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Date Reviewed - 05.28.09
Cadet-Captain Mike
Name: Rook's Folly (Cursed)
Card: SS #009 (Rare)
Points: 16
Masts: 4
Cargo: 4
Moves: S+S
Guns : 4S,4S,4S,4S
Hit %: 133 (S), 0 (L)
Ability: Galley. If an enemy ship is within S of
this ship, you can use this ship's action for the
turn to try to possess a target crew on that ship.
Roll a d6, on a result of 6, the target is
immediately assigned to this ship. Its nationality
changes to match the nationality of this ship.
This galley's ability used to belong entirely to
crew; this is the first time we've seen a ship with
the possession ability. Is it worth it?
Experience tells me that, if you have to roll a 6 to
get an ability to work, you'll be lucky to see it
happen once in a game; twice almost never happens,
and zero times is quite likely. If it works, it can
be nasty; you can steal an enemy's Captain when his
ship moves into range and keep him from shooting
when the move is done. But most of the time, it
won't work, so let's look at the rest of the ship.
Speed is fair, cargo is decent, cannons are weak,
and the price is high. On the whole, not good. She'd
make a nice gold ship -- if her point cost were cut
in half. She'll make a good boarder, but that's a
hard way to win.
The Rook's Folly has an expensive ability that, five
times out of six, will give you nothing but a lost
move. She doesn't have much else to offer. Sixteen
points could buy you the six-masted Divine Dragon,
or a much more effective gold fleet (Lizard's Sting
and Sea Duck, with two points left over). I can't
recommend her.