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Pirate Piece of the Day

Top 10 for 2008

Native Canoes - SS017a

Piece Ratings: 4.00

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.

I give Native Canoes a 4/5.

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