Ship: Morocco
Nationality: Barbary Corsairs
Point Value: 8 Points
Rarity: Common
# of Masts: Two
Card Number: 030
Speed: S+S
Cargo: 5
Cannon Rankings: 5S, 5S
Ability:
Galley.
Once per turn, this ship may look at one face-down
treasure on any island.
Flavor Text: With contacts in every port along the
Barbary Coast, Rais Oudah seems to know more about
what ships are carrying than their own captains do.
The third day of Corsairs and Galleys
with terrible cannons is the Morocco. What’s
quite interesting about this ship compared to the
other ships the Barbary Corsairs usually have, this
ship is not obsessed with getting up close and
personal to get the gold. No, this little two-masted
galley prefers getting the real gold itself rather
than letting the European infidels do all the hard
work and loot the ships stem to stern. Its best use
is either in your collection to gather dust, or to
park at your home island and examine gold on your
opponent’s ships. Then, send out you large fighters
or decent armed treasure haulers to go and loot
them, just like the real Barbary Corsairs did. Also,
while at home and watching, why don’t protect your
home island from home island robbers? Then you can
at least be constructive. If you can’t abide waiting
with your very large cargo space and your okay
speed, then grab a helmsman from your collection and
set sail with the winds in your favor. Then, choose
the best gold you can find, because all gold counts.
This ship can even take a few kicks from a negative
unique treasure such as Runes of Death. If a
secondary fighter comes over looking for trouble,
then run home, hopefully before the enemy gets the
first shot. Even if you are left derelict, you can
still move S, an essential for survival.
If you want to fight, you can only do two things:
raid or employ a skirmish order. If raid, you better
pray for the die to be on your side, because 5
ranked cannons only allow a 16% chance of success.
If you skirmish, you better hope for the winds to be
with you and that the winds don’t foul (Event
Foul Winds) or that the winds stop altogether (Becalmed)
because then you are in a sticky situation. If you
are even crazy enough to ram or board, then you
better hope for good die rolls too.
This ship is quite decent in treasure hauling and
its sails and hull configuration and colors depicts
its good fortune if it doesn’t get sunk in battle.
Gold Ship Capability: 4/5
Gunboat Capability: 1.25/5
Raiding Capability: 2/5
Skirmish Capability: 2.1/5
Boarding Capability: 1.5/5
Point Worth: 2/5
Average: 2.15/5 |