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“I
Sold My Soul For Some Pieces O’ Eight”
A
Review of the Unique Treasures Available in Pirates
Part 2 of 3
By
Cap’n William ‘WildWill’ Noetling
TREASURES OF THE
CRIMSON COAST (9 RARE 2 LE)
Wizkids upped the ante in the second expansion, giving us
33% more treasures in this set. How do they stack up? Is
more really better? Are these treasures worth playing? Read
on landlubber!
Card # |
Name |
Effect |
Commentary |
Hi $ |
Lo $ |
92 |
Scurvy |
Roll a d6 at the
beginning of each of your turns. On results of 4–6,
eliminate a crew on this ship. Remove Scurvy from
the game when this ship docks at her home island. |
Not quite as
nasty as Plague, but almost as bad. Use as an
offensive weapon only. |
3 |
1 |
93 |
Letter of Marque |
Your ship may
dock at an enemy home island and be given repair
actions (only) while there. Forts cannot fire on
this ship unless this ship fires on them first. |
This treasure is
more useful than it appears at first. Being able to
dock at an enemy home island isn’t all that great,
because unless you have a character or ship that
allows you to steal a treasure, all you can do is
repair. No the key part of this treasure is the
second ability, forts cannot fire on this ship
unless the ship fires first. This is a key ability
in a fort-heavy meta (and aren’t they all?)
Definitely one of the more useful abilities. |
3 |
1 |
94 |
Buried Treasure |
This ship may not
be given an action the turn after loading Buried
Treasure. After loading Buried Treasure, roll a d6;
Buried Treasure is worth gold equal to the result. |
Very similar to
Rum, though slightly less effective, unless you’re
lucky at rolling your die. |
4 |
1 |
95 |
Dry Powder |
Load this
treasure face down. On any one of your turns, you
may turn Dry Powder face up to give this ship an
extra shoot action that turn. If you do, remove Dry
Powder from the game. |
Free shoot
action? Sign me up. Often a staple of tournament
play. |
2 |
1 |
95 |
Dry Powder |
Same as above |
LE Version of the
same card, available in some packs. |
5 |
3 |
96 |
Trees |
Trees may remain
face-down on its island if the ship that explores
that island has all of its masts. When Trees is
revealed, fully repair this ship, and then remove
Trees from the game. |
Another of the
new “reset” treasures. If a damaged ship finds this
treasure, it becomes fully repaired instantly.
Pretty cool, but as with the other “reset”
treasures, if you’re relying on them for your
strategy, rethink it! |
2 |
1 |
97 |
Grease Barrels |
Load this
treasure face down. On any one of your turns, you
may turn Grease Barrels face up to give this ship
+<L> to her base move that turn. If you do, remove
Grease Barrels from the game. |
A one time boost
in speed. Not great, but nothing to sneeze at
either. Again, its game play value is determined by
which player manages to actually snag it. If you get
it, fantastic…if your opponent gets it, not so
great. |
4 |
1 |
98 |
Abandoned Crew |
When placing
treasure, you may place one or more of these crew
rather than a treasure, on a one-for-one basis; you
must still place the required value of gold. These
crew may use their abilities on any ship. Follow all
other treasure-placement and crew rules. Note on the
10 treasure card you will find the following:
Cannoneer (2), Explorer, Helmsman(2), Musketeer (2),
Captain, Shipwright, Oarsman |
In order to write
this commentary I actually had to check out the
rulings on this particular treasure, since, it’s
strange. According to the official rules arbitrator
Piranha at the WK site, “These are unique treasure &
must be loaded as such. Until you use them as crew,
they take no space as they are still considered
unique treasure. As soon as you do use them as crew,
they are no longer unique treasure & they do take up
cargo space like any other basic crew of the same
name. “ So basically as long as you can provide the
rest of the required gold (and with new 7 point gold
pieces, you can do that in 3 coins), you can place
up to 5 crew on islands instead. Want to build a
fleet with helmsmen and captains but don’t have them
or can’t afford them in your build cost? Use
Abandoned Crew. Might be one of the most versatile
Treasure cards around. ESPECIALLY since when you
load them, before you flip them, they take up NO
cargo space! Personally, I’m thinking of acquiring
one REAL soon. |
4 |
1 |
99 |
Ghostly Encounter |
Once after
revealing, roll a d6 for each crew on the ship. On a
result of 1, that crew is eliminated. Ghostly
Encounter is worth gold equal to the crew remaining
on the ship after all dice are rolled. |
More or less a
reprint of the LE version in Spanish Main, without
the cool flavor text. Still, at least you can play
this one more often. |
2 |
1 |
100 |
Neptune's
Figurehead |
If this ship
sinks, dock it fully repaired at its home island,
then remove Neptune's Figurehead from the game. |
Your basic free
pass. Find it, keep it. Use it. Ship sinks? Nope,
extra life! Demoralizing for your opponent, but if
you’re relying on it for your strategy to work, get
a better strategy. |
2 |
1 |
204 |
Resurrection
Codex |
If this ship
sinks, dock it fully repaired at its home island,
then remove Resurrection Codex from the game. Some
ancient magic’s work. |
Same as the
Neptune’s Figurehead above. LE Tournament prize with
silver coins. VERY collectable. Only playable in a
silver coin game. |
15 |
4 |
Several “reset” treasures can see limited use, and are
especially fun to use as flavor enhancers in friendly games.
Abandoned crew is the outstanding piece of the bunch. At
least they went away from treasures merely being less costly
crew abilities. These treasures actually have some game play
value Unless you’re a completist, you won’t go out of your
way to get the Resurrection Codex, one of the most expensive
single cards in the game.
(to be continued matey ...) |