Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - 02.05.09
Cadet-Captain Mike
Had
this ranked as the #2 card for 2008
Draco
Starcloud
Native Canoes
One of the most interesting features of the Savage
Shores is its inclusion of Native Canoes, which
consist of five one-mast, unrepairable ships. They
can EACH load cargo, though they can't carry cargo
and they don't benefit from Cargo Master.
The Native Canoes also technically come with a
generic crew, but you need the Chieftain as part of
the Native Canoes gameplay. You need to stick the
chief on one of your other ships at the beginning of
the game and if he's removed from play, you lose
one, two, or three of the canoes automatically and
afterwards you can only move one canoe at a time.
This is technically a review of the American version
of Native Canoes, but the above info applies is all
versions.
Cargo Space: I'm not totally sure of the rules, but
if I'm not mistaken, you can have two cargo spaces
per canoes, so that's ten whopping spaces. Or if the
capacity is for all of them, you can a mere two.
Masts: You've got five canoes with one mast each, so
it's like a five-mast boat that can't be fixed and
automatically sinks when it becomes derelict. All
the cannons are 2S, so feel free to swarm a gold
runner or two if you want.
Base Move: These canoes are fast suckers, each
getting an S+L. If each canoe can carry two cargo,
then you've got an amazing gold runner on your
hands.
Point Cost: 10 points may or may not be too much,
depending on whether or not you have a five-mast
gold runner that carries ten cargo. I'll be
optimistic and say yes until WizKids releases
another FAQ.