Cadet-Captain Mike |
Name:
Calypsos (Cursed)
Card:
DJC #003 (Rare)
Points:
15
Masts: 5
Cargo: 5
Moves: L
Guns : 2S,2S,2S,2S,2S
Hit %: 333 (S), 0 (L)
Ability: Sea Monster. If this sea monster succeeds
at a boarding party, you may choose two crew, two
treasure, or one crew and one treasure, instead of
only one crew or treasure.
Let's have another Davy Jones' Curse week (we
haven't had one in a while), and we'll start with
one of the better sea monsters in that release.
Calypsos has first-rate "cannons," better than
nearly any other sea monster. It also has a killer
ability for boarding, and with five arms, it will
win most boarding actions. Add a hefty "cargo hold"
for stolen gold, and this beast can throw a scare
into even the biggest gold ship.
That's the sea monster's natural prey, of course;
you don't want to take on a fighting ship and risk
damage that can't be repaired, unless you absolutely
have to. Even the price tag is reasonable.
The only thing not to like here is speed. This
critter is just too slow to catch gold ships, or
much of anything else. It would be worth putting the
Sargasso Nightmare on a cheap ship and chasing
Calypsos around, just to speed it up. Otherwise,
your best play is to head for a gold-rich island and
wait for the enemy to come to you. If you scare him
off and he doesn't oblige, then your gold ships get
a clean shot at that island, and the sea monster has
earned his keep without firing a shot.
With a bit more speed, Calypsos would be even more
deadly than my favorite monster, Calim.
But if Calypsos had S+S+S speed like Calim
did, it would cost a lot more than 15 points. This
oversized calamari is a fair value for its cost, and
it has a lot of potential for wreaking havoc. Fun!
Goldship rating: 2.1 / 5
Gun Ship rating: 3.7 / 5
Boarding rating: 4.1 / 5
Value for points: 3.0 / 5
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