[M&M] Avast, Ye Scurvy Mares!

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

Post by sharkmafia (?) » Tue Jan 09, 2018 1:39 am

##Move to Trinidad Port
##Sell 3 cocoa, 1 textiles
##Sell Flute, buy Frigate. Transfer upgrades. Christen frigate the Silence
##Recruit
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Tue Jan 09, 2018 8:44 am

Teach gets 21 bits and a glory point! Trinidad still demands cocoa. The Flute sells for 5 bits and the Silence is bought for 35.
A bigger ship needs a bigger crew! Captain Teach hits the local watering hole.
Leadership: 2 1
No no, I didn't mean your mother hey wait!
Edit: and a second glory point for getting a frigate!

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

Post by ToastGhost (?) » Tue Jan 09, 2018 2:54 pm

##St. John Sea
##Basse-Terre Sea
##Caribbean Sea
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Tue Jan 09, 2018 3:22 pm

##Sail into port in Basse-Terre
##Sell Textile
##Deliver the delicate cargo
##Recruit
##Acquire a rumor

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

Post by Void Chicken (?) » Tue Jan 09, 2018 3:40 pm

Six bits richer and Basse-Terre now demands tobacco. The plants, slightly banged up, arrive as well, getting Daring ten more bits and a point.
She then visits the local pony hangout to find a crewmare who knows how to hold on to the rigging this time.
Influence: S 1
While she's there, anypony hear any juicy gossip?
Influence: 1 S
Ooh, that's a good one.
She picks up a second rumor which is a thing she's allowed to do due to her ability.

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

Post by Bremen (?) » Tue Jan 09, 2018 4:13 pm

##Visit the shipyard
##Buy goods

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

Post by Void Chicken (?) » Tue Jan 09, 2018 4:21 pm

Basse-Terre sells swivel guns, which the Griffon's Goblet already has. (Also I had Extended Cargo Hold there in the status. That's Bridgetown that sells it.) Daring Do drops six bits on some grapplings hooks and grapeshot.
She then spends three bits on three goods, discarding spices, textiles, and wood. Also the cargo deck got reshuffled.

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

Post by Bremen (?) » Tue Jan 09, 2018 4:22 pm

##Head back out to Basse-Terre sea

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

Post by Void Chicken (?) » Tue Jan 09, 2018 4:27 pm

The Wapen van Utrecht sets sail in Curaçao, then heads east to Caracas. And Admiral Schey must have some bad luck because there's a gale brewing.
Player captains currently at sea (Rainbow Dash, Daring Do) have one action less.
Player captains who aren't in a port at the end of their turn, take 2 random hits to their ship, minus one for every success made in a seamanship roll.

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

Post by Void Chicken (?) » Tue Jan 09, 2018 4:30 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: 2 (3 cards)
Bounties: None

Cider Express 6000 (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 1)
Masts: 3/3
Crew: 1/1
Cannons: 1/1
Maneuverability: 2

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: 2 (3 cards)
Bounties: None

Silence (Frigate)
Hull: 3/3
Cargo capacity: 3/3 (Carrying 0)
Masts: 3/3
Crew: 1/3
Cannons: 3/3 (Long Guns)
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 3) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 3/2+1 (Extra Cannon Port)
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: 2 (3 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 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: Swivel Guns
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
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.
Storm: Rainbow Dash and Daring Do have one action less this turn. Any player at sea at turn end takes 2 random hits, minus seamanship successes.

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

Post by Vulin (?) » Tue Jan 09, 2018 4:37 pm

##sell 3 textiles for 18 bits
##sell my flute, buy a galleon for 35 bits, christen it "Super Cider Express 6000"
##hire some crew
##buy goods

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

Post by Void Chicken (?) » Tue Jan 09, 2018 4:48 pm

Another three in-demand goods cashed in for a point! Bridgetown now demands wood.
Then another point for buying a galleon. Which means you're at 5 glory cards and you have to discard one.

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

Post by Void Chicken (?) » Tue Jan 09, 2018 4:59 pm

Flim and Flam won't need no stinking
Pardon
Play this card and pay 3 bits for each bounty you reduce.
You can reduce as many bounties as you are willing to pay for. If you reduce the number of bounties of a nation to 0, you are completely pardoned by that nation.
What they do need is crew.
Leadership: 3 2 3
There's always money. Flim and Flam pay four bits for two crew, then four more bits for two goods. A cocoa, a spices, and two tobacco get discarded.
They decide to stay in port for this storm.

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

Post by sharkmafia (?) » Tue Jan 09, 2018 5:58 pm

##move to Trinidad sea
##scout for merchant
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Tue Jan 09, 2018 6:00 pm

Yo-ho!
Scouting: 4 1
Crap I wanted to do one.

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

Post by sharkmafia (?) » Tue Jan 09, 2018 6:03 pm

##move to Trinidad port
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Tue Jan 09, 2018 6:04 pm

Here is how a merchant raid will go down once someone does scout one out:

You mosey your ship into the merchant's sea zone and do the scouting action. If you fail, too bad, find something else to do and come back next turn.

Assuming you pass, I reveal the merchant's nationality. You will have a choice: Attack a merchant of that nationality, attack a merchant of the sea zone's nationality, or let it go. If you choose to attack, you will gain a bounty from the chosen nation.
When your attack starts, I draw three cards. Each will have a good, 1 to 5 bits, and either a hit location or an escape (half the deck is hit, half is escape).

Then I roll your seamanship. If you have special weapons to discard, you can do so to turn one failed seamanship each into a success.

One at a time, you will take each seamanship success and use it to either:
-Draw another card
-Discard a card
-Exchange a card for another draw

Once you're satisfied with the cards drawn (or run out of seamanship), the raid is resolved. First your ship will take damage corresponding to each hit. If any part of your ship reaches 0, the merchant escapes (and if your hull hits 0 you sink and die). If there are at least as many escapes drawn as your ship has maneuverability, the merchant escapes. Otherwise you murder the hell out of it and loot its corpse.

You get all the bits on the drawn cards (and a point if you got 12), and whatever of those goods you want (and have the capacity to hold).

If that first scouting roll succeeded, the merchant token is removed from the board, even if you chose to let it go. If eight merchants have been removed at the start of a game turn (so before the event draw), they are randomly returned to the board.

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

Post by ToastGhost (?) » Tue Jan 09, 2018 9:26 pm

##Petite Goave Sea
##Petite Goave Port


Dumb storms. Here I could be getting paid for researching the same storms that I was also responsible for making or not cleaning up. :rainbert:
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Bremen (?) » Tue Jan 09, 2018 9:31 pm

##Move to Petite Grove
##Brave the Storm

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

Post by Void Chicken (?) » Tue Jan 09, 2018 9:41 pm

Batten down the hatches!
Seamanship: 5 1
Damage: 4 - Cannons

Daring Do's only cannon gets washed off the ship! She's defenseless!

Admiral Schey's not at sea for a week and already he has to take time off. Seasickness from the gale, you know. Admiral Philips van Almonde takes up his post.
At the end of the turn, place the Dutch frigate in the sea zone of Curaçao.
Seamanship: 3, Scouting: B/3, Leadership: 2

Well this is awkward. Only one NPC of a given type can be on the board at a time. So when this frigate is placed, the existing Dutch frigate will be removed. If this new one is destroyed, the old will respawn back at its starting sea zone.

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

Post by Void Chicken (?) » Tue Jan 09, 2018 9:45 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 (4 cards)
Bounties: None

Super Cider Express 6000 (Galleon)
Hull: 4/4
Cargo capacity: 5/5 (Carrying 2)
Masts: 4/4
Crew: 3/4
Cannons: 4/4
Maneuverability: 1

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: 2 (3 cards)
Bounties: None

Silence (Frigate)
Hull: 3/3
Cargo capacity: 3/3 (Carrying 0)
Masts: 3/3
Crew: 1/3
Cannons: 3/3 (Long Guns)
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 3) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 3/2+1 (Extra Cannon Port)
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: 2 (3 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: 0/1 (Swivel Guns + Chasers) (Grappling Hooks + Grapeshot)
Maneuverability: 4

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: Swivel Guns
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
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.
Dutch Navy: At the end of the turn, place the Dutch frigate in Curaçao. Seamanship 3, Scouting B/3, Leadership 2.

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

Post by Vulin (?) » Wed Jan 10, 2018 1:23 am

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

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

Post by sharkmafia (?) » Wed Jan 10, 2018 11:13 am

##Recruit
##Move to Trinidad sea
##Scout for merchant
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Wed Jan 10, 2018 11:17 am

Hey, who wants to come along for some piracy?
Leadership: 2 2
Nobody? Fine I'll do it myself.
Scouting: S S

Scouts have sighted a Dutch and a Spanish merchant. We can engage the Dutch, the Spanish, or let them go. Orders, Captain?

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

Post by Void Chicken (?) » Wed Jan 10, 2018 11:30 am

Captain Teach attacks the Dutch merchant! He is now officially a pirate, wanted by the Dutch government. He is now barred from entering Dutch ports and any player who kills him will be awarded 5 bits (unless the Dutch want you, too).

The Silence takes a hit to its hull and its masts, and only avoids a crew hit due to some
Emergency Repairs
Play this card to discard a hit in any location except crew.
The card must be played right after the hit location has been determined.
Merchant Raid: After all cards are drawn, play this card to cancel a hit icon on a drawn card.
You'd think the merchant effect wouldn't do crew, but it says "a hit icon" so I guess it does.
He loots 12 bits (and gets a point, too), and some cocoa, sugar, and spice. Didn't have the room for the textiles.

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

Post by ToastGhost (?) » Wed Jan 10, 2018 12:35 pm

##Sell goods, buy some
##Petite Goave Sea
##Cartegena Sea


Avast ye scurvy seapony! I declare Vulin shall strike ye down because I be too busy with me rum. :v:
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Wed Jan 10, 2018 12:57 pm

##Buy some grapeshot when I'm in port as well after having some money left over.

And now I have no money left over. Easy come easy go. :v:
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Wed Jan 10, 2018 12:58 pm

Two rum and 12 bits later, Petite Goave demands textiles now.

e: Rainbow buys four goods for ten bits, and then that grapeshot. Cocoa, spices, and two food are the discards.

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

Post by Bremen (?) » Wed Jan 10, 2018 2:23 pm

##Investigate a rumor I've heard about
##Then move to Havana

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

Post by Void Chicken (?) » Wed Jan 10, 2018 3:25 pm

Daring Do is curious about some
Ports of War
Word has it that two nations have gone to war and have conquered each other's ports.
Scouting roll in Petite Goave or Nassau sea zone (scout action)
If successful, Petite Goave and Nassau swap nationality and these two nations go to war (replacing any other war).
Player captains already in these ports are not affected by the nationality change.
Scouting: S 3 3 4

Upon closer inspection, Petite Goave is indeed flying an English flag! And somehow she knows that France has conquered Nassau! She gets a glory point as well.

England and France are now at war!

Rainbow Dash, as an English captain, you are blocked from entering French ports until the war is ended.
And no that doesn't end the earthquake in Port Royal. That's a rumor, not an event.

Admiral Almonde departs from Curaçao. Spain, worried about all the fighting on its doorstep, dispatches Admiral Blas de Lezo to the area. Go big or go home, really.
At the end of the turn, place the Spanish Man-o-War in the sea zone of Santo Domingo.
Seamanship B/3, Scouting B/1, Leadership 2

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

Post by Void Chicken (?) » Wed Jan 10, 2018 3:32 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 (4 cards)
Bounties: None

Super Cider Express 6000 (Galleon)
Hull: 4/4
Cargo capacity: 5/5 (Carrying 2)
Masts: 4/4
Crew: 3/4
Cannons: 4/4
Maneuverability: 1

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: 1 Dutch (5 bits)

Silence (Frigate)
Hull: 2/3
Cargo capacity: 3/3 (Carrying 3)
Masts: 2/3
Crew: 1/3
Cannons: 3/3 (Long Guns)
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: 3 (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: 0/1 (Swivel Guns + Chasers) (Grappling Hooks + Grapeshot)
Maneuverability: 4

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: Swivel Guns
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.
Spanish Navy: At the end of the turn, place the Spanish Man-o-War in Santo Domingo. Seamanship B/3, Scouting B/1, Leadership 2.

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

Post by Vulin (?) » Wed Jan 10, 2018 4:53 pm

Port Actions!
##sell 2 food for 12 bits
##hire crew, pay bits if roll fails
##play Ship's Surgeon (Specialist), pay bits if rolls fails
Ship's Surgeon (Specialist)
David Byfield, an accomplished surgeon, is willing to join your crew.
Play this card during a port action in St. John.
Succeed a leadership roll or pay 2 bits if that fails. Then keep this card face up.
-Roll leadership after a battle (including merchant raid). Recover a crew for each successful die.
-Grants immunity to the plague event card.
##buy goods

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

Post by sharkmafia (?) » Wed Jan 10, 2018 5:08 pm

##move to basse-terre sea
##move to basse-terre port
##sell 1 cocoa, 1 sugar, 1 spice
##repair
##recruit
##buy swivel guns, grapeshot, chain-shot, grappling hooks


E; oops vulins not done, well, resolve all this shit once he is
Image

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

Post by Void Chicken (?) » Thu Jan 11, 2018 12:09 am

St. John now demands rum. Some crew also demand rum.
Leadership: S S S
Flim and Flam crack open the secret cider stash to top up their ranks.
But someone's going to have to be there for the morning after.
Leadership: 2 1 4
Didn't think that kind of hangover would be free.
They then buy four goods for 8 bits before heading out to St. Maarten's sea zone. Food, rum, and sugar get discarded.

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

Post by Void Chicken (?) » Thu Jan 11, 2018 12:15 am

Nine bits for the goods, minus six to patch the ship up again. And maybe some crew, too?
Leadership: 4 S
Welcome aboard! Have some fun toys while you're here. Only 12 bits for the lot.

ToastGhost
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Big adventure's waiting.
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Thu Jan 11, 2018 12:30 am

##Cartegena Port
##Activate Port, sell 2 Wood, buy goods
##Cartegena Sea again
ImageImageImage

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

Post by Void Chicken (?) » Thu Jan 11, 2018 12:57 am

Rainbow is 12 bits richer. Cartagena now demands rum. She spends 5 bits on 2 goods, discarding a cocoa, textiles, tobacco, and wood.

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

Post by Bremen (?) » Thu Jan 11, 2018 12:59 am

##Check out the rumor in Havana, too
##Move to Cartagena

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

Post by Void Chicken (?) » Thu Jan 11, 2018 1:01 am

Daring Do looks for someone that might be
Marooned
The infamous Captain Jake P. Price has been marooned on an island near Havana.
Scouting roll in Havana sea zone (scout action)
If successful, you find him and let him sail to Havana in one of your row boats. Keep this card face up. Using his network:
-Recruiting and acquiring rumors in Havana is free and requires no influence rolls.
-You can always enter Havana.
Scouting: 3 2 3 2
Nopony there. Maybe someone else found him first? Maybe he was never there. The world will never know.

Dutch rebels have attacked San Juan and siezed the port! The Man-o-War in Santo Domingo wants none of that and sails the other way into Petite Goave.
Select a random nation except Spain (Dutch). San Juan is now controlled by that nation.
Despite the change in her home port's ownership, Daring Do is still Spanish.

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

Post by Void Chicken (?) » Thu Jan 11, 2018 1:15 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 4)
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: 1 Dutch (5 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: 3 (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: 0/1 (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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