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Post by marhawkman on Aug 31, 2009 13:15:56 GMT -5
Cool, I'd love to hear their thoughts, I did a playtest last night, I'll post more when I can.
I'm actually really liking the idea of having several different versions of the Triangle. Like mystery islands they'd have differing abilities.
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Post by admiralb on Aug 31, 2009 16:16:00 GMT -5
the different abilities would have to correspond to the different colors, right? Red is the deadly one, purple is the weird one, yellow is the treasure one...I don't know...depends on how many there are...could be interesting, if they were done in a real set probably all of the islands in that set would have to be "Triangle" islands, but that's not much of a big deal...MI had no terrain, FN all icebergs, SS had TC and MIs...not really a big problem, just a note on how it would look.
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Post by marhawkman on Aug 31, 2009 20:18:15 GMT -5
I'd also toss in a green for the Sargasso sea. And have a blue one where you never know what it's gonna do next. (six completely different abilities) Anyways I finally got the playtesting done last night. I even made pictures! See: www.flickr.com/photos/11951562@N08/tags/piratesofthecursedseas/I did a test game using 4 factions: Spanish, Cursed, Pirates, British It was a 45 point build. Mainly because I had half-ready Spanish and Pirate fleets and finishing them out needed 5 more points. Spanish had a swift treasure grabbing fleet. San Cristobal: Luis Zuan(captain), Dominic Freda(explorer, increases cargo space), helmsman, Alarico Castro(double action) Conception: Captain, Navigator (in hindsight the captain was useless, it's guns suck too much for him to be useful) Cursed had the Delusion, and apparently delusions of Grandeur.....(I only used the ten master because I like the way it looks) Delusion: Fitzgerald(useless), captain, helmsman (I should've used the 5 points for fitgerald on something worth having, like a navigator) Pirates had a fleet that was primarily designed around taking out opposing ships. It could load cargo, but not much. Flying Dutchman(001): Sao Feng(extra action), Crimson Angel(double action+world hater), helmsman, captain Xian: navigator (if you look closely in the pictures you'll notice that I didn't actually assemble Xian. I used the Song as a stand in.) British used two of the new ships in a fleet centered around getting treasure fast, with Gold in case things went south. Maui's Fishhook: Hermione Gold(captain, world hater), helmsman, Jeremy Rothschild(explorer, move S after loading cargo) HMS Lucy's Luck: Navigator How did it go? see: www.flickr.com/photos/11951562@N08/3876587270/B2 is the spanish home island D1 is the Cursed home island B1 is the Pirate home island D3 is the British home island as part of their terrain setup the Cursed put out the Sargasso Sea triangle. It's marked in green. It eventually generated 4 seaweed tiles near the spanish and pirate home islands. It did manage to slow the Pirates down, but not the Spanish. Oddly enough the Spanish HI is almost dead center and it never snared any of their ships(too big I guess). It did manage to snare the Dutchman though. :lol: the most lol worthy moment was when the Delusion popped through a whirlpool for a surprise attack on the cripped Maui(only one mast left). It gave the Maui a full broadside with all 10 cannons, and missed completely(it's cannon rank suck). Gold of course retaliated by making for her home island, but was still just close enough to fire off a single shot at the Delusion. which given the rank of cannon she was using would have needed a 1 to MISS. It didn't. Oh and the Delusion found the UT for the Devil's triangle at the first island it visited. It put the triangle around the Pirate HI. which actually sucked for the pirates as they kept getting bad rolls. 2! crew ended up on A1 at the same time, which made things kinda difficult for them. final tally: Spanish 34, british 19, pirates 7, cursed 0(16 on their ship), 8 points unclaimed In case you're wondering, the dice on the deck plates are to represent the damage taken. One thing that occured to me is that placement of a triangle should count as 3 peices of terrain placed rather than just one.
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Post by admiralb on Sept 1, 2009 19:47:46 GMT -5
the Triangle as three terrain is what I used in case you're wondering...sounds interesting...snared the Dutchman for how long? its got 5 masts...did it roll a 1 on its first attempt to get off the sargasso sea? grr...we've been having...wait, I've been having bad luck lately with sargasso seas...I've had small ships caught on them twice now in the last three games...hmm...Ghost Ships might be in store next time to mess with anyone trying to do that again.
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cleverpun
Master & Commander
I need more wenches / More wenches and mead
Posts: 46
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Post by cleverpun on Sept 2, 2009 1:19:06 GMT -5
I personally like moving terrain; in some of my games I like to treat all fog banks as being under the effect of the Rolling Fog effect, where they move as icebergs each turn. The turtles were fun too.
I also had an idea for an MI that was based on the sirens of Greek myth.
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Post by marhawkman on Sept 2, 2009 9:17:48 GMT -5
I also had an idea for an MI that was based on the sirens of Greek myth. Post it! for the Dutchman, it got a 1 to spawn the seaweed patch, and rolled a six, thus getting stuck in it.
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Post by admiralb on Sept 2, 2009 14:09:51 GMT -5
wait...that has to do with the Triangle's effects and not a regular sargasso sea, right? cause regular sargasso sea terrain require you to add the d6 roll to the starting number of masts the ship has...makes it difficult for the larger ships to get caught...although I do like the idea of catching bigger ships...they're so annoying sometimes...should have seen our game Saturday...Delusion, Guichuan, Baochuan, Zeus, Celtic Fury, Endevour, Titan, Grand Temple, Flying Dutchman, Deliverance, Constitution, Bonhomme Richard...a good portion of the ships were at least 5+ masts...slowing them big 'uns down would be kind of nice...
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Post by marhawkman on Sept 2, 2009 18:39:55 GMT -5
No you have the "roll to free yourself" confused with the "roll to get stuck". Althought the really big ones would almost automatically make the roll to free themselves. Roll to get stuck: Roll a D6, if the number is higher than the base number of masts then you get stuck (slightly paraphrased) Unfortunately seaweed is not in the rulings PDF. But yeah, any ship with 6 or more base masts can't get stuck at all. Unfortunately for the Dutchman, it only has 5. What do the big ships Hate? REEFS! Especially since the Reef roll can take out up to 9 masts from the 10 masted Junks. It's really interesting with abilities that can push enemy ship onto the reef.
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Post by cannonfury on Sept 3, 2009 21:56:47 GMT -5
why cant we make a storm-terrain that moves around the palying field like a hurricane or a water-spout, it could be that the hurricane be like the event foulwinds or something and the water-s[pout kind of like a whirlpool except its moving around, after a while they could disappear or they could stay the whole game
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Post by marhawkman on Sept 4, 2009 10:07:52 GMT -5
Brilliant idea! Please continue, this thread is for everyone's use after all. Post as many new ideas as you feel like.
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Post by woelf on Sept 4, 2009 12:31:52 GMT -5
why cant we make a storm-terrain that moves around the palying field like a hurricane or a water-spout, it could be that the hurricane be like the event foulwinds or something and the water-s[pout kind of like a whirlpool except its moving around, after a while they could disappear or they could stay the whole game Here's an idea: -------------------------------------- Tempest (numbered like a fog bank) If a ship begins a move action within S of a Tempest it gets +S to its base move. After moving, roll a d6: on a result of 1 eliminate two cargo, then either eliminate two masts or replace one mast with a fire mast; on a result of 2 or 3 eliminate one cargo and one mast.
If a ship begins a move action while touching a Tempest it gets +L to its base move. After moving, eliminate all of the ship's masts.
At the beginning of every turn, the current player rolls a d6 for each tempest in play and moves it L in the direction indicated. A tempest may move over islands and other terrain; if it touches or is in contact with an island, any ships docked at the island cannot leave and other ships cannot dock at the island until the tempest moves away.------------------------------------------------- The idea is that it's a nasty, moving storm with high winds that can do a lot of damage, but you can still use it to your advantage if you're feeling lucky and or you're desperate. Note that the damage only triggers if you give the ship a move action - you always have the option to sit and wait out the storm rather than risk damage.
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Post by marhawkman on Sept 4, 2009 13:28:50 GMT -5
I like that idea.
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Post by admiralb on Sept 4, 2009 13:29:01 GMT -5
actually we've been testing a terrain piece of a Storm during our campaign...part of the extra rules...anyway...at the beginning of each players' turn they roll a d6 to see what direction it moves, then they roll 2d6 to see how fast (closer to 7 the faster, 2 and 12 no movement). I made my Storm terrain from 3 fog banks for movement purposes and put styrofoam "funnel clouds" on them that attach up into larger foam clouds...so its basically 3 clouds stuck together each with a funnel that attaches down to a fog bank...ships within S of the base get -1 to all die roll results. if it hits when it moves you lose a mast...and if you begin your movement within S of the base you have to roll a d6...you get moved S in that direction (based on the storm's heading)...strangely even after playing it twice it hasn't been much more than an obstacle to go around it took 1 mast and hindered some canoes from rolling for MI effect...other than that...nothing much to say for how it can hurt you...maybe I'll bring it this weekend for a smaller table game...could be more deadly that way.
You've got a pretty good idea there Woelf...although a bit compicated for a terrain...I was assuming the Triangle would have the abilities/effects printed on them like MIs...not sure you can fit all that on one terrain piece, but it could be very deadly...the name could be more nautical too...maybe Water Spout or something...plus...Tempest is just making me think of the second ring of "Hades" (do we have a filter here?) in Dante's Inferno...maybe have a ship named Tempest that has cool affects on Water Spouts? something like Celestine and Trade Currents...
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Post by woelf on Sept 4, 2009 15:26:32 GMT -5
You've got a pretty good idea there Woelf...although a bit compicated for a terrain...I was assuming the Triangle would have the abilities/effects printed on them like MIs...not sure you can fit all that on one terrain piece, but it could be very deadly... It's really not that much more complicated than a sargasso sea or trade current, and the intent would be to have the text printed on a seperate rule sheet rather than directly on the terrain itself, like most existing terrain. Putting the rules text directly on the terrain piece can make it a little easier to use, but unless every single one is supposed to be unique and/or it takes more than a couple lines of text to explain how it works, it's better to go in the rulebook or onto a reference sheet. I'd rather see ships sailing around terrain than giant blocks of text. Tempest is another name for a violent storm, so it fits - and it sounds a lot less generic than something like "Thunderstorm".
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Post by admiralb on Sept 4, 2009 16:11:47 GMT -5
true, its less generic, but 1) all the other terrain have geneic names (reef, fog bank, iceberg) and 2)I'm sure there are a number of the younger players that wouldn't understand what a Tempest is...unless of course this has some nautical background I am unaware of...coastal cities are hit by water spouts every so often and always referred to that way...when was the last time tempest was used in any form when describing a storm on tv? plus Storm was the name used in the "QfDJG" board game version...we've all been expecting some kind of storm to be made in that fashion since the board game came out...ew...wait...what about...get this...unique terrain? like unique treasure and crew...could have named reefs, storms, maybe even sargasso seas and whirlpools...Hurricane Jack! Ah!
...also, how much more useful is it than a Trade Current? not trying to diss the idea...maybe have the "lose something" depend on masts in some way...maybe you only lose something if the roll result equals the number of masts...that way the big 10-masters are affected...maybe that's not so good...meh...whatever...hasn't been mdae yet, not reason to complain.
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