed code, and to make sure you have standard quotation marks ( " ) around the URL. Then of course make sure that each individual link is closed properly with the [ /url] code (minus the space between the bracket and slash)

Also make sure you're using the BB code from this section, because the way the forums use quotation marks in the code is completely opposite of how it's used here. Anything that does use quotation marks here doesn't over there, and vice-versa.


Instead of dropping in a whole bunch at once, you should putting in just one to start and play around with it until it does work - then use that as a template for the rest.

I don't know why it wouldn't be working if you copied and pasted directly from my post above - maybe a bracket fell off somewhere?
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