[M&M] Landlubbers need not apply

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 18, 2019 9:15 am

Rokura attacks the French merchant and draws:
Cocoa - 3 - Masts
Rum - 4 - Cannons
Tobacco or prisoners to Santo Domingo - 3 - Escape

Seamanship: 2 4 1

The merchant's retaliation damages his masts and takes out his only cannon. And it's hard to rob someone without guns, so it gets away, only leaving him with a price on his head.

William Kidd lets him pass, as even a failed pirate is still a pirate. Might laugh at him behind his back, though. Maybe some special weaponry will help next time.

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Re: [M&M] Landlubbers need not apply

Post by Skipper (?) » Thu Apr 18, 2019 9:23 am

## Leave port
## Sail W into Cartagena waters
## Enter port of Cartagena

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 18, 2019 9:33 am

Kidd goes on vacation and de Graaf enters the game.
But things heat up as a war begins between France and the Netherlands!

Choose 2 random nations (France, Netherlands). They are now at war. Captains of these nationalities cannot enter enemy ports.

So Rarity can't enter French ports and Rainbow can't enter Dutch ports until the war's over.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 18, 2019 9:37 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: 1 (1 card) (+contra)
Bounties: None
Adriaen van Obdam (Purser): +2 bits when selling goods. Immune to glory cards that hurt 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: French (5 bits)

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 1/2/2 (1 contraband) (smuggler's hold)
Masts: 1/2
Crew: 2/2
Cannons: 0/1
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
Kofi Brunsveldt (Lookout): Reroll 1 die when scouting. 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

Laurens de Graaf - NPC (Pirate)
Seamanship: 3; Scouting: 1; Leadership: 3
Bounty: 5 bits

Tigre (Sloop)
Hull: 2
Cargo: 2
Masts: 2
Crew: 2
Cannons: 1
Maneuverability: 4

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
WAR: France/Netherlands

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Thu Apr 18, 2019 5:52 pm

##Move to Caracas
##Head into port
##Sell my spices, go rumor hunting, check out the shipwright, buy some of those 8 cargo cards
ImageImageImage

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 18, 2019 10:58 pm

Dear Rarity,
I heard about that rum operation you shut down over in Trinidad. The governor there's a friend of mine, so I pulled a few strings and got a whole barrel of the most intoxicating booze they found. Had it delivered straight to your ship. They said something about it being illegal to dump and too corrosive to keep onboard, but I wasn't paying attention. Hope you enjoy!

You're welcome,
Rainbow Dash


Looks like Rarity has no choice but to tell her crew
Drink up Mares! wrote:
Target any player immediately after they select the port action.
Heavy drinking has led to harassment of the port's population by the targeted captain's crew. The captain must make a leadership check:
Success: Full control is gained over all crew members.
Failure: The captain's crew is reduced to zero, and they lose a random glory card.
Can Rarity bring her crew back in line?
S 1

The rum is, shall we say, disposed of. Rarity sells her spices for 12 14 bits thanks to her purser and Caracas now demands food. I pull a smuggler's hold from the mod pool so it's available if she wants it.

As for rumors? Two bits gets her
3

Nothin'. Oh well.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Fri Apr 19, 2019 10:32 am

Rarity spends 3 bits on that smuggler's hold and 7 more on a contraband and two cargo. Into the discard goes a food, a cocoa, two rum (one was contra), spices, and textiles.

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Sat Apr 20, 2019 10:27 pm

##Sell Contraband

##Visit Shipyard
##Repair Masts, Cannons
##Buy Goods
##Acquire a Rumor

##Move to St. Maarten Sea
##Scout for Merchant
Image

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sat Apr 20, 2019 10:48 pm

Rokuro sells some stolen jewelry for ten bits. St. Maarten offers some long guns for sale. Might be useful. He spends 4 of those bits on repairs, and picks up a contraband, those guns, and maybe a rumor.

3 S

Awesome.

Also the goods discard was a food, two rum, a contraband textiles, two tobacco, and a wood.

Out at sea, he tries for two.
2 2

Nothing bites this time.

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Re: [M&M] Landlubbers need not apply

Post by Skipper (?) » Sun Apr 21, 2019 2:40 am

## Land refugees
## Sell goods
## Buy goods

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 21, 2019 9:47 am

Rainbow unloads some contraband Fugitives, a rum, and 2 wood for a total of 22 bits. Cartagena now demands spices and sells chasers.

She picks up 2 goods, 2 contraband, and those chasers. Some sugar, wood, and two contraband spices go into the discard.

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Re: [M&M] Landlubbers need not apply

Post by Skipper (?) » Sun Apr 21, 2019 9:50 am

## Sail out of port
## Set course for Port Royal

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 21, 2019 10:11 am

Laurens de Graaf smells a juicy merchant and waits outside of the Caracas port for Rarity to leave. Meanwhile Admiral Raynard patrols over to Havana.

Wow, Raynard must have had a heck of a feast because food shortages are being reported all across the English ports.
Select a random nation (England). Food is regarded as in demand in all sea zones matching that nation (in addition to any other demand). Discard this card and cancel its effect after a captian gets a glory point for selling 3+ food in such a port.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 21, 2019 10:11 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: 1 (1 card) (+contra)
Bounties: None
Adriaen van Obdam (Purser): +2 bits when selling goods. Immune to glory cards that hurt bits or cargo.

Santa Marea (Sloop)
Hull: 2/2
Cargo: 3/2/2 (1 contraband) (smuggler's hold)
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) (+contra)
Bounties: French (5 bits)

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 1/2/2 (1 contraband) (smuggler's hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1 (long guns)
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 (0 cards) (+contra)
Bounties: None
Kofi Brunsveldt (Lookout): Reroll 1 die when scouting. Immune to Fog and Escort.

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

Laurens de Graaf - NPC (Pirate)
Seamanship: 3; Scouting: 1; Leadership: 3
Bounty: 5 bits

Tigre (Sloop)
Hull: 2
Cargo: 2
Masts: 2
Crew: 2
Cannons: 1
Maneuverability: 4

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: Nothing
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: 3

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
WAR: France/Netherlands
Famine: Food is in demand in all English ports (in addition to any other demand). Discarded when a captain earns a glory point for selling 3+ food in an English port.

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Sun Apr 21, 2019 10:26 am

##Head out to sea, prepare to be boarded :heehaw:
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 21, 2019 10:27 am

De Graaf looks for Rarity and

2

Dang.

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Sun Apr 21, 2019 10:28 am

##Other two actions to sail to Bridgeport
ImageImageImage

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Mon Apr 22, 2019 10:04 pm

##Scout for Merchant

do not engage if spanish, do engage otherwise

##Move to santo domingo sea
##Move to santo domingo port
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Mon Apr 22, 2019 10:13 pm

Rokuro tries again:
1 2

Well then. To Santo Domingo.

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Re: [M&M] Landlubbers need not apply

Post by Skipper (?) » Tue Apr 23, 2019 12:58 am

## Enter port
## Sell contraband weapons & explosives
## Sell textiles
## Buy goods

## Leave port

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 23, 2019 1:20 am

Rainbow racks up 22 bits for a contraband and 2 textiles. That being her second contraband sold this game, she gets a point and a card on top. Port Royal now wants cocoa (and food), and it offers a carved hull for sale. Rainbow already has one, so someone else can pick it up.

She buys a contraband and two legal cargo before heading back out to sea. Discarded was some contrabananas, three cocoa (one contraband), food, rum/contraband, and spices.

You know what this game needs? More pirates. Like Steven Louis Robertson.
At the end of the turn, place the pirate man-o-war in the sea zone of Cartagena.
Seamanship: 2; Scouting: 1; Leadership: 4; Bounty: 20 bits

If you're wondering, this guy will be in addition to the sloop already floating around. But hey, anyone want to try to steal a Man-O-War?

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 23, 2019 1:32 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: 1 (1 card) (+contra)
Bounties: None
Adriaen van Obdam (Purser): +2 bits when selling goods. Immune to glory cards that hurt bits or cargo.

Santa Marea (Sloop)
Hull: 2/2
Cargo: 3/2/2 (1 contraband) (smuggler's hold)
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) (+contra)
Bounties: French (5 bits)

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 1/2/2 (1 contraband) (smuggler's hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1 (long guns)
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: 2 (1 card)
Bounties: None
Kofi Brunsveldt (Lookout): Reroll 1 die when scouting. Immune to Fog and Escort.

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

Laurens de Graaf - NPC (Pirate)
Seamanship: 3; Scouting: 1; Leadership: 3
Bounty: 5 bits

Tigre (Sloop)
Hull: 2
Cargo: 2
Masts: 2
Crew: 2
Cannons: 1
Maneuverability: 4

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: Nothing
Curaçao: Nothing
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Nothing
Port Royal: Carved hull
San Juan: Nothing
Santo Domingo: Unknown
St. John: Unknown
St. Maarten: Nothing
Tortuga: Unknown
Trinidad: Unknown
Extra mods: 3

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
WAR: France/Netherlands
Famine: Food is in demand in all English ports (in addition to any other demand). Discarded when a captain earns a glory point for selling 3+ food in an English port.
At the end of the turn, place the pirate man-o-war in the sea zone of Cartagena. Seamanship: 2; Scouting: 1; Leadership: 4; Bounty: 20 bits

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Tue Apr 23, 2019 9:59 am

##Head into port
##Sell all goods (yes all of them), go rumor hunting, buy more goods, check my coin purse
##Head back out to sea
ImageImageImage

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 23, 2019 10:21 am

Rarity unloads some stolen jewelry for 10 bits and 2 tobacco for 6 more and 2 more from her purser and gets a contraband point! Meanwhile Bridgetown offers some extra cannons for sale. But does it offer a rumor?

2

No it does not. She consoles herself with two goods and a contraband for 7 bits. Discarded are food, rum, sugar, and contraband wood.

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Tue Apr 23, 2019 8:52 pm

##Sell contraband
##Buy goods
##sail out of port
##Scout for merchant
Image

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Tue Apr 23, 2019 9:41 pm

Rokuro gets rid of some censored writings for 10 bits and a point. Santo Domingo sells hammocks. He picks up some contraband (for 3 bits) before heading out. Discarded are a cocoa contraband, food, two sugar, wood, and textiles.

Then he heads out to do some scouting:
4 2

Maybe there's another crow's nest out there somewhere?

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Re: [M&M] Landlubbers need not apply

Post by Skipper (?) » Wed Apr 24, 2019 12:20 am

## Sail East to Petite Goave
## Enter port
## Sell all goods
## Buy goods
## Stash some bits

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Wed Apr 24, 2019 1:47 am

Rainbow unloads some unlicensed naval flags and some fugitives for 20 bits and a point, on top of rum and tobacco for 9 more. Petite Goave now demands textiles and offers long guns for sale, which Rainbow picks up.

She then spends 6 bits on 4 goods before stashing a bunch more away. Discarded are two tobacco and two textiles, one of which was contraband.

A new pirate man-o-war enters the game in Cartagena.
Laurens sails over to Trinidad and Maynard heads back to Nassau.
Meanwhile, French forces have captured San Juan in a surprise attack! Somehow this doesn't affect the war situation.
Pick a random nation except Spain (France). San Juan is now controlled by that nation.

So now Rarity can't enter there since the Netherlands is at war with France, and Rokura can't enter there because he has a French bounty. Fun!

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Wed Apr 24, 2019 1:49 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: 2 (2 cards)
Bounties: None
Adriaen van Obdam (Purser): +2 bits when selling goods. Immune to glory cards that hurt bits or cargo.

Santa Marea (Sloop)
Hull: 2/2
Cargo: 3/2/2 (1 contraband) (smuggler's hold)
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: 1 (1 card)
Bounties: French (5 bits)

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 1/2/2 (1 contraband) (smuggler's hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1 (long guns)
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: 3 (2 cards)
Bounties: None
Kofi Brunsveldt (Lookout): Reroll 1 die when scouting. Immune to Fog and Escort.

Flying Equestrian (Flute)
Hull: 3/3
Cargo: 4/4/4 (0 contraband)
Masts: 3/3 (crow's nest)
Crew: 1/1
Cannons: 1/1 (chasers) (long guns)
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

Laurens de Graaf - NPC (Pirate)
Seamanship: 3; Scouting: 1; Leadership: 3
Bounty: 5 bits

Tigre (Sloop)
Hull: 2
Cargo: 2
Masts: 2
Crew: 2
Cannons: 1
Maneuverability: 4

Steven Louis Robertson - NPC (Pirate)
Seamanship: 2; Scouting: 1; Leadership: 4
Bounty: 20 bits

Hispaniola (Man-o-War)
Hull: 5
Cargo: 3
Masts: 5
Crew: 5
Cannons: 5
Maneuverability: 2

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: Extra cannon port
Caracas: Nothing
Cartagena: Nothing
Curaçao: Nothing
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Nothing
Port Royal: Carved hull
San Juan: Nothing
Santo Domingo: Extra hammocks
St. John: Unknown
St. Maarten: Nothing
Tortuga: Unknown
Trinidad: Unknown
Extra mods: 3

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
WAR: France/Netherlands
Famine: Food is in demand in all English ports (in addition to any other demand). Discarded when a captain earns a glory point for selling 3+ food in an English port.

ToastGhost
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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Wed Apr 24, 2019 5:24 am

##Sail into St. John
##Enter port
##Sell everything but the contraband, buy a fancy new hat galleon and put all my shipmods on it
##Buy a fancy hat as well, don't forget to add my purser, and buy some new cargo to go on the galleon.


I'll do a song later. Once we set sail, of course. :vogue:
ImageImageImage

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Wed Apr 24, 2019 1:06 pm

Rarity sells 2 cocoa for 8 bits, the Santa Marea for 5, and cristens the Fancy Hat for 35 bits, spending 3 more to move all her stuff over. Also gets a point for the galleon.

She does need crew for it, so she turns on the charm:
S

Exquisite. St. John has swivel guns for sale, which Rarity picks up for a bit. Then two contraband and two legal goods for 12 bits more. Some spices and sugar are discarded.

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Thu Apr 25, 2019 6:50 pm

##Move to caribbean sea
##Move to curacao sea
#Scout for merchant, engage unless spanish
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Thu Apr 25, 2019 8:30 pm

S 2

Finally. Rokura finds a Dutch and a French merchant. He decides to go double on his bounty and attacks the French.

Textiles - 2 - Escape
Cocoa - 1 - Escape
Food - 3 - Crew

4 S S

He draws:
Spices - 2 - Masts

He leaves it at that, getting 8 bits, some damage, food, and spices.

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Re: [M&M] Landlubbers need not apply

Post by Skipper (?) » Fri Apr 26, 2019 6:36 am

## Leave port
## Head West, then North to Havana

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Fri Apr 26, 2019 10:24 am

Robertson heads to Petite Goave while Maynards visits Tortuga. Maybe they have some food.
France and the Netherlands sign a peace treaty, putting an end to the war.

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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Fri Apr 26, 2019 10:27 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: 3 (3 cards)
Bounties: None
Adriaen van Obdam (Purser): +2 bits when selling goods. Immune to glory cards that hurt bits or cargo.

Fancy Hat (Galleon)
Hull: 4/4
Cargo: 5/5/5 (3 contraband) (smuggler's hold)
Masts: 4/4
Crew: 4/4
Cannons: 5/4+1 (extra cannon port) (swivel guns)
Maneuverability: 1+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: 1 (1 card)
Bounties: French (10 bits)

Black Lagoon (Sloop)
Hull: 2/2
Cargo: 3/2/2 (1 contraband) (smuggler's hold)
Masts: 1/2
Crew: 1/2
Cannons: 1/1 (long guns)
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: 3 (2 cards)
Bounties: None
Kofi Brunsveldt (Lookout): Reroll 1 die when scouting. Immune to Fog and Escort.

Flying Equestrian (Flute)
Hull: 3/3
Cargo: 4/4/4 (0 contraband)
Masts: 3/3 (crow's nest)
Crew: 1/1
Cannons: 1/1 (chasers) (long guns)
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

Laurens de Graaf - NPC (Pirate)
Seamanship: 3; Scouting: 1; Leadership: 3
Bounty: 5 bits

Tigre (Sloop)
Hull: 2
Cargo: 2
Masts: 2
Crew: 2
Cannons: 1
Maneuverability: 4

Steven Louis Robertson - NPC (Pirate)
Seamanship: 2; Scouting: 1; Leadership: 4
Bounty: 20 bits

Hispaniola (Man-o-War)
Hull: 5
Cargo: 3
Masts: 5
Crew: 5
Cannons: 5
Maneuverability: 2

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: Extra cannon port
Caracas: Nothing
Cartagena: Nothing
Curaçao: Nothing
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Nothing
Port Royal: Carved hull
San Juan: Nothing
Santo Domingo: Extra hammocks
St. John: Unknown
St. Maarten: Nothing
Tortuga: Unknown
Trinidad: Unknown
Extra mods: 3

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
Famine: Food is in demand in all English ports (in addition to any other demand). Discarded when a captain earns a glory point for selling 3+ food in an English port.

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Re: [M&M] Landlubbers need not apply

Post by ToastGhost (?) » Sat Apr 27, 2019 1:43 pm

##Exit port
##Sail to St. Maarten
##Sail to San Juan


The mare was drunk and she went below to take a swig of some cider-o
So early in the morning, the pony likes her cider-o
The bottle o, the bottle o, the pony loves her bottle o
So early in the morning the pony likes her bottle o :chug:

A bottle of juice, a bottle o punch, a bottle of apple cider o
So early in the morning the pony likes her bottle o


Then I got wrapped up in this song and couldn't figure out all the proper pony-ish vices so here's what I have, I ain't happy about it. :ohrarity:
ImageImageImage

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Re: [M&M] Landlubbers need not apply

Post by sharkmafia (?) » Sun Apr 28, 2019 3:48 am

thats fine toast, im not happy about it either

##Move to curacao port
##Sell contraband and 2 goods
##Repair
##Recruit
##Buy goods
##Acquire a Rumor

that's all for now, need to go over some stuff via PM
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Re: [M&M] Landlubbers need not apply

Post by Void Chicken (?) » Sun Apr 28, 2019 9:06 pm

Bokuro unloads some prisoners, food, and spices for 16 bits. He spends 3 to fix up his masts and looks for some more volunteers.
S 1 2
Rumor has it that...
2 3
...well that's some very fascinating info about the governor's butler, but nothing useful.

Curaçao sells an extended cargo hold, but Bokuro heads out to sea without buying anything. Discarded were contrabananas, a second contrabananas that would have been to Curaçao, two spices (one contraband), two sugar, a wood, and tobacco.

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Re: [M&M] Landlubbers need not apply

Post by Skipper (?) » Mon Apr 29, 2019 4:00 am

## Enter port
## Sell goods
## Buy goods
## Claim mission 2
## Leave port

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