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Pirates of the Spanish Main Tips
By Kevin Nicholls
August 12, 2005
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Concurrent
movement
-
Movement is
conducted by all teams concurrently once per turn
-
Is written out
according to large compass placed at start of game
-
For each ship in
your squadron you will need a written order
-
Directions for
movement will be written according to compass
directions
-
Ship name must be
present
-
Long movements
will be capitalized
-
Short movements
lower case
-
( a ship with an
L plus S would get the movement order Nn or SWe )
-
( a ship with S
plus S would have nwnw or see )
-
Explore or repair
actions also need to be written
-
All movement
needs conducted before battle phase
-
Moves should be
done according to area and proximity before other
areas less affected
-
Concurrent Battle
-
Battle is
initiated when first cannons come into range on
target
-
Exception is if
you have written order to hold fire on that turn
-
Exception is if
you have written order to fire only when fired upon
-
Exception is if
you have truce with target ship’s nation
-
Battle is
broadsides at only one target – no multiple
targeting
-
All cannon must
shoot at same target at same time if within range
-
Movement stops
for combat ( no movement carry-over )
-
Sinking/Derelict
-
Masts are knocked
down just as the regular rules
-
A ship is
derelict just as main rules
-
Each ship has
hull value equal to its point cost
-
Each cannon has
damage value equal to its dice roll to hit ( a “2”
counts as a 2 )
-
A ship is sunk
when it’s hull value is exceeded by cumulative
damage.
-
When boats sinks;
the nation that sunk it gets half its value in gold
-
The remaining
half gets washed up (placed) on the nearest island (
or split evenly as possible if more than one nearby
)
-
Repairs
-
Mast repairs may
happen at sea; fort or any non-enemy controlled
island
-
Hull repairs may
happen only at friendly fort or home port
-
Hull repairs cost
in gold the difference between hull value and damage
total
-
Repair costs come
out of your treasury
-
Hulls may not be
strengthened beyond original point value
-
Income
-
Each
nation/faction receives income from several
sources per turn
-
Each island
under your control 1 gold
-
Each in
supply island under your control 2 gold
-
Treasure
found that gets back to home base
-
Half the
value of any ship sunk
-
Negotiated
truces
-
Ransom
-
Derelicts
brought back to home port may be sold to any
nation for any negotiated price
-
Crew
-
Crew may be
eliminated in lieu of losing a mast; ship owners
choice
-
Crew may only
be bought at home port. They may not enter game
anywhere else.
-
Crew may
apply their duties to forts if applicable
-
Captured crew
may held for ransom or exchanged for similar
crew for that nationality at half price
-
Ex. A
captured Spanish shipwright may be traded for an
English shipwright for 1 gold
-
When a vessel
sinks the crew has a chance to be marooned if
within L plus S of land
-
Roll d6 and
even numbers they make it; odd they don’t
-
Marooned crew
may be rescued by any nationality.
-
Marooned crew
automatically change allegiance to rescuing
nation without cost
-
Supply
-
Islands are
in supply if an uninterrupted chain/line may be
drawn from home port to island
-
Line must
pass through other islands on the way.
-
Line must
pass through only territory owned by player
-
Forts may
only be built on islands in supply
-
Forts not in
supply lose one cannon per turn that their
island is out of supply
-
Forts in
supply gain a cannon ( to their original number
) each turn
-
A fort must
be in supply for a vessel to be repaired at it.
-
Winning
-
A nation wins
when no other nation can field a fleet
-
A nation
loses when it can no longer field a fleet
-
When a nation
is knocked out its islands revert to wild
islands
-
Improved
islands (forts) go abandoned and may be
reclaimed by any active nation
-
A nation may
continue to purchase fleets and crew throughout
game if adequate funds
Kevin
Nicholls
knicholls@arcimail.com
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