[M&M] Landlubbers need not apply

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Void Chicken
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[M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 04, 2019 11:45 am

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http://www.bronibooru.com/posts/74127

Once again, the Caribbean Sea calls, and once again, the ponies will answer. After the fun of the last time we did this, I think it's high time we did it again. Buy low sell high, chase rumors and missions, or beat up people and take their stuff!

While the game is designed for four players, there really isn't a reason we can't play with more, so I'll take up to, let's say six. It'll just be more people doing things.

The Rules: https://images-cdn.zmangames.com/us-eas ... _rules.pdf
FAQ/Errata/Tips: https://images-cdn.zmangames.com/us-eas ... rs-faq.pdf
Seas of Glory Expansion Rules: https://images.zmangames.com/filer_publ ... _rules.pdf

If you'd like to play, post ##ahoy, ponies! or some more clever nautical phrase. Also have a look at the third post for things to decide on before we start.

Like the game? Buy it!

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 04, 2019 11:45 am

Actions
Move: From sea zone to sea zone, sea zone to port, or port to sea zone.
Scout: Choose a player, NPC ship, or merchant in your sea zone and roll scouting. If you succeed, initiate combat.
Port: In a port, perform any combination of the following in any order:
Sell Goods: Gain 3 bits per cargo, or 6 if it was in demand. Contraband sells for 10 bits. (Must be performed before other port actions.)
Buy Goods: Draw 6 cargo cards. 1 of a kind costs 3 bits each, 2 of a kind costs 2 bits each, 3+ of a kind costs 1 bit each. Contraband costs 3 bits.
Visit Shipyard: Buy and/or sell ships, repairs, and upgrades.
Recruit: Roll leadership to fill your crew. If you fail, you may pay 2 bits each instead.
Acquire a Rumor: Pay 2 bits and roll influence. If you succeed, draw a rumor card.
Claim a Mission: Attempt the mission's requirement. If you succeed, take the mission.
Stash Bits: Home port only. Stash any or all of your bits. Bits stashed counts towards secret glory points.
In your home port, you may spend your stashed bits. You may only use the actions of a given port once per turn.

Shipyard Costs
Sloop or Flute: Buy: 10; Sell: 5
Brig: Buy: 20; Sell: 5
Frigate or Galleon: Buy: 35; Sell: 10
Repairs: Buy: 2
Ship Modification: Buy: 3
Special Weapon: Buy: 3; Sell: 1
Each non-crew point of damage reduces the ship's sale price by 1. Each modification increases the ship's sale price by 1.

Ships

Code: Select all

Ship      Tough  Cargo  Crew   Cannon Maneuv
Sloop     2      2      2      1      4
Flute     3      4      1      1      2
Brig      2      4      2      2      3
Frigate   3      3      3      3      3
Galleon   4      5      4      4      1
Man-o-War 5      3      5      5      2
A ship loses its abilities as its locations are destroyed:
Hull: At 0, the ship sinks and its captain dies.
Cargo: If capacity is damaged below the ship's cargo, the excess is discarded at random.
Masts: At 0, the captain can only roll 1 die during seamanship contests and can only choose to shoot in battle.
Crew: At 0, the captain cannot choose to board in battle and if boarded will automatically lose.
Cannons: Damage inflicted in battle limited to number of intact cannons.
If a location is at 0, any further damage to that location is transferred to the hull.

Ship Modifications
Limit 1 each. No ship stat may be raised above 5.
Extra Hammocks: +1 to crew capacity
Advanced Rigs & Sails: +1 to maneuverability
Reinforced Hull: May absorb 1 hit done to any location. Costs 3 bits to repair.
Extended Cargo Hold: +1 to cargo capacity
Chasers: Once per combat, after you or an opponent declares a flee, inflict a hit on them.
Extra Cannon Port: +1 to cannons
Swivel Guns: Prior to crew combat at sea, roll 2 dice. If either is a success, inflict one hit to crew.
Long Guns: Prior to the first round of naval combat, roll 1 die per cannon. Inflict a hit for each success. Special weapons may not be used.
Carved Hull: Your opponent has -1 seamanship when either of you chooses to flee during naval combat.
Crow's Nest: You may add 1 die to your scouting roll or subtract 1 die from an opponent's (minimum 1), but only if your masts are fully repaired.
Smuggler's Hold: One contraband does not take up a cargo slot, is invisible to NPCs and is immune to all cards and damage effects.

Special Weapons
Limit 1 each. In a merchant raid, after your seamanship roll, any special weapons may be discarded to turn 1 failed die each into a success.
Grappling Hooks: After a seamanship contest roll where you choose to board, discard this weapon to reroll any number of your dice.
Chain-shot: After rolling hit-locations, discard this weapon to have each skull rolled count as a hit to masts, but excess mast damage will not transfer to the hull.
Grapeshot: After rolling hit-locations, discard this weapon to have each skull rolled count as a hit to crew, but excess crew damage will not transfer to the hull.
Heated shot: After rolling hit-locations and getting at least one skull, discard this weapon. Those skulls do no damage, but the target is set on fire. Before every following round, it will take 1 hit to a location of its choice. Effect ends when battle ends or crew combat begins.
Double shot: After rolling hit-locations, discard this weapon to make up to two skulls count as two each. After applying non-skull hits, the target applies skull damage evenly to as many non-empty locations as possible.
Caltrops: Discard this weapon after attempting to board, even if you lost the roll. On the next combat round, your opponent rolls 1 less die (minimum 1) on their seamanship or leadership. May be combined with grappling hooks.

Glory Points
1 glory point is earned (and a glory card drawn) every time you:
Defeat a player or NPC
Sell 3 or more cargo in a port where the goods are in demand
Sell every second contraband
Plunder 12+ bits in a merchant raid
Complete a mission
Find a rumor to be true
Buy a galleon or frigate (once per captain)
Stashed bits count towards secret glory points:

Code: Select all

Stashed  Points
10       1
25       2
45       3
70       4
100      5
Location Effects
Basse-Terre (French): French naval ships may re-roll their scouting rolls.
Bridgetown (English): Frigates, Galleons, and Man-o-Wars take a hit to hull when entering port, unless a successful seamanship roll is made.
Caracas (Spanish): When you buy goods, draw 8 cards.
Caribbean Sea: No effect. No port here.
Cartagena (Spanish): When you buy 3 or more goods, get one for free. When you merchant raid, if you wish to find a Spanish merchant, you may automatically succeed the scouting roll.
Curaçao (Dutch): Rumor rolls cost no bits. Galleons and Frigates cost 30 bits.
Havana (Spanish): Non-Pirates get 7 bits for in-demand goods. If you raid a Spanish merchant, draw a 4th card and keep it if it has a hit.
Nassau (English): The starting price to buy/sell goods is 2 bits. Naval ships must roll scouting twice and succeed both rolls to find a player.
Old Providence (English): Captains with a Spanish bounty can buy special weapons for 1 bit and get free repairs.
Petite Goave (French): Pirates cannot recruit or repair. Non-pirates can recruit or repair for free.
Port Royal (English): Pirates can recruit for free. Pirates with an English bounty may enter port after paying 2 bits or succeeding an influence roll.
San Juan (Spanish): Get +3 plunder value when raiding Spanish merchants.
Santo Domingo (Spanish): When buying goods, you may pay 1 bit one time to re-draw all 6 cargo cards.
St. John (English): Ship modifications cost 1 bit. When you buy a new ship, you may transfer ship modifications to the new ship for 1 bit each.
St. Maarten (Dutch): You may stash bits here for a 5 bit fee. When you buy goods, draw 7 cargo cards, 8 if your captain is Dutch.
Tortuga (French): Pirates here are invisible to all French naval ships, unless they have a French bounty. NPC pirates never scout for French captains.
Trinidad (Spanish): All captains in this sea zone are invisible to all naval ships.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 04, 2019 11:45 am

In the first game, I used a handful of modules from the expansion, specifically the additional cards, brig/low maneuverability galleon, and the choice of two captains (modules 1 and 5, and variant 2 "get on with it").
If you like, we can add more for this game. Still a bad idea to use all of them, but if at least half of you asks for a specific module, I'll add it. They're in the expansion rules, but if you're like me and too lazy to click, here's the tl;dr:
##module 2: Adds three new special weapons.
##module 3: Adds between 2 and 4 new ship mods, depending on what other modules get chosen for the game.
##module 4: Gives NPCs special weapons and mods.
##module 6: Adds a pinata galleon sailing around the map that gets fuller as the game goes on.
##module 7: Adds contraband: special cargo that has to go to a specific port, but is worth a big stack of bits and even a few points. Don't get caught.
##module 8: Randomly sets a wind direction every turn. Go with it to get a free move, or against it to lose one.
##module 8 with storm: Also adds a roving storm that gives the ol' roll-seamanship-to-avoid-damage effect for anyone caught in it.
##module 9: Adds another place to visit to almost every sea zone, each giving some mini-port effect or a raiding target for swag. Adds a heck of a lot of complexity.
##module 10: Adds favors, which can be bought or earned, then spent on redraws or rerolls.
##module 11: Adds a loyalty track, which gives you a crew morale you have to manage. Ups the game difficulty quite a bit.
##variant 1: Makes the turn order random. Tends to produce unexpected pvp.
##not variant 2: i.e. the base rules as written, where you draw one captain at the start and use it whether you like it or not.
##variant 2, it'll cost ya: You draw one captain, but you can spend your starting bits to get more options.
##variant 3: Increases the number of bits you have to stash to get secret points. Will make the game longer and put more emphasis on doing cool things instead of stashing.
##variant 4: Places NPCs on the board at the start of the game. Adds a lot of difficulty and the danger of the RNG screwing you early.
##cutthroat variant: Lets a player roll Scouting immediately on someone moving into their zone like an NPC does. Will produce much more pvp.

I'll want a unanimous vote for the more-pvp and NPC variants because I know some people around here wouldn't like the game being where you can get jumped without anything you can do about it. Kinda wanna do variant 3 though.

We can play with any combination of the above. Decide what looks fun and vote for the one(s) you want, if any, when you sign up, please.

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Thu Apr 04, 2019 12:05 pm

##Set Sail for Sugar Cuba! :v:

I'll be Rarity, and have no idea which modules to choose so pick randomly for me. :vogue:
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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Fri Apr 05, 2019 9:11 pm

toastghost how long did it take you to think of something horse themed

##pirates

idc which modules we play and ill get back to you about my chosen character
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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Sat Apr 06, 2019 7:16 am

sharkmafia wrote:
Fri Apr 05, 2019 9:11 pm
toastghost how long did it take you to think of something horse themed

##pirates

idc which modules we play and ill get back to you about my chosen character
Look at the post times, at most 20 minutes. :rainbert:
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Re: [M&M] Landlubbers need not apply

Post by kookwowse (?) » Sun Apr 07, 2019 4:48 am

Ah, some nautically appropriate fun. Count me in!

##Weigh the anchor, Mr. Mate!

Module 7 sounds nice, btw.
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Wed Apr 10, 2019 12:56 pm

I'd like one more, but if we don't get another by Sunday, we can do this with three.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 9:32 am

Based on kook's post and my own capricious whims, I've added modules 2, 3, 7, and variant 3. So new special weapons (heated shot, double shot, caltrops), new ship mods (carved hull, crow's nest, smuggler's hold), contraband, and less points for stashing. I've edited the second post with the new info, so have a look.

But like the first game, we first have our captains and starting ship to choose. Check your PMs for two captains to pick, then PM me back which captain you will be and whether you will starting with a flute or a sloop.

Also I need to know who you're playing as so I can stick a little pony icon on the map. And the name of your ship.

Just as a reminder:
Seamanship is nice to have in general, but especially in combat.
Scouting is needed for some exploration, and mandatory for attacking things.
Leadership is good for recruiting and vital for capturing.
Influence is another nice exploration stat and can save money when getting crew.

A flute is better for merchanting, a sloop is better for marauding.

If anyone reading this still wants to jump in, there's no reason you can't join mid-game if you don't mind playing catch up.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 3:21 pm

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Rarity - ToastGhost (St. Maarten/Dutch)
Once per naval battle or merchant raid, you may cancel a hit to your last crew.
Seamanship: 3; Scouting: 4; Leadership: 2; Influence: 1
Glory points: 0 (1 card)
Bounties: None

Santa Marea (Sloop)
Hull: 2/2
Cargo: 0/2/2
Masts: 2/2
Crew: 2/2
Cannons: 1/1
Maneuverability: 4

Rokuro 'Rock' Okajima - sharkmafia (Caracas/Spanish)
You can stash and retrieve bits in Curaçao, Caracas, Cartagena, and Trinidad.
Seamanship: 3; Scouting: 2; Leadership: 3; Influence: 2
Glory points: 0 (1 card)
Bounties: None

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 0/2/2
Masts: 2/2
Crew: 2/2
Cannons: 1/1
Maneuverability: 4

Rainbow Dash - kookwowse (Petite Goave/French)
Draw 1 extra cargo card in French ports. +1 bit per sugar card sold.
Seamanship: 3; Scouting: 2; Leadership: 2; Influence: 3
Glory points: 0 (1 card)
Bounties: None

Flying Equestrian (Flute)
Hull: 3/3
Cargo: 0/4/4
Masts: 3/3
Crew: 1/1
Cannons: 1/1
Maneuverability: 2

Available Ship Modifications
Basse-Terre: Unknown
Bridgetown: Unknown
Carcas: Unknown
Cartagena: Unknown
Curaçao: Unknown
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Unknown
Port Royal: Unknown
San Juan: Unknown
Santo Domingo: Unknown
St. John: Unknown
St. Maarten: Unknown
Tortuga: Unknown
Trinidad: Unknown
Extra mods: 6

Available Missions
Mission 1: English Letter of Marque wrote:Earn: Special
Req: Influence check and at least 1 non-English bounty
Location: Bridgetown
You become a Privateer:
-English naval ships ignore you
-You are regarded as being of English nationality
-Merchant raid: Get a 3 bit bonus when defeating non-English ships
All other nations regard you as a pirate. If you get an English bounty you lose this card (mission fails). After defeating any ship you may discard this card to complete the mission.
Mission 2: Black Magic wrote:Earn: 2 cargo cards, 1 rumor card and 5 bits.
Req: Influence check
Location: Havana
A voodoo priestess requests transportation to the port of Petite Goave. Move there to complete the mission. Your crew is convinced she is bad luck. Succeed a leadership check for each sea zone you enter with her (including Havana). If you fail, she is tossed overboard by your crew and the mission fails.
Events
At the end of the turn, place the English frigate in the sea-zone of Nassau. Seamanship: 3; Scouting: B/3; Leadership: 3

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 3:22 pm

Awesome. Your starting glory cards should be in your PM boxes shortly.

Admiral Robert Maynard decides he wants to fill in for player 4 and readies his fancy new frigate.
At the end of the turn, place the English frigate in the sea-zone of Nassau.
Seamanship: 3; Scouting: B/3; Leadership: 3

A naval NPC already? This is going to be a good time. Read up over here for a reminder on how they work.

They act a little different if you're hauling contraband. While a naval NPC won't hunt you (i.e. it won't consider you while moving), if you move into its sea zone or it's in your zone already at the start of your turn, it will roll scouting on you. If it succeeds, you will be given the choice to either discard your contraband or attack the NPC (and get the usual bounty).

If you're a pirate, then the naval NPC will hunt you down and try to murder you as usual, contraband or no.

Here's the rundown on how contraband works: When you draw cargo cards for whatever reason (buying goods in port, a merchant raid, etc), some of them (a third of the deck) will have both a normal cargo type and a contraband type, along with a destination.

You can take the card as normal cargo and go on your merry legal way. Or take it as contraband, but then the only place you can sell it is the port it wants to go to.

If you manage to get your contraband to its destination, it sells for ten bits! On top of that, every second contraband you sell (total throughout the game) gets you a point. The only real drawback is the whole naval NPC thing and maybe pirate players wanting some of that for themselves (because the thread will know when you get some).

But for now, you all have found yourselves sitting in your home ports. You each get three actions per turn, so have at it! If you need a refresher for what all those actions are, you can read up on the instructions from the last thread over here.

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Sun Apr 14, 2019 3:56 pm

##Play my Glory card
##Acquire a rumor
##Buy some goods
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 4:01 pm

Rarity lucks out majorly and finds a new assistant!
Purser (Specialist) wrote: Adriaen van Obdam, a purser with great qualities, is willing to join your crew.
Play this card during a port action in St. Maarten.
Succeed a leadership roll or pay 2 bits if that fails. Then keep this card face up.
-Earn 2 extra bits in total when selling goods.
-No glory cards can affect your cargo or gold negatively.
She tries her hoof at a little leadership:
S 1

Welcome aboard!

And she greases a few hooves herself while rumor-hunting:
S

Naturally.

She follows that up with some shopping. In the meantime, she discovers that St. Maarten is offering a new set of advanced rigs and sails if she'd like them.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 4:14 pm

Rarity pays 4 bits for one piece of normal cargo and one contraband. She discards food, rum, textiles, cocoa, and 2 spices, in addition to 3 wood that was auto-discarded due to being in demand there, and 2 more wood which doubled as contraband.

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Sun Apr 14, 2019 4:19 pm

##Grab the advanced rigging for 3 bits
##Sail out of port
##Sail to San Juan
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 4:26 pm

Before I forget: Since there are more ship mods floating around than there are ports in this game, when you use a port action somewhere without a mod, you may take a mod from the pool and either buy it or leave it face-up in the port for someone else. If a ship carrying mods is sunk or sold, then its mods get returned to the pool.

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Re: [M&M] Landlubbers need not apply

Post by kookwowse (?) » Sun Apr 14, 2019 4:53 pm


## Acquire rumor
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Re: [M&M] Landlubbers need not apply

Post by kookwowse (?) » Sun Apr 14, 2019 5:08 pm


## Buy goods

## Set sail for Caribbean Sea
## Sail to Curaçao
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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Sun Apr 14, 2019 10:50 pm

##Acquire Rumor
##Buy Goods
##Visit Shipyard

##Leave port
##Scout for Merchant
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 11:10 pm

Rokura sees what rumors he can pick up.
3 4

Instead he picks up a contraband and a smuggler's hold for 6 bits. A rum, three sugar (one of which was contraband), two textiles, a tobacco, and two spices (another being contrabad) goes into the discard.

And then he goes hunting.
3 1

Looks like Rarity used up all the luck this turn.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 14, 2019 11:14 pm

Rainbow sees if she fares any better with the whole rumor thing:
S S 2

Awesome. Petite Goave sells a crow's nest if she'd like somewhere to perch.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Mon Apr 15, 2019 1:04 am

Rainbow spends 9 bits on a contraband and 3 legal goods before grabbing that crow's nest and heading out to sea. Discarded was a cocoa, food, two tobacco (one was contraband), and contraband bananas. Also she only moved to the Carribean.

Admiral Maynard hits the board in Nassau.

And this is an NPC-tastic game as William Kidd wants in on this, too!
At the end of the turn, place the pirate brig in the sea zone of St. Maarten.
Seamanship: 2; Scouting: 4; Leadership: 2; Bounty: 10 bits

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Mon Apr 15, 2019 1:06 am

Image

Rarity - ToastGhost (St. Maarten/Dutch)
Once per naval battle or merchant raid, you may cancel a hit to your last crew.
Seamanship: 3; Scouting: 4; Leadership: 2; Influence: 1
Glory points: 0 (0 cards)
Bounties: None
Specialist: Adriaen van Obdam (Purser): +2 bits when selling goods. Rarity is immune to glory cards that hurt her bits or cargo.

Santa Marea (Sloop)
Hull: 2/2
Cargo: 2/2/2 (1 contraband)
Masts: 2/2
Crew: 2/2
Cannons: 1/1
Maneuverability: 4+1 (adv. rigs & sails)

Rokuro 'Rock' Okajima - sharkmafia (Caracas/Spanish)
You can stash and retrieve bits in Curaçao, Caracas, Cartagena, and Trinidad.
Seamanship: 3; Scouting: 2; Leadership: 3; Influence: 2
Glory points: 0 (1 card)
Bounties: None

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 1/2/2 (1 contraband) (smuggler's hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1
Maneuverability: 4

Rainbow Dash - kookwowse (Petite Goave/French)
Draw 1 extra cargo card in French ports. +1 bit per sugar card sold.
Seamanship: 3; Scouting: 2; Leadership: 2; Influence: 3
Glory points: 0 (1 card)
Bounties: None

Flying Equestrian (Flute)
Hull: 3/3
Cargo: 4/4/4 (1 contraband)
Masts: 3/3 (crow's nest)
Crew: 1/1
Cannons: 1/1
Maneuverability: 2

Admiral Robert Maynard - NPC (English)
Seamanship: 3; Scouting: B/3; Leadership: 3

HMS Pearl (Frigate)
Hull: 3
Cargo: 3
Masts: 3
Crew: 3
Cannons: 3
Maneuverability: 3

Available Ship Modifications
Basse-Terre: Unknown
Bridgetown: Unknown
Caracas: Nothing
Cartagena: Unknown
Curaçao: Unknown
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Nothing
Port Royal: Unknown
San Juan: Unknown
Santo Domingo: Unknown
St. John: Unknown
St. Maarten: Nothing
Tortuga: Unknown
Trinidad: Unknown
Extra mods: 6

Available Missions
Mission 1: English Letter of Marque wrote:Earn: Special
Req: Influence check and at least 1 non-English bounty
Location: Bridgetown
You become a Privateer:
-English naval ships ignore you
-You are regarded as being of English nationality
-Merchant raid: Get a 3 bit bonus when defeating non-English ships
All other nations regard you as a pirate. If you get an English bounty you lose this card (mission fails). After defeating any ship you may discard this card to complete the mission.
Mission 2: Black Magic wrote:Earn: 2 cargo cards, 1 rumor card and 5 bits.
Req: Influence check
Location: Havana
A voodoo priestess requests transportation to the port of Petite Goave. Move there to complete the mission. Your crew is convinced she is bad luck. Succeed a leadership check for each sea zone you enter with her (including Havana). If you fail, she is tossed overboard by your crew and the mission fails.
Events
At the end of the turn, place the pirate brig in the sea zone of St. Maarten. Seamanship: 2; Scouting: 4; Leadership: 2; Bounty: 10 bits

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Mon Apr 15, 2019 1:20 am

##Sail into San Juan port
##Sell cargo, check out the shipwright, buy some cargo
##Sail back out to sea
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Mon Apr 15, 2019 1:30 am

Rarity unloads some spices and stolen jewelery in San Juan for 13 bits. The place has some extra cannons for sale.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Mon Apr 15, 2019 1:57 am

Rarity picks up two goods for 4 bits and a new set of cannons for 3 more. Two textiles, two tobacco, and two sugar (one contraband) get discarded.

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Mon Apr 15, 2019 2:31 am

##Scout for Merchant

[need to see how this goes before i do my next moves]
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Mon Apr 15, 2019 9:13 am

Rokuro goes swashbuckling!
4 4

It is just not Rokuro's day.

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Mon Apr 15, 2019 6:33 pm

##Move to Basse-Terre Sea

##Scout for Merchant
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Mon Apr 15, 2019 7:11 pm

One more time!
1 2 :-I

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Re: [M&M] Landlubbers need not apply

Post by kookwowse (?) » Tue Apr 16, 2019 1:48 am

## Sail S into Curaçao waters
## Enter port of Curaçao
## Sell 3 sugar
## Play Glory card
## Buy goods
Avatar by Imalou.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 16, 2019 8:19 am

Rainbow earns a whopping 21 bits (thanks to her ability) and her first point! She then hires on
Lookout (Specialist) wrote: Kofi Brunsveldt, a sharp lookout, is willing to join your crew.
Play this card during a port action in Curaçao.
Succeed a leadership roll or pay 2 bits if that fails. Then keep this card face up.
-You may reroll one die when scouting.
-You are immune to the Fog and Escort cards.
4 4

But not for free. Whatever, she's rich. Curaçao has a lovely carved hull they can install on the Flying Equestrian if she'd like. Also they now demand tobacco.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 16, 2019 9:15 am

Rainbow picks up 3 cargo, the new hull, and discards contrabananas, food, and textiles.

William Kidd sails out into St. Maarten. But not for long because Laurens de Graaf is on the way, too.
At the end of the turn, place the pirate sloop in the sea zone of Curaçao. Seamanship: 3; Scouting: 1; Leadership: 3.

Just like there can't be two naval NPCs of the same nation on the board at the same time, there can't be two small pirate ships either. So Kidd will be taken back off the board at the end of the turn, waiting for de Graaf to leave.

I swear I shuffled the deck.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 16, 2019 9:17 am

Image

Rarity - ToastGhost (St. Maarten/Dutch)
Once per naval battle or merchant raid, you may cancel a hit to your last crew.
Seamanship: 3; Scouting: 4; Leadership: 2; Influence: 1
Glory points: 0 (0 cards) (+contra)
Bounties: None
Specialist: Adriaen van Obdam (Purser): +2 bits when selling goods. Rarity is immune to glory cards that hurt her bits or cargo.

Santa Marea (Sloop)
Hull: 2/2
Cargo: 0/2/2
Masts: 2/2
Crew: 2/2
Cannons: 2/1+1 (extra cannon port)
Maneuverability: 4+1 (adv. rigs & sails)

Rokuro 'Rock' Okajima - sharkmafia (Caracas/Spanish)
You can stash and retrieve bits in Curaçao, Caracas, Cartagena, and Trinidad.
Seamanship: 3; Scouting: 2; Leadership: 3; Influence: 2
Glory points: 0 (1 card)
Bounties: None

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 1/2/2 (1 contraband) (smuggler's hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1
Maneuverability: 4

Rainbow Dash - kookwowse (Petite Goave/French)
Draw 1 extra cargo card in French ports. +1 bit per sugar card sold.
Seamanship: 3; Scouting: 2; Leadership: 2; Influence: 3
Glory points: 1 (2 cards)
Bounties: None
Specialist: Kofi Brunsveldt (Lookout): Reroll 1 die when scouting. Rainbow is immune to Fog and Escort.

Flying Equestrian (Flute)
Hull: 3/3
Cargo: 4/4/4 (1 contraband)
Masts: 3/3 (crow's nest)
Crew: 1/1
Cannons: 1/1
Maneuverability: 2 (carved hull)

Admiral Robert Maynard - NPC (English)
Seamanship: 3; Scouting: B/3; Leadership: 3

HMS Pearl (Frigate)
Hull: 3
Cargo: 3
Masts: 3
Crew: 3
Cannons: 3
Maneuverability: 3

William Kidd - NPC (Pirate)
Seamanship: 2; Scouting: 4; Leadership: 2
Bounty: 10 bits

Quedagh Merchant (Brig)
Hull: 2
Cargo: 4
Masts: 2
Crew: 2
Cannons: 2
Maneuverability: 3

Available Ship Modifications
Basse-Terre: Unknown
Bridgetown: Unknown
Caracas: Nothing
Cartagena: Unknown
Curaçao: Nothing
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Nothing
Port Royal: Unknown
San Juan: Nothing
Santo Domingo: Unknown
St. John: Unknown
St. Maarten: Nothing
Tortuga: Unknown
Trinidad: Unknown
Extra mods: 6

Available Missions
Mission 1: English Letter of Marque wrote:Earn: Special
Req: Influence check and at least 1 non-English bounty
Location: Bridgetown
You become a Privateer:
-English naval ships ignore you
-You are regarded as being of English nationality
-Merchant raid: Get a 3 bit bonus when defeating non-English ships
All other nations regard you as a pirate. If you get an English bounty you lose this card (mission fails). After defeating any ship you may discard this card to complete the mission.
Mission 2: Black Magic wrote:Earn: 2 cargo cards, 1 rumor card and 5 bits.
Req: Influence check
Location: Havana
A voodoo priestess requests transportation to the port of Petite Goave. Move there to complete the mission. Your crew is convinced she is bad luck. Succeed a leadership check for each sea zone you enter with her (including Havana). If you fail, she is tossed overboard by your crew and the mission fails.
Events
At the end of the turn, place the pirate sloop in the sea zone of Curaçao. Seamanship: 3; Scouting: 1; Leadership: 3; Bounty: 5 bits

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Tue Apr 16, 2019 9:26 am

##Take two actions to move to Trinidad
##Scout for that illegal distillery I've heard so much about.
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 16, 2019 9:33 am

Rarity follows a rumor about an
Illicit Distillery wrote: You have heard that a rum distillery is working out of a small cove near Trinidad.
Roll a scout action in the Trinidad sea zone.
If successful, you find the secret operation. Either
A) Inform the authorities and receive a 10 bit reward; or
B) Keep this card. From now on, when you buy at least 1 sugar or rum in Trinidad, you get your choice of 1 sugar or rum from the deck for free.
2 S S 1

It's terribly messy and there is sticky sugar everywhere, but it is making rum. Whatever will she do about her discovery?

e: also she gets her first point

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Tue Apr 16, 2019 10:30 am

##Collect my ten bits
##Get drunk :heehaw:
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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Wed Apr 17, 2019 1:02 am

##Scout for Merchant

for starters

I will brute force this, game
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Wed Apr 17, 2019 9:53 am

S 2

Finally! You've spotted a French and a Dutch merchant. Which will you engage, or maybe let them both go?

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Thu Apr 18, 2019 6:26 am

##Engage French Merchant

and regardless of the exact raid result, after this is done I'll be moving to st. maarten sea zone and then into st. maarten port
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