[M&M] Avast, Ye Scurvy Mares!
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Daring buys three goods for six bits, and discards a cocoa, a food (still a French port), a rum, a textiles, and a tobacco.
A massive earthquake strikes Port Royal! The city is closed pending repairs.
Any captain may enter Port Royal's port, but no action can be done there. Port Royal is rebuilt when either:
-A new mission is placed there
-A new player captain starts there
-A war event is drawn
A massive earthquake strikes Port Royal! The city is closed pending repairs.
Any captain may enter Port Royal's port, but no action can be done there. Port Royal is rebuilt when either:
-A new mission is placed there
-A new player captain starts there
-A war event is drawn
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
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: 1 (2 cards)
Bounties: None
Cider Express 6000 (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 2)
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: 0 (1 card)
Bounties: None
King of Red Lions (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 4)
Masts: 3/3
Crew: 1/1
Cannons: 1/1
Maneuverability: 2+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
Fools (Sloop)
Hull: 2/2
Cargo capacity: 2/2 (Carrying 2)
Masts: 2/2
Crew: 2/2
Cannons: 1/1
Maneuverability: 4
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: 1 (2 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)
Maneuverability: 4
Available Ship Modifications
Available Missions
Mission 1: Delicate Cargo wrote:Earn: 5-20 bits
Req: Influence check
Location: Tortuga
Charles Plumier, a botanist, wants to send a collection of rare plants to a colleague in Basse-Terre. The plants are liable to die on the voyage, so speed is essential.
Place 20 bits on this mission. Remove 5 bits after every event card drawn. Complete the mission by taking a port action in Basse-Terre before you reach 0 bits.
EventsMission 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.
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.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
The event is a flimsy enough excuse to go over player death. So here's how it goes down.
You die if your ship sinks or you lose crew combat. When that happens, you keep your glory points and your stash (minus ten bits), but lose everything else.
Then you effectively start the game over. You draw two captains and pick one, choose a new flute or sloop, and get set in your new home port with ten gold and a glory card.
If your ship gets so badly damaged you have no real hope of coming back, or you're just tired of your captain, you can retire. Simply start your turn in any port and say you're retiring instead of taking the turn. Works the same as dying, and you'll get your new captain at the start of your next turn.
You die if your ship sinks or you lose crew combat. When that happens, you keep your glory points and your stash (minus ten bits), but lose everything else.
Then you effectively start the game over. You draw two captains and pick one, choose a new flute or sloop, and get set in your new home port with ten gold and a glory card.
If your ship gets so badly damaged you have no real hope of coming back, or you're just tired of your captain, you can retire. Simply start your turn in any port and say you're retiring instead of taking the turn. Works the same as dying, and you'll get your new captain at the start of your next turn.
- Vulin
- Posts: 16
- Joined: Fri Jan 05, 2018 4:28 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##move to St.Maarten Sea
##move to St.Maarten Port
Port Actions:
##sell 2 tobacco for 12 bits
##buy goods
##stash bits
##move to St.Maarten Port
Port Actions:
##sell 2 tobacco for 12 bits
##buy goods
##stash bits
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
St. Maarten now demands spices. Flim and Flam buy four goods for six bits, and discards some cocoa, food, rum, spices, and sugar. Also the cargo deck got reshuffled at some point during that.
Then they stash some quantity of bits.
Then they stash some quantity of bits.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##Move to Cartagena Port
##Sell 2 food
##buy goods
##acquire a rumor
##Sell 2 food
##buy goods
##acquire a rumor
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Teach gets two goods for four bits (in addition to the two he already has) and let's see if there are any rumors worth having.
Influence: S 4 3
Awesome.
Influence: S 4 3
Awesome.
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##St. John Sea
##St. Maarten Sea
##Head into port
##St. Maarten Sea
##Head into port
- Bremen
- Posts: 258
- Joined: Mon Oct 30, 2017 11:04 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Useless informants.
##Head out to sea
##Sail to Tortuga
##Visit the port
##Head out to sea
##Sail to Tortuga
##Visit the port
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Unsure if anypony noticed last time, the nations of the Carribean try their clemency program again.
Player captains may, during their next turn, be pardoned by a single nation by paying 5 bits.
A nation only offers such a pardon to captains with no more than 1 bounty from that nation.
Player captains may, during their next turn, be pardoned by a single nation by paying 5 bits.
A nation only offers such a pardon to captains with no more than 1 bounty from that nation.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
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: 1 (2 cards)
Bounties: None
Cider Express 6000 (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 4)
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: 0 (1 card)
Bounties: None
King of Red Lions (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 4)
Masts: 3/3
Crew: 1/1
Cannons: 1/1
Maneuverability: 2+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
Fools (Sloop)
Hull: 2/2
Cargo capacity: 2/2 (Carrying 2)
Masts: 2/2
Crew: 2/2
Cannons: 2/1+1 (Extra Cannon Port)
Maneuverability: 4
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: 1 (2 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)
Maneuverability: 4
Available Ship Modifications
Available Missions
Mission 1: Delicate Cargo wrote:Earn: 5-20 bits
Req: Influence check
Location: Tortuga
Charles Plumier, a botanist, wants to send a collection of rare plants to a colleague in Basse-Terre. The plants are liable to die on the voyage, so speed is essential.
Place 20 bits on this mission. Remove 5 bits after every event card drawn. Complete the mission by taking a port action in Basse-Terre before you reach 0 bits.
EventsMission 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.
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.
Clemency: Once this turn, players may pay 5 bits to remove their last bounty with a single nation.
- Vulin
- Posts: 16
- Joined: Fri Jan 05, 2018 4:28 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##move to St.Maarten Sea
##move to Basse-Terre Sea
##move to Trinidad Sea
##move to Basse-Terre Sea
##move to Trinidad Sea
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##Move to cartagena sea
##Move to curacao sea
##Move to curacao port
##Move to curacao sea
##Move to curacao port
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##Sell goods, upgrade cargo hold, buy goods
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Rainbow unloads two tobacco for six bits, spends three of those on the cargo hold, and spends six more on three goods. The discard is two food, a sugar, a tobacco, and three spices.
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##Back to St. John Sea
- Bremen
- Posts: 258
- Joined: Mon Oct 30, 2017 11:04 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##Sell two sugar and a Cocoa for 15 bits
##Try to find a rumor. Again
(More port actions to follow)
##Try to find a rumor. Again
(More port actions to follow)
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Daring Do pays the 2 bit entrance fee to the local dungeon.
Influence: S S
Rumor acquired!
Influence: S S
Rumor acquired!
- Bremen
- Posts: 258
- Joined: Mon Oct 30, 2017 11:04 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##Try to acquire the mission
- Bremen
- Posts: 258
- Joined: Mon Oct 30, 2017 11:04 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Actually this is the same regardless of if that suceeds, so
##Visit Shipyard
##Buy Goods
##Visit Shipyard
##Buy Goods
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Daring Do tries to convince Mister Plumier that she can move some plants.
Influence: 4 S
Here's your plants, miss Do. Try to be fast.
Incidentally, Tortuga sells Chasers.
There's a new mission in San Juan. Something about riding out a hurricane.
Influence: 4 S
Here's your plants, miss Do. Try to be fast.
Incidentally, Tortuga sells Chasers.
There's a new mission in San Juan. Something about riding out a hurricane.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Daring Do picks up those Chasers for her ship. Gotta protect the plants. Then she spends three bits for a single cargo. Tough port.
- Bremen
- Posts: 258
- Joined: Mon Oct 30, 2017 11:04 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##Move out to sea, and then sail to Santo Domingo
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
A small storm causes high seas across the Caribbean!
Player captains currently at sea (Flim & Flam, Rainbow Dash, Daring Do) have one action less.
Player captains who aren't in a port at the end of their turn, take 1 random hit to their ship, minus one for every success made in a seamanship roll.
Player captains currently at sea (Flim & Flam, Rainbow Dash, Daring Do) have one action less.
Player captains who aren't in a port at the end of their turn, take 1 random hit to their ship, minus one for every success made in a seamanship roll.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
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: 1 (2 cards)
Bounties: None
Cider Express 6000 (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 4)
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: 0 (1 card)
Bounties: None
King of Red Lions (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 4)
Masts: 3/3
Crew: 1/1
Cannons: 1/1
Maneuverability: 2+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
Fools (Sloop)
Hull: 2/2
Cargo capacity: 3/2+1 (Carrying 3) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 2/1+1 (Extra Cannon Port)
Maneuverability: 4
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: 1 (2 cards)
Bounties: None
Griffon's Goblet (Sloop)
Hull: 2/2
Cargo capacity: 3/2+1 (Carrying 1) (Extended Hold)
Masts: 2/2
Crew: 2/2
Cannons: 1/1 (Swivel Guns + Chasers)
Maneuverability: 4
Delicate Cargo wrote:15 bits
Charles Plumier, a botanist, wants to send a collection of rare plants to a colleague in Basse-Terre. The plants are liable to die on the voyage, so speed is essential.
Place 20 bits on this mission. Remove 5 bits after every event card drawn. Complete the mission by taking a port action in Basse-Terre before you reach 0 bits.
Available Ship Modifications
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.)
EventsMission 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.
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: Flim & Flam, Rainbow Dash, Daring Do have one action less this turn. Any player at sea at turn end takes 1 random hit, minus seamanship successes.
- Vulin
- Posts: 16
- Joined: Fri Jan 05, 2018 4:28 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##move to Trinidad port
Port actions:
##sell 3 wood for 18 bits
##visit the shipyard, see what they have on offer
Port actions:
##sell 3 wood for 18 bits
##visit the shipyard, see what they have on offer
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Flim and Flam are just raking in the points. Someone sink these guys.
Trinidad is selling a special reinforced hull. Perfect for storms and pirates! It now demands cocoa.
Trinidad is selling a special reinforced hull. Perfect for storms and pirates! It now demands cocoa.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
They buy two goods for 4 bits and set up a nice tarp against the rain.
A food, a tobacco, two wood, and a cocoa get discarded.
A food, a tobacco, two wood, and a cocoa get discarded.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##sell 2 spices
##buy goods
##visit shipyard
##acquire a rumor
##buy goods
##visit shipyard
##acquire a rumor
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Curaçao now demands wood. Also it sells long guns.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Teach gets two goods for five bits, then picks up those long guns for another three. Discards are two rum, a sugar, a textiles, and a wood.
Rumor rolls are free in Curaçao at least.
Influence: S 2 3
Now we're talking.
But that is Teach's second rumor, so he needs to discard either the old one or the new one.
He discards:
Rumor rolls are free in Curaçao at least.
Influence: S 2 3
Now we're talking.
But that is Teach's second rumor, so he needs to discard either the old one or the new one.
He discards:
Golden Shipwreck
A Spanish ship carrying newly minted coins is thought to be shipwrecked near San Juan
Scouting roll in San Juan sea zone (scout action)
If successful, you find the ship and recover 10 bits. Regardless of your roll, the rumor has spread: all adjacent NPC ships move to San Juan.
- sharkmafia
- Posts: 523
- Joined: Mon Oct 30, 2017 11:14 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##move to Curacao sea
##move to Caracas sea
##move to Caracas sea
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
The waves batter at the King of Red Lions.
Seamanship: S 1 S
Captain Teach easily navigates the swells.
Seamanship: S 1 S
Captain Teach easily navigates the swells.
- ToastGhost
- Big adventure's waiting.
- Posts: 399
- Joined: Tue Oct 31, 2017 7:23 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##Head into port
##Sell all goods, buy myself a nice brig and some goods to go in it. Use St. John's ability to transfer my upgrades.
##Christen my new ship "Revenge"
##Sell all goods, buy myself a nice brig and some goods to go in it. Use St. John's ability to transfer my upgrades.
##Christen my new ship "Revenge"
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
So that's 15 bits from two rum and a sugar (it demands food now), 5 bits from selling the sloop, then spending 20 bits on the brig and 2 bits to transfer the upgrades, which normally isn't allowed, but St. John's port effect can do it.
- Bremen
- Posts: 258
- Joined: Mon Oct 30, 2017 11:04 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
##Move to Basse-Terre
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
Rainbow gets three goods for seven bits, discarding a cocoa, a sugar, a textiles, and a wood.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
A little bit of choppy seas don't discourage Daring Do!
Seamanship: 2 3
Damage: 3 - Crew
Mare overboard!
Here is how hits work in this game. Whenever you take a hit, in combat or rough waves or whatever, I roll a die for each hit you took. A roll of 1, 2, 3, or 4 will damage cargo, masts, crew, or cannons respectively. A roll of a skull (i.e. 5 or 6) will damage your choice of location (in combat, the target's choice).
So Daring Do took a hit to crew, and she'll have to roll leadership or fork over two bits in port to get it back.
Admiral Pieter Gilles Schey of the Dutch Navy prepares to set out from port.
At the end of the turn, place the Dutch frigate in the sea zone of Curaçao.
Seamanship: 2, Scouting: B/2, Leadership: 3
Finally an NPC event! This is a naval NPC (as opposed to a pirate NPC) and it will be placed on the board at the end of next turn.
Every NPC has a hunt priority that determines how it behaves. For naval NPCs, the priority is:
1) Players with a bounty from that ship's nation
2) Players with a bounty from any nation
3) If at war, players from the enemy nation
If, at the start of your turn, you are in the same sea zone as an NPC that you're on the hunt priority of, that ship will roll scouting to try to attack you. If you move into the sea zone of an NPC that wants your butt, it'll roll scouting on you. "B/2" means that its scouting stat is your bounties of its nation or 2, whichever is more. If you're not on its hunting list, it'll leave you alone. (Although you're welcome to pick a fight yourself. It's a bounty for attacking it, and another if you manage to kill it.)
Every time an event is drawn, the NPC might move. Every event names either zero, three, or six types of NPC to move and a direction for each, but all you need to know is that any given NPC has about a 40% chance of moving per event.
If a player on the hunt list is either in or adjacent to the NPC when it decides to move, that's where it'll go. If multiple are, it'll go by priority. Ties decided by how much of that priority you meet, ties after that are random. If no player on the hunt list is in or adjacent to it, it will move how the event dictates (consider it random, though NPCs on the edge will bias clockwise).
Keep in mind that while you can't be attacked in port, an NPC can and will park its butt in your sea zone and wait you out. They're also cheating bastards that get full repairs out of combat.
Seamanship: 2 3
Damage: 3 - Crew
Mare overboard!
Here is how hits work in this game. Whenever you take a hit, in combat or rough waves or whatever, I roll a die for each hit you took. A roll of 1, 2, 3, or 4 will damage cargo, masts, crew, or cannons respectively. A roll of a skull (i.e. 5 or 6) will damage your choice of location (in combat, the target's choice).
So Daring Do took a hit to crew, and she'll have to roll leadership or fork over two bits in port to get it back.
Admiral Pieter Gilles Schey of the Dutch Navy prepares to set out from port.
At the end of the turn, place the Dutch frigate in the sea zone of Curaçao.
Seamanship: 2, Scouting: B/2, Leadership: 3
Finally an NPC event! This is a naval NPC (as opposed to a pirate NPC) and it will be placed on the board at the end of next turn.
Every NPC has a hunt priority that determines how it behaves. For naval NPCs, the priority is:
1) Players with a bounty from that ship's nation
2) Players with a bounty from any nation
3) If at war, players from the enemy nation
If, at the start of your turn, you are in the same sea zone as an NPC that you're on the hunt priority of, that ship will roll scouting to try to attack you. If you move into the sea zone of an NPC that wants your butt, it'll roll scouting on you. "B/2" means that its scouting stat is your bounties of its nation or 2, whichever is more. If you're not on its hunting list, it'll leave you alone. (Although you're welcome to pick a fight yourself. It's a bounty for attacking it, and another if you manage to kill it.)
Every time an event is drawn, the NPC might move. Every event names either zero, three, or six types of NPC to move and a direction for each, but all you need to know is that any given NPC has about a 40% chance of moving per event.
If a player on the hunt list is either in or adjacent to the NPC when it decides to move, that's where it'll go. If multiple are, it'll go by priority. Ties decided by how much of that priority you meet, ties after that are random. If no player on the hunt list is in or adjacent to it, it will move how the event dictates (consider it random, though NPCs on the edge will bias clockwise).
Keep in mind that while you can't be attacked in port, an NPC can and will park its butt in your sea zone and wait you out. They're also cheating bastards that get full repairs out of combat.
- Void Chicken
- Posts: 658
- Joined: Sat Oct 28, 2017 6:14 pm
- Gender: Male
Re: [M&M] Avast, Ye Scurvy Mares!
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: 0 (1 card)
Bounties: None
King of Red Lions (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 4)
Masts: 3/3
Crew: 1/1
Cannons: 1/1 (Long Guns)
Maneuverability: 2+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 0) (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: 1 (2 cards)
Bounties: None
Griffon's Goblet (Sloop)
Hull: 2/2
Cargo capacity: 3/2+1 (Carrying 1) (Extended Hold)
Masts: 2/2
Crew: 1/2
Cannons: 1/1 (Swivel Guns + Chasers)
Maneuverability: 4
Delicate Cargo wrote:10 bits
Charles Plumier, a botanist, wants to send a collection of rare plants to a colleague in Basse-Terre. The plants are liable to die on the voyage, so speed is essential.
Place 20 bits on this mission. Remove 5 bits after every event card drawn. Complete the mission by taking a port action in Basse-Terre before you reach 0 bits.
Available Ship Modifications
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.)
EventsMission 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.
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 2, Scouting B/2, Leadership 3.
- Vulin
- Posts: 16
- Joined: Fri Jan 05, 2018 4:28 pm
Re: [M&M] Avast, Ye Scurvy Mares!
##move to Trinidad Sea
##move to Bridgetown Sea
##move to Bridgetown Port
##move to Bridgetown Sea
##move to Bridgetown Port