Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.
Date Reviewed - November
5, 2009
Cadet-Captain Mike
Name: Greyhound (Pirates)
Card: SM #PS-020 (Common)
Points: 9
Masts: 3
Cargo: 3
Moves: L
Guns : 3S,3L,3S
Hit %: 150 (S), 50 (L)
Ability: When this ship carries no cargo, she gets
+S to her base move.
When you think of greyhounds, you usually think of
very fast creatures that like to chase other fast
things. This Greyhound is fast when she's chasing
things that can't move (like gold), and slow once
she's caught them.
For nine points, you get a ship that moves S+L when
her cargo holds are empty; that includes crew, so as
soon as you add an Explorer or any other crew, you
lose her ability. She also loses her ability as soon
as she loads any treasure, so she's not a gold ship
that can skip from island to island, loading the
good stuff and leaving the 1-gold coins; she's best
at filling her holds from one island and then
creeping homeward. You could use her as a light
fighter, but the Captain crew would turn off her
ability, so you'd have to add a Helmsman as well,
and the Pirates have better three-masted fighters
for nine points (Selkie, Minerva, Windjammer, and
Muerta de la Corona come to mind). The nice thing
about her three masts is that she's harder to sink
than most Pirate gold runners.
The Greyhound is not a great ship, but she isn't a
total dog, either.
Her point cost is reasonable, and while she's far
from the best gold ship the Pirates have, she can
fill a useful role in a Pirate fleet.