Archive for July, 2008

Awesome Pirate Cake

Now, that is one awesome cake! Continue Reading »

Two Men in Vermont Wager to Stay in Pirate Garb the Longest

Two men in Rutland, Vermont have made a bet: the one who stays in pirate costume the longest (baring showings, sleeping, and special events like funerals) gets $500 and a black powder pistol. The loser gets tasered.

Lots of Pirates

This is a special Monday edition of the blog…mainly because I missed Friday’s post. :)

At last weeks Pirates game, A Price on Yer Head, we had 9 players (and one observer) show up. While this wasn’t a record number of players at our venue, it was a lot more than the normal 4-5 players we regularly get. So, to make sure that everyone played, we split into 2 games of 4 and 5 players each. I was in the 4 player game. Continue Reading »

Forts: Are they worth it?

Are Forts worth including in your fleet? Yes! Sure, WK hasn’t put out any new Forts since Pirates of the Revolution and Pirates of the Crimson Coast, but that doesn’t mean you can’t use them. There are pleanty of places online to purchase or trade for Forts, and since lots of player don’t use them, you can typically get them at a bargain.

For one thing, they are free! None of the Forts cost any of your build points, so there is no reason NOT to include one in your build. As long as you have a ship of the same nationality, you can use the Fort. And, with the right ships, you can build a fort VERY quickly, and grab that gold!

The rules for Forts are:

Forts are printed on two cards and are assembled like ships. Fort flags represent cannons, and you can customize a fort by placing flags on either its corners or walls. Forts are not placed during setup; rather, they are purchased and built during the game on wild islands you have explored. A wild island may have only one fort on it at a time.

Building Forts: To build a fort, the following three conditions must be met:
· You must have the fort in your collection.
· You must have an amount of gold points on your home island equal to or greater than the fort’s gold point cost.
· You must have a ship docked at a wild island you have explored in order to build a fort there.

If these three prerequisites are met at the end of one of your turns, you may build the fort as a free action. Take the gold used to pay for it from your home island and place it inside of the assembled fort; this gold still counts toward winning the game. Place the assembled fort on any wild island at which you have a ship docked. The fort must be placed on the island such that two of its opposite corners are completely on the island.

Treasure: If there is any face-down treasure on the island where the fort is built, move that treasure inside of the assembled fort; it is now yours. You may use a ship to load treasure from a fort and move it to another fort or to your home island, but a fort must always have a number of gold points inside of it equal to or greater than its gold point cost.

Shooting: Forts may be given only shoot actions. Shooting with fort cannons is just like shooting with ship cannons; use the indicated ranges and ranks on the flags and measure distance from the flags. Lines of fire drawn from forts are not blocked by other ships or islands.

Abandoned Forts: When a fort is hit, its player eliminates a flag. When all of a fort’s flags are eliminated, it is abandoned and may not be given actions.

Destroying Forts: If an abandoned fort is hit, remove it from the game and place all of the gold that was inside of it back on the island, which reverts to an unexplored wild island.

Imagine this scenario:

  • Rising Sun - Pirate shipOn the first turn of the game, you use Hidden Cove to put one of your ships, the Rising Sun, at the nearest unexplored Wild Island.
  • Using the Rising Sun’s action, you un-dock and re-dock, and then reveal the Explorer on board, and Explore the gold on the island.
  • Grabbing the 2 coins with the largest value, and assuming one is worth enough to buy a Fort, you then use the Rising Sun’s ability “When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.” to transfer one coin back to another ship at your Home Island, and put a crew (probably an Oarsman) on the Wild Island.
  • Dead Man\'s PointThen, at the end of your turn, you use the gold that is on your Home Island to “buy” a Fort, either the Devil’s Maw or Dead Man’s Point, and put it onto the Wild Island where the Rising Sun is docked.
  • All of the gold on that island, along with the gold spent, is put inside the Fort, and is protected from your opponents gold runners.

With a properly built mixed Nationality fleet, you could probably built Forts on a couple of islands early in the game. This will severely hamper your opponents ability to grab gold, especially if they few (or no) gunships. Plus, some Forts, like Paradis de la Mer, are very tough to destroy.

Now, remember, even though the gold in a Fort counts towards Victory, even if you have more than half the gold stored in your Fort(s), the game doesn’t end until you get more than half to your Home Island, or you sink/derelict all of your opponents ships.

Good luck!

Bigger, badder flotillas

Arr!

The most recent Pirates set, Fire and Steel, has introduced a couple of new, more expensive Flotillas. Where all of the Flotillas in Rise of the Fiends cost 7pts, several of these new Flotillas cost 9pts. This is actually a good thing, because the new Flotillas have abilities beyond just double-range cannons, and because now you have room to put more expensive crew onto them. And, there is one new Flotilla that just costs 6pts, for you point-pinching Pirates. Continue Reading »