[M&M] Avast, Ye Scurvy Mares!

Running Games and Taking Names (Forum Games: Mafia, RPGs, etc.)
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Vulin (?) » Thu Jan 11, 2018 7:04 am

##move to St. Maarten Port

Port actions:
##sell 2 spices for 12 bits
##guy goods

##move to St. Maarten Sea

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Thu Jan 11, 2018 1:25 pm

St. Maarten now demands food. Flim and Flam get three goods for six bits, discarding a cocoa, two spices, a tobacco, a wood, and two food.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by sharkmafia (?) » Thu Jan 11, 2018 7:50 pm

##Move to Basse-Terre sea
##Move to St. Maarten sea
##Scout for player
Image

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Thu Jan 11, 2018 8:12 pm

Fly the Jolly Roger and prepare for battle!
Scouting: 2 4
Boo, hiss.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Thu Jan 11, 2018 8:22 pm

So since we (almost) had PVP, here is how naval combat happens:
Every naval combat consists of rounds. In each round, both players declare their intention: to shoot, board, or flee. (In the first round, you can only choose to shoot.) Attacker declares, then defender.
Both captains roll Seamanship, and whoever gets the most successes wins the roll. (Ties are broken by summing up the non-success rolls.) If one ship has a +2 maneuverability over the other, it rolls an extra die.
If you chose shoot and win, you inflict one hit per cannon you have.
If you chose shoot and lose or it's still tied, you inflict one hit per success you did roll (capped at the number of cannons you have.)
If you chose board and win, naval combat ends and we move on to crew combat.
If you chose flee, win, and your opponent rolled zero successes, you get away.
(If both of you chose flee, the battle ends without rolling.)
Naval combat repeats until someone sinks, flees, or successfully boards.

Crew combat is simple: Both of you roll leadership, and you kill as many enemy crew as successes you rolled, capped at the number of crew you have. Repeat. First to run out of crew dies and the winner gets to take the loser's stuff. There is no fleeing from crew combat. It ends with someone dying. Or both of you running out of crew in the same round.

Fighting an NPC works the same way as fighting a player, with two differences: the NPC cannot choose to flee unless it has less cannons or crew than the player, and if the NPC survives the battle, it is instantly healed to full.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Fri Jan 12, 2018 1:19 pm

##Old Providence Sea
##Search for the coward
ImageImageImage

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 1:22 pm

Rainbow Dash looks for
The Coward
The cowardly but influential Baron de Chantellez is sailing to Old Providence.
Scouting roll in Old Providence sea zone (scout action)
If successful, you find the Baron. He surrenders, and offers you 5 bits and 4 cargo cards for his life, and for not telling of his cowardice.
Accept, or kill him off and find an extra 10 bits. The latter gains you two English bounties rather than none.
Scouting: 3
Slippery jerk got away.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Fri Jan 12, 2018 1:41 pm

##Head into port to drink me troubles away :rainbert:
ImageImageImage

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Fri Jan 12, 2018 1:49 pm

##Head into Port
##Sell 3 rum. Well aged!
##Visit the Shipyard and buy a new cannon
##Acquire a rumor
##Buy goods

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 1:56 pm

Eighteen bits and a point later, Cartagena now demands textiles.
Daring Do has five glory cards, so she has to discard one now.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Fri Jan 12, 2018 1:58 pm

##Discard Easy Prey
Easy Prey
Merchant Raid: Play this card immediately after finding a merchant.
The mere sight of your Jolly Roger may force a surrender.
Roll a die for each bounty you have (up to 5, and not counting the bounty from this attack).
Each success lets you ignore a hit icon on a card of your choice.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 2:07 pm

She patches up those cannons and goes rumor-hunting.
Influence: 3 S
The local tavern talks really loudly and spoils it for everyone.
Ghost Ship
Special Rumor: Place face-up. You may have a rumor in addition to this one.
Your crew has overheard talks of a ghost ship roaming the waters of your home port.
The first attempt to move into your home port's sea zone requires a leadership roll:
-If failed, you waste an action and discard this card.
-If successful, you enter the sea zone, discard this card and get a glory point (as if a true rumor).
Daring gets three goods for seven bits, discarding a food, tobacco, wood, and four flippin' textiles.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Fri Jan 12, 2018 2:09 pm

Image Superstitious rubbish.

##Back out to sea.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 2:13 pm

The Dutch frigate wanders north into the Caribbean Sea.
The Netherlands, eager to see Captain Teach brought to justice, doubles his bounty, offering ten bits for his head.
All captains with an English bounty gain another. All captains with a Dutch bounty gain another.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 2:16 pm

Image

Captains Flim and Flam - Vulin (St. Maarten/Dutch)
May negate a hit from pirate cannon-fire once per battle (before hit-locations).
Seamanship: 3; Scouting: 3; Leadership: 3; Influence: 1
Glory points: 4 (3 cards)
Bounties: None

Super Cider Express 6000 (Galleon)
Hull: 4/4
Cargo capacity: 5/5 (Carrying 5)
Masts: 4/4
Crew: 4/4
Cannons: 4/4
Maneuverability: 1
Surgeon: Roll leadership and recover crew per success after battle. Immune to plague.

Captain Edward Teach - sharkmafia (Cartagena/Spanish)
May transfer any ship mods when acquiring a new ship. Can't buy ship mods in English ports.
Seamanship: 3; Scouting: 2; Leadership: 2; Influence: 3
Glory points: 3 (3 cards)
Bounties: 2 Dutch (10 bits)

Silence (Frigate)
Hull: 3/3
Cargo capacity: 3/3 (Carrying 0)
Masts: 3/3
Crew: 3/3 (Grappling Hooks)
Cannons: 3/3 (Long Guns + Swivel Guns) (Grapeshot + Chain Shot)
Maneuverability: 3+1 (Adv Rigs&Sails)

Captain Rainbow Dash - ToastGhost (St John/English)
+1 seamanship during naval combat when selecting the shoot action.
Seamanship: 2; Scouting: 1; Leadership: 4; Influence: 3
Glory points: 0 (1 card)
Bounties: None

Revenge (Brig)
Hull: 2/2
Cargo capacity: 5/4+1 (Carrying 5) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 3/2+1 (Extra Cannon Port) (Grapeshot)
Maneuverability: 3

Captain Daring Do - Bremen (San Juan/Spanish)
May have two rumors, and may re-roll influence checks when acquiring rumors.
Seamanship: 2; Scouting: 4; Leadership: 2; Influence: 2
Glory points: 4 (4 cards)
Bounties: None

Griffon's Goblet (Sloop)
Hull: 2/2
Cargo capacity: 3/2+1 (Carrying 3) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1 (Swivel Guns + Chasers) (Grappling Hooks + Grapeshot)
Maneuverability: 4

Admiral Blas de Lezo - NPC (Spanish)
Seamanship B/3; Scouting B/1; Leadership 2
Fuerte (Man-o-War) Hull: 5; Cargo Capacity: 3; Masts: 5; Crew: 5; Cannons: 5; Maneuverability: 2

Admiral Philips van Almonde - NPC (Dutch)
Seamanship 3; Scouting B/3; Leadership 2
Ridderschap van Holland (Frigate) Hull: 3; Cargo Capacity: 3; Masts: 3; Crew: 3; Cannons: 3; Maneuverability: 3

Admiral Pieter Gilles Schey - NPC (Dutch)
Seamanship 2; Scouting B/2; Leadership 3
Wapen van Utrecht (Frigate) Hull: 3; Cargo Capacity: 3; Masts: 3; Crew: 3; Cannons: 3; Maneuverability: 3


Available Ship Modifications
Basse-Terre: Nothing
Bridgetown: Extra Cannon Port
Carcas: Unknown
Cartagena: Nothing
Curaçao: Nothing
Havana: Unknown
Nassau: Unknown
Old Providence: Chasers
Petite Goave: Nothing
Port Royal: Unknown
San Juan: Nothing
Santo Domingo: Unknown
St. John: Nothing
St. Maarten: Nothing
Tortuga: Nothing
Trinidad: Reinforced Hull

Available Missions
Mission 1: Hurricane Research wrote:Earn: 5 bits + 5 bits per point of damage received
Req: Influence check
Location: San Juan
Claim this mission and bring along a researcher willing to pay for scientific data on storms. Complete this mission after surviving any type of storm you faced while in the Caribbean Sea zone. The more damage you receive, the larger your pay. (If you wish, you may choose not to roll seamanship to avoid storm damage.)
Mission 2: The Pirate League wrote:Earn: Special
Req: Influence check
Location: Old Providence
Join the Pirate League by impressing its leader, Robert Ducard. Complete this mission by defeating two merchants in one turn (merchant raids or non-pirate players).
If successful, keep this card face up to show your membership. Any turn you share a sea zone with an NPC pirate, you may draw a rumor card to keep. Lose this card if you fight an NPC pirate.
Events
WAR: England/France
Famine: Food is in demand in all French Sea Zones (in addition to any other demand). Cancel once a Captain gets a Glory Point for selling 3+ Food in a French port.
Earthquake: Port Royal has no port actions available. Cancel on a mission placed there, a player starting there, or a war event drawn.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Vulin (?) » Fri Jan 12, 2018 5:19 pm

##move to St.John Sea
##move to Bridgetown Sea
##move to Bridgetown Port

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 5:32 pm

Bridgetown is a treacherous place for large ships.
Seamanship: S 3 S
Flim and Flam deftly guide their ship among the rocks.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by sharkmafia (?) » Fri Jan 12, 2018 6:34 pm

##Move to San Juan sea
##Use Wars in Europe
Image

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 6:39 pm

Captain Teach has heard about some brewing
Wars in Europe
Navy ships are needed back in Europe.
Scouting roll in any sea zone adjacent to a naval ship (scout action)
If successful, you may remove a naval ship of your choice from an adjacent sea zone. (It exits the game as if defeated.)
Scouting: 3 1
It seems that the Netherlands are more concerned with the Caribbean than Europe.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by sharkmafia (?) » Fri Jan 12, 2018 6:40 pm

##Scout for merchant
Image

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 6:41 pm

Scouting: 4 S
Scouts sight a Spanish and Dutch merchant. Orders?

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 6:52 pm

Captain Teach attacks a Spanish merchant. He is now wanted by Spain to the tune of 5 bits.
If a pirate with multiple bounties is killed, only the nation that wanted them the most will pay out, so he's still only worth 10 bits from the Netherlands. If his killer is wanted by the Netherlands, then Spain will give their bounty of 5 bits instead.

He raids 16 bits (including the zone effect), gets a point, and some sugar, tobacco, and cocoa. A tobacco gets discarded.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Fri Jan 12, 2018 10:48 pm

##Sell some sugar, go rumor hunting, buy some chain shot
##Leave port
ImageImageImage

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Fri Jan 12, 2018 11:09 pm

Two sugar sold for six bits and Old Providence wants Cocoa now. Any rumors to be had?
Influence: 4 1 S
There's one. Rainbow then buys three goods for three bits, discarding a cocoa, two spices, and a wood. That puts her to six, so she dumps some cocoa off her ship on the way out of port while making a rude gesture with her hoof. Also the cargo discard was reshuffled again.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Fri Jan 12, 2018 11:14 pm

Image Got out of town on a boat goin' to Southern Islands
Sailing a reach before a followin' sea
She was makin' for the trades on the outside
And the downhill run to Ponyete

:-/ That's not even the right ocean.

Image Off the wind on this heading lie the Marequesas
We got eighty feet of waterline nicely making way
In a noisy bar in Avaroan I tried to call you
but on a midnight watch I realized why twice you ran away.

:facehoof: Maybe she wanted a navigator who knew what hemisphere she was in.

Image Oh come on, try getting in the spirit of things.

##Sail to Santo Domingo by way of Petite Goave
##Make Port

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Sat Jan 13, 2018 12:00 am

##Back to Cartagena

Now we are ready to sail as a pone! :awesomedash:
Weigh hay, roll and go!
Our boots and our clothes, girls, are all bright tones :fancyhat:
To be rollicking Rainbow Dashie-O!

Heave a hoof, O heave away!
Weigh hay, roll and go!
The anchor's on board and the game's also a board. :v:
To be rollicking Rainbow Dashie-O!

Soon I'll crash this thing into some rocks! :awkward:
Weigh hey, roll and go!
Far from where the ponies come down in their frocks :vogue:
To be rollicking Rainbow Dashie-O!

Come breast the bars, fillies, heave her away :effort:
Weigh hey, roll and go!
Soon we'll be rolling around in the hay. :3:
To be rollicking Rainbow Dashie-O!
ImageImageImage

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sat Jan 13, 2018 12:03 am

A little birdie told Blackbeard that there were some juicy merchants plying the waves. Also he got impatient waiting for his home port to get rebuilt. Come on, guys.
At the end of the turn, place the pirate frigate in the sea zone of Port Royal.
Blackbeard: 3 seamanship, 3 scouting, 3 leadership

NPC pirates work similarly to NPC naval ships, but their hunt priority is:
1) Player non-pirates with bits on board
2) Player non-pirates with cargo on board
3) Player non-pirates with no cargo or bits

So pirate NPCs always leave pirate players alone, though as always you can take a swing at them if you want. Obviously you won't get a bounty for attacking a pirate, but if you defeat a pirate frigate (and you're not a pirate yourself), you will get paid 15 bits.

Naval NPCs and pirate NPCs won't consider each other when moving, and neither will ever destroy the other. However, if a pirate NPC and a naval NPC end up in the same sea zone, the pirate won't do the scouting roll on merchants that come by.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sat Jan 13, 2018 12:07 am

Image

Captains Flim and Flam - Vulin (St. Maarten/Dutch)
May negate a hit from pirate cannon-fire once per battle (before hit-locations).
Seamanship: 3; Scouting: 3; Leadership: 3; Influence: 1
Glory points: 4 (3 cards)
Bounties: None

Super Cider Express 6000 (Galleon)
Hull: 4/4
Cargo capacity: 5/5 (Carrying 5)
Masts: 4/4
Crew: 4/4
Cannons: 4/4
Maneuverability: 1
Surgeon: Roll leadership and recover crew per success after battle. Immune to plague.

Captain Edward Teach - sharkmafia (Cartagena/Spanish)
May transfer any ship mods when acquiring a new ship. Can't buy ship mods in English ports.
Seamanship: 3; Scouting: 2; Leadership: 2; Influence: 3
Glory points: 4 (4 cards)
Bounties: 1 Spanish, 2 Dutch (10 bits)

Silence (Frigate)
Hull: 3/3
Cargo capacity: 3/3 (Carrying 0)
Masts: 2/3
Crew: 3/3
Cannons: 2/3 (Long Guns + Swivel Guns) (Grappling Hooks + Grapeshot)
Maneuverability: 3+1 (Adv Rigs&Sails)

Captain Rainbow Dash - ToastGhost (St John/English)
+1 seamanship during naval combat when selecting the shoot action.
Seamanship: 2; Scouting: 1; Leadership: 4; Influence: 3
Glory points: 0 (1 card)
Bounties: None

Revenge (Brig)
Hull: 2/2
Cargo capacity: 5/4+1 (Carrying 5) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 3/2+1 (Extra Cannon Port) (Grapeshot + Chainshot)
Maneuverability: 3

Captain Daring Do - Bremen (San Juan/Spanish)
May have two rumors, and may re-roll influence checks when acquiring rumors.
Seamanship: 2; Scouting: 4; Leadership: 2; Influence: 2
Glory points: 4 (4 cards)
Bounties: None

Griffon's Goblet (Sloop)
Hull: 2/2
Cargo capacity: 3/2+1 (Carrying 3) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1 (Swivel Guns + Chasers) (Grappling Hooks + Grapeshot)
Maneuverability: 4

Admiral Blas de Lezo - NPC (Spanish)
Seamanship B/3; Scouting B/1; Leadership 2
Fuerte (Man-o-War) Hull: 5; Cargo Capacity: 3; Masts: 5; Crew: 5; Cannons: 5; Maneuverability: 2

Admiral Philips van Almonde - NPC (Dutch)
Seamanship 3; Scouting B/3; Leadership 2
Ridderschap van Holland (Frigate) Hull: 3; Cargo Capacity: 3; Masts: 3; Crew: 3; Cannons: 3; Maneuverability: 3

Admiral Pieter Gilles Schey - NPC (Dutch)
Seamanship 2; Scouting B/2; Leadership 3
Wapen van Utrecht (Frigate) Hull: 3; Cargo Capacity: 3; Masts: 3; Crew: 3; Cannons: 3; Maneuverability: 3


Available Ship Modifications
Basse-Terre: Nothing
Bridgetown: Extra Cannon Port
Carcas: Unknown
Cartagena: Nothing
Curaçao: Nothing
Havana: Unknown
Nassau: Unknown
Old Providence: Chasers
Petite Goave: Nothing
Port Royal: Unknown
San Juan: Nothing
Santo Domingo: Unknown
St. John: Nothing
St. Maarten: Nothing
Tortuga: Nothing
Trinidad: Reinforced Hull

Available Missions
Mission 1: Hurricane Research wrote:Earn: 5 bits + 5 bits per point of damage received
Req: Influence check
Location: San Juan
Claim this mission and bring along a researcher willing to pay for scientific data on storms. Complete this mission after surviving any type of storm you faced while in the Caribbean Sea zone. The more damage you receive, the larger your pay. (If you wish, you may choose not to roll seamanship to avoid storm damage.)
Mission 2: The Pirate League wrote:Earn: Special
Req: Influence check
Location: Old Providence
Join the Pirate League by impressing its leader, Robert Ducard. Complete this mission by defeating two merchants in one turn (merchant raids or non-pirate players).
If successful, keep this card face up to show your membership. Any turn you share a sea zone with an NPC pirate, you may draw a rumor card to keep. Lose this card if you fight an NPC pirate.
Events
WAR: England/France
Famine: Food is in demand in all French Sea Zones (in addition to any other demand). Cancel once a Captain gets a Glory Point for selling 3+ Food in a French port.
Earthquake: Port Royal has no port actions available. Cancel on a mission placed there, a player starting there, or a war event drawn.
Pirate Frigate: At the end of the turn, place the Pirate frigate in Port Royal. Seamanship 3, Scouting 3, Leadership 3.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Vulin (?) » Sat Jan 13, 2018 6:00 am

Port actions!

##sell 3 wood for 18bits
##buy goods

Then I'll keep hiding in port.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sat Jan 13, 2018 9:36 am

Another point, another card. Two goods for two bits, and a discard of a sugar, textiles, wood, and two spices. Bridgetown wants spices now.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by sharkmafia (?) » Sat Jan 13, 2018 1:30 pm

##Move to Basse-Terre port
##Sell all goods
##Repair
##Buy Chain-Shot
##Check for rumors
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sat Jan 13, 2018 2:03 pm

Due to machinations by certain galleon-sailing cider-sellers, Captain Teach has been suddenly (but inevitably)
Betrayed!
Target a pirate player after they select the port action. That captain must make a leadership check.
Success: A would-be traitor is exposed and done with.
Failure: The captain is arrested by the local guard. They may pay 5 bits to bribe their way out and continue their actions or spend the rest of the turn escaping jail.
Leadership: 3 4
Going to grease some palms, Teach?

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by sharkmafia (?) » Sat Jan 13, 2018 2:05 pm

Obviously. 5 gold oh geez oh no
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sat Jan 13, 2018 2:12 pm

Three goods (and one in demand) adds up to 12 bits. Basse-Terre now demands wood (and also food, come on, guys). Minus 6 for repairs, minus three for chain shot, minus two for a rumor.
Influence: 2 1 4
It is just not Teach's day.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Sat Jan 13, 2018 3:51 pm

##Head into port
##Sell 3 textiles for 18 bits, buy goods, go rumor hunting
##Back out to sea


You'll get more shanties once the muses speak to me. :v:
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Sat Jan 13, 2018 5:56 pm

##Sell 2 Sugar
##Acquire a rumor
##Buy Goods

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sat Jan 13, 2018 8:04 pm

Rainbow Dash gets her first point and glory card, and Cartagena demands wood. Six bits buys two goods, and the discards are cocoa, spices, sugar, tobacco, and wood.
And two more bits just might be a rumor.
Influence: 1 2 S
Indeed it is! Rainbow already has one, so time to discard.

ToastGhost
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Sun Jan 14, 2018 8:21 pm

##Discard Forged Documents

This other rumor sounds perfect for a pegasus. :v:
ImageImageImage

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sun Jan 14, 2018 9:24 pm

Rainbow discards her
Forged Documents
A printer in San Juan could forge documents to fool most harbor masters.
Influence roll in San Juan (port action)
If successful, pay 2 bits and keep this card face up. You may try to enter ports you are otherwise prohibited from entering.
Upon doing so you roll one die. If the result is a 1 you are recognized! You lose this card, get a bounty matching the port and flee back to sea.
Two sugar means 12 bits and a newfound demand for spices. Also Santo Domingo sells advanced rigs and sails. Two of those bits goes into a little rumor hunting.
Influence: 1 S
Sweet.
Daring pays a bit to redraw, ditching two cocoa, two food, a sugar, and a tobacco. Then she gets two goods for five bits, discarding food, rum, sugar, and textiles.

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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Sun Jan 14, 2018 10:12 pm

##Leave port
##Go investigate the ghost ship

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