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Fleet "Mind Control"

Fleet "Mind Control"
70 Points
created by a7xfanben Premium Member LV80 activity icon envelope icon
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This is a fleet designed for controlling your opponent's ships and messing with their strategies. It is a gimmick fleet that is meant for fun. I don't recommend using it competitively, and if you vote on it, please don't judge it by it's overall effectiveness against tough fleets.

70 points is a bit strange, but if you bump it to 100 with 30 points of treasure runners, it can become more practical. This fleet was used in a game where 0LR +5's weren't allowed (just to mix things up for a change ).

The Divine Dragon is the flagship, and with Davy Jones, captain, and helmsman, she is decked out to the max (actually, over the max, as I had to add Edmund to make all 17 points of crew fit). In the end, she takes up half of the build total, but I have a soft spot for the Dragon and for Davy Jones. The primary objective of these 35 points is to use 6's to control the enemy, but the Dragon serves as a solid gunship as well (at least, a solid gunship for the Cursed). Jones rolling 6's is the best way for this fleet to win, as he can make your opponent shoot at their own ships!

The Kentucky is a 17 point rock that serves one purpose: providing a reroll and ship for LeBeaux. His ability is good on a 5 as well as on a 6, so your opponents will be wrenched around by him quite often. You can pull enemy ships into range, throw them onto reefs, make them forever lost in the fog, or create any other hindrances you can think of to ruin your opponents' gameplan. Alternatively, you can use the USS Annapolis with Wayne Nolan for a total of 12 points, instead of 17. Edit (12/19/14): Now that I've acquired the Annapolis I thought I would put her in for the Kentucky, but I like how the Kentucky has a lot more size for only 5 more points. However, the Annapolis has a built-in explorer that makes her viable to use as a runner to help find the UT's, so she would still be a good fit for this fleet.

The third ship also has a very specific role. The Cyclone will use her enhanced speed and unique ability to steal the unique treasures from enemy ships. The UT's are essential to the success of this fleet. Steal the Eye of Insanity and Nemo's Charts from the enemy, unless you manage to find them first. You could also use La Monarca with Rollando to save 2 points, but the Cyclone hasn't seen nearly as much action as the Monarca. In addition, it helps keep the Cursed theme for this fleet which is appropriate for a "mind control" theme. It's also nice to have the Galley keyword.

The Rover is a UT dump. She will either discover UT's by exploring islands, or receive them from the Cyclone after she steals them. The shipwright is the 'sac' crew for the Eye (you can also use an oarsman). Suddenly, we have a one mast with a makeshift Davy Jones onboard . This is just so we can roll more 6's and mess with our opponents with two All-Powerfuls .

Nemo's Charts is to be found/stolen and then used in combination with the specific mysterious islands I have listed. Try to include as many of those two as you can, so they will be close by no matter where your home island is. Perpetually annoy your opponent by repeatedly docking at the MI's and rolling 3-6, and then throwing their ships off course and into terrain . Throw some icebergs into the terrain pile and then watch as their ships are continually slammed into them again and again. He he he...

The Cursed Conch is a very specific UT that will only bear fruit if your opponent brings a sea monster to the game. The Rover is the best ship to sac actions on to use your opponents sea monsters, but again, be prepared to go get it.

Maps of Hades is another chaotic UT that relies on die rolls, but since you probably won't find it (with no ships really designated to grab gold), your opponent will have yet another obstacle in their path. In a two player game, you will always be the one to give the action, so just hope for more high die rolls .

I would have like to have included the UT Lost in this fleet, but your opponent would most likely find it first. However, if you use more than 70 points, you could add a swarm of small ships that could uncover it first, letting you place more terrain for you to toss your opponents' ships into.

To be effective, this fleet needs almost everything to break right. It is extremely unrealistic to think that all of these things will happen, and this fleet has almost no treasure running capability and a small amount of firepower for 70 points. That said, think about the possibilities of having all of these UT's available, and good luck with the dice:
If your opponent had Calim (S+S+S speed), you could potentially move it S+S+S+S+S+S+S+S+S+S+S+S+S+S+S+L! You can make your opponent's best gunships fire on each other! Throw those useless ten masters and krakens onto reefs and laugh as your opponent watches in disbelief as you win the game (potentially) a. without firing a shot, and b. without doing any real gold running.

Edit:

I was just looking through the Rules thread of the forum and came across discussion centered around Runes of Odin, Runes of Magic, and Nemo's Plans. Once you or your opponent throws down an iceberg, all of your controlling effects can quickly tilt the game dramatically in your favour. With good luck on the die rolls, you could eliminate their entire fleet! Plus Nemo's Plans helps not only with the Runes, but also with protecting your other UT's.

I've also added Bad Maps, to help wrench your opponent all around the board, and Maps of Alexandria, to aid in the acquiring of the UT's.

These new additions make this fleet more interesting, and more powerful. Also, this adds another layer of complexity to the fleet, which intrigues me. You may want to wait as long as possible to reveal the strategy, because if you make your intentions known too soon, your opponent may keep the Runes face down the entire game. Also, this makes it even more practical to add more points to the build to add multiple treasure runners in order to get as many UT's as possible. I don't own either of these UT's, but I will probably proxy them into the next game I play with this fleet.

Especially in the midst of the current Gimmick Challenge, this re-sparks my interest in this fleet idea, and I will continue to search for ways to make it more powerful, and potentially, more practical for competitive use.

Another edit (1/22/13): I just saw "ziotoo's Creative Fleet", and it looks spectacular. That looks like an even more effective (and practical) way to win by controlling the enemy. I look forward to playing that fleet, possibly in tandem with this one. Out of respect for ziotoo's build, I will not simply copy tactics from that fleet into this one, but that fleet is better than this one (at least in terms of winning). Go check it out!

Another edit (12/19/14): I've decided to add Perry in order to add some events. This fleet was originally used in a game without 0LR +5's; I may edit Perry back out and change it up even more at some point. For convenience, the Annapolis subbing in for the Kentucky is a perfect 5 point swap that lowers the cost to 65.

Edit (1/4/2015): As marhawkman over at BGG pointed out I have two Limit crew in this fleet with Davy Jones and Perry. For now I'm taking Perry out to make the fleet legal again. I'm leaving Foul Winds and the helmsman for now which makes this a 75 point fleet. Even without Perry it can be a 70 point fleet if you use the Annapolis instead of the Kentucky.

Foul Winds is a nasty event that is one of the only guaranteed ways of being able to move enemy ships. Again, like with Maps of Hades you'll be the one moving their ships in a two player game. With multiplayer it gets more chaotic! I also added a helmsman to the Kentucky so she's not so slow. When LeBeaux doesn't succeed she'll be able to provide some support/escort for my other ships.

I also considered ditching Perry and just making this an 80 point fleet. In this way I'd add Foul Winds, Becalmed, and Cursed Zone and forgo the helmsman on the Kentucky. Becalmed would be used on the first turn to freeze my opponent (another way of controlling them). After putting Cursed Zone near their ships I would be able to use all of my multitude of controlling gimmicks to move their ships into the dreaded Zone and crush them from there! I may make this edit at some point, however for now I like the fleet as a 75 point fleet with a helmsman on the Kentucky. In addition I'm not a big fan of events in general and using three in one fleet (especially Becalmed) is a bit much. Lastly, I still like the thought of combining this fleet with 30 points' worth of treasure runners to make it more viable as a real fleet and round the points out to 100.

Edit (9/11/2015): I added Runes of Thor to help Davy Jones roll 6's!

Edit (10/12/2015): As perfect as Foul Winds is for this fleet, I really don't think events should exist in the first place, so I took it back out.

Here are a few battle reports of games that this fleet was involved in. The other fleets were also 'gimmick' fleets.


quote from a7xfanben:
A short description of the four fleets, in the order of gameplay:

1. A fleet based on controlling the opponent. This fleet used crew like Davy Jones and George Washington LeBeaux, as well as UT's and mysterious islands, to control the enemy ships and mess up opposing strategies.

2. A fleet based on home island raiders. Of the four ships in the fleet with the HI raider ability, all of them had solid firepower, and two had captains, so the fleet looked formidable.

3. A fleet based on recycling crew. The main game pieces in this fleet were Captain Davy Jones (POTC) and Captain Blackheart. The Deliverance, with these two crew onboard (along with Lady Baptiste to reroll Jones' ability), was supported by ships that are effective crew killers, such as the Asesino de la Nave, the USS Quigley, and El Villalobos. The eliminated crew are supposed to then be recycled by Jones, and then sacced by Blackheart for extra actions that would let the Deliverance dominate the battle.

4. A fleet based on using three sea monsters. The Raninoidea was equipped with OE Calico Cat and OE Griffin, and she was towing the Pirate flotilla Doombox. Also in the build were the Seleucis, who would use her unique ability to essentially give the Leviathan the move-and-shoot.


The game got underway, and the Raninoidea and Seleucis were quickly killed, leaving the (mostly) Pirate sea monster fleet in bad shape.

The HI raiders didn't actually get to raid any home islands, as they were preoccupied fighting Raninoidea, and then repairing from that fight. Also, the Doombox was left behind close to the fleet's island, so the flotilla kept harassing the HI raiders as their runners brought home a good amount of gold.

The crew-recycling fleet struggled mightily to get into action, as there was an obstacle course of terrain around their HI (two of them created by the UT Lost). When they finally started shooting (desperately trying to feed their big gunship), they killed some crew, but weren't able to get the 6's required to link them to Davy Jones. Their strategy failed miserably, but they were able to keep themselves out of last place with their treasure runners, the Alquimista and Joya del Sol.

The 'mind control' fleet had solid luck with the dice, and they were able to create chaos around the sea with LeBeaux, good MI rolls that were aided by Nemo's Charts, and essentially two of OE Davy Jones. The first one was the real one onboard the Divine Dragon, and the second (temporary) one came from the Eye of Insanity UT, which lets the owner of the ship it is on choose any Cursed crew in play and substitute their ability in for a crew aboard the ship that the Eye is on. In this way, this fleet had four abilities that let them control their opponents, which would prove to be somewhat valuable.

In the end, one ship proved her worth: HMS Lady Provost. She made a daring raid on the HI of the crew-killer fleet, taking a 7 and a 2 on consecutive turns. She was not actually part of the HI raiding fleet, but a regular treasure runner in the 'mind control' fleet. In the end, that fleet tied with the HI raider fleet for first with 15 gold each. Coming in third was the crew-killer fleet, with 5 gold (therefore, they still would not have won if the Provost didn't take their gold; in that case, the HI raiders would have had sole possession of first place). Bringing up the rear was the sea monster fleet, with 0 gold. They will have another chance tomorrow, however, as I am going to play at least one more game with these fleets.

The setup for the next game was purposely more confined, and things got very crowded toward the end of the game.

The 'mind control' fleet had a rough time, losing the Aberdeen Baron to the Raninoidea after she went through a whirlpool. They also were unable to get the UT's necessary to fuel their efforts.

The crew recyclers were unable to roll a single 6 with Captain Davy Jones, and their gunships had a rough go of it. The Asesino de la Nave missed two of three shots against La Vengeance (of the HI raiders), and then was taken out in the return fire. The Quigley and Villalobos were obliterated in one turn by the Raninoidea, and the Deliverance wasted time fighting a silly battle against the Divine Dragon (silly because neither ship could get their guns to work).

The sea monster fleet (and their Pirate treasure runners) had the best start, but things started to unravel when the HI raiders discovered the Lost UT and rolled a 6. All three sea monsters were 'reefed', and all three lost two segments. The Raninoidea was later eliminated by Le Bon Marin using the UT Cursed Conch to move her back onto the reef. The Doombox and a derelict had fog banks placed underneath them, essentially eliminating them from the game. Then the HI raiders came to town. In a sudden swarm, all four ships with the HI raiding ability (Poor Adams, L'Heros, Freedom, Belladonna) attacked the HI of the sea monster fleet. The Belladonna and Poor Adams got into a skirmish with the Raven and the Leviathan, while the Freedom was busy buying time for the other three. L'Heros made the only successful raid, but it was all they needed, because while all of this was going on, the French runners Coeur du Lion and La Dijon grabbed gold and quickly brought it back for a swift, stunning victory!

The final treasure count revealed 16 gold for the HI raiders, 9 for the crew recyclers (La Joya del Sol brought back a 4 and a 5), and 0 for both the sea monsters and the mind controllers. The sea monsters had theirs stolen, while the mind controllers needed very lucky, specific things to happen to win.

Another game was played, but two of the four players wanted to change their fleets. The crew recyclers swapped that fleet for an all-sub fleet, utilizing the Nautilus, Mobilis, Brave Selkirk, and USS Lamon. The sea monster fleet was swapped out for a fleet that would try to capture crew and turn them into gold, using crew like Bonny Peel and Barstow.

On the first action of the first turn, HMS Lady Provost (of the mind controllers) picked up a 5 and a 7 from the same island, which would be too much of a deficit for the others to overcome. The fleet had moderate success rolling for controlling effects, which helped out later in the game.

The all-sub fleet managed to run gold with the Brave Selkirk, whose Mercenary keyword was cancelled by the Mobilis. However, the subs were too slow to get into the real action that dominated the middle and end of this game.

The HI raiders came into the game as victors of both of the previous two, so there was an understandable amount of bias in the actions of the others. After having all of their gold stolen in the previous game, the crew capturers (previously the sea monsters) tried their best not to hold a grudge against the raiders. However, after discovering the UT's Monkey's Paw and Maps of Hades, they flew into a rage, vowing to do everything possible to make the raiders lose. The only time they strayed from this promise proved to be the climax of the game.

The raiders' HI was close to the HI of the mind controllers. After seeing the Provost load up (although they didn't know what she had), they decided to go after them. However, LeBeaux was able to throw the Freedom onto a reef, and the Divine Dragon was able to protect the Provost so she could return home safely. On the next turn, the angry crew capturers arrived, and the Lady's Scorn immediately sent L'Heros to the bottom. After the Belladonna and Poor Adams were both dismasted, the crew capturers used Barstow (onboard the Xiamen's Claws) to capture OE Davy Jones, and later, the captain aboard the Dragon, which would have netted them 15 gold. However, this made the Claws a huge target for the rest of the game, and ships flocked to her to try to capture/sink her. This is where the mind control fleet shined. After the Claws lost all of her masts in a gauntlet of hostile ships, LeBeaux moved her off of a reef and away from the Raven, who was towing her. The Claws was then moved S+S (her base move) further away via a mysterious island roll by the Provost, moving her into a fog bank. Since derelicts in fog banks are lost forever, this ended the threat of the crew capturers having more gold than the mind controllers. The Raven then brought home the last gold coin, transferred from the derelict Longshanks, ending the game.

The treasure was counted, and the mind controllers won despite the capturing of their best crew (Davy Jones) and the sinking of their flagship (the Divine Dragon). They finished with 17 gold, the HI raiders with 12, the all-sub fleet with 9, and the crew capturers with 3.


Another game has been played, with the mind controllers winning once again. The game didn't have any true excitement, but at least the gimmicks were used, and the final treasure count close. The mind controllers finished with 13 gold, the HI raiders with 11, and the crew capturers and subs with 5 each.

Tomorrow, the last game with these fleets will be played, and to elongate the game, there will be double as much treasure on each island (6 instead of 3).


The final game between the gimmick fleets was played today. The mind controllers won again, due to their HI being a good distance away from the other three fleets. They had good treasure running, solid luck with UT's, and they made two brilliant moves to ensure their victory. The Divine Dragon was sent through a whirlpool, and sunk the Lightning and Longshanks, two treasure runners in the crew capturer fleet, right before they could return home with 6 coins of gold.

When the HI raiders L'Heros and the Belladonna approached the HI of the mind controllers, the mind controllers acted quickly and divided their gold up by building two forts, so the raiders only had access to two coins.

The final gold count saw the mind controllers finish with 31 gold (remember there was twice as much treasure, 6 coins per island), both the HI raiders and the subs with 14, and the crew capturers with 5 (they weren't able to capture any crew).


So there you have it! Four victories in five games! Not bad, especially for a multiplayer game.

To conclude: Again, this is a fun fleet, not a competitive one. The fleet is based around one principle (controlling the enemy), and many things have to go right for it to be effective. However, it is my personal favourite 'fun-only' fleet, and it can be very satisfying. It is one of those fleets that you'll have fun with no matter how badly it performs, since you'll be coming into the game with low expectations for it (at least, they should be low expectations), and therefore, you won't be disappointed.

Please comment! I realize this fleet wouldn't win many games (although it can ). I'd love to hear about more ways to control the enemy.

 
Miniature list Group miniatures by  
Section: Ship #1 (5 miniatures)
1 x Captain Captain (PofDJC)
  • Collector's Number: 109
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 3
Miniature text:

This ship may move and shoot using the same move action.

1 x Davy Jones Davy Jones (PatOE)
  • Collector's Number: 016
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Crew
  • Point Value: 12
Miniature text:

Limit. Once per turn, roll a d6. On a 1–4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action.

As his power grows and his minions cause more destruction, Jones has begun his second wave of terror, one that will take his power beyond the edge of the oceans themselves—setting him up to rule the seas once and for all!

1 x Divine Dragon Divine Dragon (PatOE)
  • Collector's Number: 001
  • Faction Affiliation: The Cursed
  • Rarity: R
  • Type: Ship
  • Point Value: 16
  • Cargo Space: 4
  • Base Move: S+S
  • Cannons: 4S,4S,4L,4L,4S,4S
  • Number of Masts: 6
Miniature text:

Junk. This ship gets +1 to her cannon rolls against any non-Cursed ship. Link: El Fantasma

El Fantasma himself raised the Divine Dragon from her watery grave and crewed her with the damned so that he may continue his unholy crusade.

1 x Helmsman Helmsman (PofDJC)
  • Collector's Number: 121
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

1 x Sir Edmund Sir Edmund (F&S)
  • Collector's Number: 082
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.

 
Section: Ship #2 (2 miniatures)
1 x George Washington LeBeaux George Washington LeBeaux (PofDJC)
  • Collector's Number: 045B
  • Faction Affiliation: America
  • Rarity: C
  • Type: Crew
  • Point Value: 6
Miniature text:

Give this ship a move action but do not move her. Instead, roll a d6. On a result of 5 or 6, move an enemy ship L in any direction.

Link: Swamp Fox.

The deep swamps of Louisiana breed a different sort of man. LeBeaux has learned from the mambos, magic men, and shamans that those who harness the power of the loa for evil are an affront to life itself.

1 x USS Kentucky USS Kentucky (PatOE)
  • Collector's Number: 087
  • Faction Affiliation: America
  • Rarity: U
  • Type: Ship
  • Point Value: 11
  • Cargo Space: 3
  • Base Move: L
  • Cannons: 3S,3S,3S,3S
  • Number of Masts: 4
Miniature text:

Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.

USS Kentucky is an assignment reserved for elite graduates of Annapolis, where they are trained to become future admirals.

 
Section: Ship #3 (2 miniatures)
1 x Cyclone Cyclone (F&S)
  • Collector's Number: 064
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Ship
  • Point Value: 12
  • Cargo Space: 4
  • Base Move: S+S
  • Cannons: 3S, 4L
  • Number of Masts: 2
Miniature text:

Galley. Once per turn, if this ship is touching another ship, reveal all treasure aboard the other ship. This ship can take as much unique treasure from the other ship as she can carry, even those that otherwise can't be removed.

1 x Helmsman Helmsman (PofDJC)
  • Collector's Number: 121
  • Faction Affiliation: The Cursed
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship gets +S to her base move.

 
Section: Ship #4 (2 miniatures)
1 x Rover Rover (PofCC)
  • Collector's Number: 018
  • Faction Affiliation: Pirate
  • Rarity: R
  • Type: Ship
  • Point Value: 2
  • Cargo Space: 2
  • Base Move: S+L
  • Cannons: 2L
  • Number of Masts: 1
Miniature text:

This ship's base move becomes S when she reaches her cargo limit.

Captain Hansson has made maps of many of the small inlets that litter the Crimson Coast, which he uses as refuge when his ship's small hold becomes laden with treasure.

1 x Shipwright Shipwright (PofSM)
  • Collector's Number: PC-SW
  • Faction Affiliation: Pirate
  • Rarity: C
  • Type: Crew
  • Point Value: 2
Miniature text:

This ship may repair at sea or at any island.

 
Section: Events (6 miniatures)
3 x Mysterious Island #13 Mysterious Island #13 (PofMI)
  • Collector's Number: I13
  • Rarity: C
  • Type: Island
Miniature text:

1-2: Roll 4d6. For every 4-6 result, eliminate one of this ship's masts.
3-4: No effect.
5-6: Move an opposing ship using her base move.

3 x Mysterious Island #2 Mysterious Island #2 (PofMI)
  • Collector's Number: I02
  • Rarity: C
  • Type: Island
Miniature text:

1-2: Roll 3d6. For every 4-6 result, eliminate one of this ship's masts.
3-4: No effect.
5-6: Move an opposing ship using this ship's base move.

 
Section: Unique Treasures (10 miniatures)
1 x Bad Maps Bad Maps (PofSCS)
  • Collector's Number: 104
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When you place Bad Maps face up on this ship, as a free action the opponent to your left moves this ship and the island Bad Maps was on 2L in any direction.

1 x Cursed Conch Cursed Conch (PofDJC)
  • Collector's Number: 107
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Instead of giving this ship an action on your turn, you may give a sea monster an action, even if it is not part of your fleet.

1 x Eye of Insanity Eye of Insanity (PofDJC)
  • Collector's Number: 106
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

At the beginning of each of your turns, choose a target crew on this ship. Then choose a Cursed crew in play. The target can use the Cursed crew’s ability that turn instead of its own. You may make a different choice each turn.

1 x Maps of Alexandria Maps of Alexandria (PofBC)
  • Collector's Number: 101
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When revealed, turn all treasure on all wild islands face up for the remainder of the game. Remove Maps of Alexandria from the game.

1 x Maps of Hades Maps of Hades (PofDJC)
  • Collector's Number: 103
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

Once per turn, before this ship is given an action, roll a d6. On a result of 5 or 6, the opponent to your right may give this ship a move action. If he or she does, this ship may not be given another action that turn.

1 x Nemo`s Charts Nemo's Charts (PofMI)
  • Collector's Number: 100
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

When this ship rolls for effect at a mysterious island, add 2 to the die roll result.

1 x Nemo`s Plans Nemo's Plans (PofMI)
  • Collector's Number: 137
  • Faction Affiliation: Treasure
  • Rarity: SR
  • Type: Unique Treasure
  • Point Value: 0
Miniature text:

This treasure can’t be removed from this ship unless she sinks. Any other unique treasure aboard this ship that would be removed from the game after it is used remains aboard; it can be reused or continues to function.

1 x Runes of Magic Runes of Magic (PofFN)
  • Collector's Number: 092
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

Load this treasure face down. When revealed, move any iceberg L in any direction. Then remove Runes of Magic from the game.

1 x Runes of Odin Runes of Odin (PofFN)
  • Collector's Number: 096
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

Load this treasure face down. When revealed, place an iceberg from outside the game anywhere in the play area not within L of an island. If the iceberg touches any ship, remove the ship (and any crew and treasure aboard her) from the game. Then remove Rune

1 x Runes of Thor Runes of Thor (PofFN)
  • Collector's Number: 095
  • Faction Affiliation: Treasure
  • Rarity: R
  • Type: Unique Treasure
Miniature text:

Load this treasure face down. You may choose to reveal it after a d6 has been rolled. Change the result of the die roll to 6. Then remove Runes of Thor from the game.

 
Fleet Statistics
Distribution by Base Move
- bar 23  85 %  
L bar 4 %  
S+L bar 4 %  
S+S bar 7 %  
 

Distribution by Cargo Space
- bar 23  85 %  
2 bar 4 %  
3 bar 4 %  
4 bar 7 %  
 

Distribution by Faction Affiliation
- bar 22 %  
America bar 7 %  
Pirate bar 7 %  
The Cursed bar 26 %  
Treasure bar 10  37 %  
 

Distribution by Number of Masts
- bar 23  85 %  
1 bar 4 %  
2 bar 4 %  
4 bar 4 %  
6 bar 4 %  
 

Distribution by Point Value
- bar 33 %  
- bar 26 %  
11 bar 4 %  
12 bar 7 %  
16 bar 4 %  
2 bar 19 %  
3 bar 4 %  
6 bar 4 %  
 

Distribution by Rarity
C bar 13  48 %  
R bar 12  44 %  
SR bar 4 %  
U bar 4 %  
 

Distribution by Type
Crew bar 26 %  
Island bar 22 %  
Ship bar 15 %  
Unique Treasure bar 10  37 %  
 



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Discussion about this Fleet
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Author Message
woelf
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Subject:    Posted: October 16, 2012 07:17 am

This should be a fun one to play in a friendly/casual game, but on any sort of competitive level there's a lot that could go horribly wrong.

You'll be in big trouble if the opponent starts using those Mysterious Islands against you, and/or if your abilities rolls don't work out very well.


Great to hear it has worked well, though.
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a7xfanben Premium Member
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June 27, 2011
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Subject:    Posted: October 17, 2012 06:05 pm


quote from woelf:
This should be a fun one to play in a friendly/casual game, but on any sort of competitive level there's a lot that could go horribly wrong.

Great to hear it has worked well, though.


"What can go wrong will go wrong." My luck has beaten this saying so far, although it is definitely for fun and not competition.

Thanks for the two votes so far!
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a7xfanben Premium Member
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Subject:    Posted: January 22, 2013 07:28 am

I just alluded to it in an edit to the main description, but so more people see it: check out ziotoo's Creative Fleet for a better fleet that wins by controlling the enemy. It looks fantastic!
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Subject:    Posted: April 22, 2013 06:16 am

Great fleet! I love the strategy, but I had a question on the legality of using the eye. Its ability is below:

At the beginning of each of your turns, choose a target crew on this ship. Then choose a Cursed crew in play. The target can use the Cursed crew’s ability that turn instead of its own. You may make a different choice each turn.

In this context, does ability just include one ability or all abilities printed on the card? I think that by saying "the crew's ability" it indicates a full copy of all printed text, combining all separate abilities that the crew might have into one unique crew ability, rather than just "one of the crew's abilities". Either way, having two limit crew is pretty broken, even if it might be technically legal. Maybe woelf would know the answer to this? Here is Davy Jones’s ability just for reference:

Limit. Once per turn, roll a d6. On a 1–4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action.

I ran into a similar problem recently when I was playing a game in which all players had Davy Jones. Someone captured my Davy Jones, but was unable to use it because of the limit keyword. It ended up sitting on their home island for the rest of the game. Here is what the pirate code has to say on the matter:

Limit (keyword)
Only one game piece with this keyword is allowed in your fleet at a time. If the use of any ability or action would result in multiple Limit keywords appearing in your fleet, it cannot be used.
-Exception: If a crewmember has the Ransom keyword in addition to Limit, or it is captured by an ability that makes it worth gold, that crew’s Limit keyword is ignored while on the opposing ship.


It doesn’t explicitly call for its elimination or removal from play, but it does say that it can’t be used and is not allowed in one’s fleet. I don’t know what the answer is, but I don’t think that this is entirely legal.

Also, in your scenario 4, I noticed that Seleucis was giving Raninoidea extra move actions. Seleucis can only give her move action to a sea monster, while Raninoidea is a sea creature, specifically a titan. Sometimes these sea creature distinctions can get confusing; there's a whole section in the pirate code about this for reference.

I really like the rest of your fleet, especially your battle reports. Controlling other ships sure can be powerful .
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Subject:    Posted: April 22, 2013 01:40 pm


quote from nematode66:
It doesn’t explicitly call for its elimination or removal from play, but it does say that it can’t be used and is not allowed in one’s fleet. I don’t know what the answer is, but I don’t think that this is entirely legal.

Also, in your scenario 4, I noticed that Seleucis was giving Raninoidea extra move actions. Seleucis can only give her move action to a sea monster, while Raninoidea is a sea creature, specifically a titan. Sometimes these sea creature distinctions can get confusing; there's a whole section in the pirate code about this for reference.


Thanks for reading! This is probably the fleet that I want feedback and comments on the most of any of my fleets.

As for the Eye of Insanity, I took it as copying Davy Jones' main ability, not the Limit keyword. If it copied both, I could see the problem you described as being a potential issue. However, this fleet is all for fun, so I would house-rule it to make this fleet work.

I follow the rules as much as possible, but the sea monster/sea creature rules are an exception. Quite simply, I feel that a giant crab is both a titan, a sea monster, and a sea creature. Differentiating between the latter two is pointless (IMO), but I didn't write the rules .

Again, I'm glad you liked the concept and the ensuing battle reports!
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Subject:    Posted: April 22, 2013 05:32 pm

Ah, house rules change everything.

There is, however, a big difference, at least between titans, sea monsters, and sea creatures in the official rules.

All animals are in the sea creature category, which covers what they have in common, paraphrased below:
- Sea creatures do not have bows. Instead, they can ram or dock off of any side or segment that touches a ship or island.
- They move off of the specified point on their particular mold.
- Their baseplates (often water) may be targeted as part of the creature.
- When they lose all of their segments, they must be eliminated.

Perhaps it would have been less confusing if they hadn't used "sea" in this name and just called them "animals" or "aquatic life" instead. The point of this retroactively produced ability is basically to make the sea monster and titan ability lists shorter and more understandable, while forming a common basic foundation that differentiates them from ships.

Sea monsters are the first subset of sea creatures. In addition to sea creature abilities, they:
- are able to submerge
- cannot be assigned crew
- cannot be pinned
- cannot tow
- can eliminate unique treasure won in boarding parties
- cannot take crew in boarding parties

Titans are the second subset of sea creatures. In addition to sea creature abilities, they:
- may ram, pin, and board normally
- can't change the direction that they face once they start moving
- can be assigned crew
- can move over or stop on islands (they can still shoot and be shot at while on an island)
- are considered docked when on an island

The main differences are that while sea monsters can submerge, cannot have crew, and cannot tow, titans can have crew, can tow, and cannot submerge. If you play with titans/crabs being able to submerge, you might want to also increase their point costs to balance things out a little bit.

I second what woelf said about the big risk involved in this sort of fleet strategy, but sometimes (as you have experienced), this can pay off big-time. It really comes down to what sort of player you are; if you like risk taking, this could be a great fleet, but if you are a more conservative player, the possibility of bad roles could be unsettling. It's really all just a balance between stability and potential power.

Controlling the enemy is a great strategy because it not only gives you more power when you can give an oponent an action, but it actively takes away their power in a way that they cannot easily combat (ex: they get shot at, but can’t shoot back because their own ship carried out the action).
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Subject:    Posted: April 22, 2013 05:33 pm

EDIT: removed duplicate post.

"The text is too short, please write some more meaningful comment."
...um, ok This should do the trick.
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Subject:    Posted: April 22, 2013 05:44 pm


quote from nematode66:
If you play with titans/crabs being able to submerge, you might want to also increase their point costs to balance things out a little bit.

It really comes down to what sort of player you are; if you like risk taking, this could be a great fleet, but if you are a more conservative player, the possibility of bad roles could be unsettling.

Controlling the enemy is a great strategy because it not only gives you more power when you can give an opponent an action, but it actively takes away their power in a way that they cannot easily combat (ex: they get shot at, but can’t shoot back because their own ship carried out the action).


I think you misunderstood my last post :

I still try to use the specific titan rules when they apply; I was just saying that if giant crabs actually existed, then I wouldn't see the difference between saying they're a sea "creature" versus a sea "monster". I don't let crabs submerge, and I don't let squids and dragons carry crew.

I suppose I'm in between conservative and risky. Specifically, I'm conservative with multiple gunship scenarios, since nothing stinks more than your favourite English flagship being sunk by an enemy because you sent her in all alone.

Indeed, controlling the enemy is my favourite way to win, when it works. You've probably seen it, but check out ziotoo's creative fleet if you haven't already, since it's a more practical way of winning with this type of strategy; this is more of a fun fleet.
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Subject:    Posted: April 23, 2013 08:24 am


quote from nematode66:

Great fleet! I love the strategy, but I had a question on the legality of using the eye. Its ability is below:

At the beginning of each of your turns, choose a target crew on this ship. Then choose a Cursed crew in play. The target can use the Cursed crew’s ability that turn instead of its own. You may make a different choice each turn.

In this context, does ability just include one ability or all abilities printed on the card? I think that by saying "the crew's ability" it indicates a full copy of all printed text, combining all separate abilities that the crew might have into one unique crew ability, rather than just "one of the crew's abilities". Either way, having two limit crew is pretty broken, even if it might be technically legal. Maybe woelf would know the answer to this? Here is Davy Jones’s ability just for reference:

Limit. Once per turn, roll a d6. On a 1–4, you may give this ship an extra action; on a 5, you may give any ship you control an extra action; on a 6, you may give an enemy ship an action.
Eye of Insanity works much like a standard copier - it only copies one ability at a time. If the target Cursed crew has more than one, you have to choose the specific ability to copy.



quote:
I ran into a similar problem recently when I was playing a game in which all players had Davy Jones. Someone captured my Davy Jones, but was unable to use it because of the limit keyword. It ended up sitting on their home island for the rest of the game. Here is what the pirate code has to say on the matter:

Limit (keyword)
Only one game piece with this keyword is allowed in your fleet at a time. If the use of any ability or action would result in multiple Limit keywords appearing in your fleet, it cannot be used.
-Exception: If a crewmember has the Ransom keyword in addition to Limit, or it is captured by an ability that makes it worth gold, that crew’s Limit keyword is ignored while on the opposing ship.


It doesn’t explicitly call for its elimination or removal from play, but it does say that it can’t be used and is not allowed in one’s fleet. I don’t know what the answer is, but I don’t think that this is entirely legal.
Assuming by "capture" you meant DJ's ship was towed, technically towing wouldn't have been a legal action because it would violate the restriction of the Limit keyword as soon as the new owner took control of the ship and its crew.

Obviously that creates an odd situation where a ship could become uncapturable, so the alternative would be to allow the tow but then toss DJ overboard (remove from the game) immediately.

The method you used where DJ remained in play but became non-functional was perfectly valid as a house rule too.
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Subject:    Posted: December 19, 2014 07:50 am

I've edited this fleet a little bit. Look under "Edit (12/19/14)".
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