[M&M] Avast, Ye Scurvy Mares!

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[M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Tue Jan 02, 2018 11:41 am

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http://www.bronibooru.com/posts/74127

Aye, 'tis the Golden Age of Sail, and the Caribbean Sea is ripe fer exploitin'!

Okay enough of the accent before I go nuts. Welcome to Merchants & Marauders, a game of sailing the seas and gaining glory in the name of your home nation. Your captain and humble crew will buy and sell cargo, plying their way across the waves. Look out for those who would take your hard-earned bits and cargo.

Or perhaps you could indulge in a bit of swashbuckling yourself. Keep ahead of the navies and the bounty hunters, and you might just live. Peaceful trading, cutthroat combat, chasing missions and rumors. All of these can take you to victory.

The Rules: https://images-cdn.zmangames.com/us-eas ... _rules.pdf
FAQ/Errata/Tips: https://images-cdn.zmangames.com/us-eas ... rs-faq.pdf

This is a game for four enterprising captains, so post ##Ahoy, matey! or something suitably nautical. And remember to post a pony to lead your crew, or at least an icon I can stick on the map.

We will be using the extra cards from the expansion, as well as the Brig ship and the Low Maneuverability Galleon. In addition, we're using the variant where players will draw 2 captains at the start of the game and choose one to play as, instead of being completely randomly assigned.

If y'all see another expansion module in there you're dying to try, I can throw it in, but let's try to keep the complexity to a minimum for our first game, okay?

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

Post by Void Chicken (?) » Tue Jan 02, 2018 11:42 am

Actions
Move: From sea zone to sea zone, sea zone to port, or port to sea zone.
Scout: Choose a player, NPC ship, or merchant in your sea zone and roll scouting. If you succeed, initiate combat.
Port: In a port, perform any combination of the following in any order:
Sell Goods: Gain 3 bits per cargo, or 6 if it was in demand. (Must be performed before other port actions.)
Buy Goods: Draw 6 cargo cards. 1 of a kind costs 3 bits each, 2 of a kind costs 2 bits each, 3+ of a kind costs 1 bit each.
Visit Shipyard: Buy and/or sell ships, repairs, and upgrades.
Recruit: Roll leadership to fill your crew. If you fail, you may pay 2 bits each instead.
Acquire a Rumor: Pay 2 bits and roll influence. If you succeed, draw a rumor card.
Claim a Mission: Attempt the mission's requirement. If you succeed, take the mission.
Stash Bits: Home port only. Stash or withdraw any number of bits. Each 10 bits stashed counts as 1 secret glory point.
In your home port, you may spend your stashed bits. You may only use the actions of a given port once per turn.

Shipyard Costs
Sloop or Flute: Buy: 10; Sell: 5
Brig: Buy: 20; Sell: 5
Frigate or Galleon: Buy: 35; Sell: 10
Repairs: Buy: 2
Ship Modification: Buy: 3
Special Weapon: Buy: 3; Sell: 1
Each non-crew point of damage reduces the ship's sale price by 1. Each modification increases the ship's sale price by 1.

Ships

Code: Select all

Ship      Tough  Cargo  Crew   Cannon Maneuv
Sloop     2      2      2      1      4
Flute     3      4      1      1      2
Brig      2      4      2      2      3
Frigate   3      3      3      3      3
Galleon   4      5      4      4      1
Man-o-War 5      3      5      5      2
A ship loses its abilities as its locations are destroyed:
Hull: At 0, the ship sinks and its captain dies.
Cargo: If capacity is damaged below the ship's cargo, the excess is discarded at random.
Masts: At 0, the captain can only roll 1 die during seamanship contests and can only choose to shoot in battle.
Crew: At 0, the captain cannot choose to board in battle and if boarded will automatically lose.
Cannons: Damage inflicted in battle limited to number of intact cannons.
If a location is at 0, any further damage to that location is transferred to the hull.

Ship Modifications
Limit 1 each. No ship stat may be raised above 5.
Extra Hammocks: +1 to crew capacity
Advanced Rigs & Sails: +1 to maneuverability
Reinforced Hull: May absorb 1 hit done to any location. Costs 3 bits to repair.
Extended Cargo Hold: +1 to cargo capacity
Chasers: Once per combat, after you or an opponent declares a flee, inflict a hit on them.
Extra Cannon Port: +1 to cannons
Swivel Guns: Prior to crew combat at sea, roll 2 dice. If either is a success, inflict one hit to crew.
Long Guns: Prior to the first round of naval combat, roll 1 die per cannon. Inflict a hit for each success. Chain-shot and grapeshot may not be used.

Special Weapons
Limit 1 each. In a merchant raid, after your seamanship roll, any special weapons may be discarded to turn 1 failed die each into a success.
Grappling Hooks: After a seamanship contest roll where you choose to board, discard this weapon to reroll any number of your dice.
Chain-shot: After rolling hit locations, discard this weapon to have each skull rolled count as a hit to masts, but excess mast damage will not transfer to the hull.
Grapeshot: After rolling hit locations, discard this weapon to have each skull rolled count as a hit to crew, but excess crew damage will not transfer to the hull.

Glory Points
1 glory point is earned (and a glory card drawn) every time you:
Defeat a player or NPC
Sell 3 or more cargo in a port where the goods are in demand
Plunder 12+ bits in a merchant raid
Complete a mission
Find a rumor to be true
Buy a galleon or frigate (once per captain)
Every 10 bits stashed counts as 1 secret glory point, to a maximum of 5.

Location Effects
Basse-Terre (French): French naval ships may re-roll their scouting rolls.
Bridgetown (English): Frigates, Galleons, and Man-o-Wars take a hit to hull when entering port, unless a successful seamanship roll is made.
Caracas (Spanish): When you buy goods, draw 8 cards.
Caribbean Sea: No effect. No port here.
Cartagena (Spanish): When you buy 3 or more goods, get one for free. When you merchant raid, if you wish to find a Spanish merchant, you may automatically succeed the scouting roll.
Curaçao (Dutch): Rumor rolls cost no bits. Galleons and Frigates cost 30 bits.
Havana (Spanish): Non-Pirates get 7 bits for in-demand goods. If you raid a Spanish merchant, draw a 4th card and keep it if it has a hit.
Nassau (English): The starting price to buy/sell goods is 2 bits. Naval ships must roll scouting twice and succeed both rolls to find a player.
Old Providence (English): Captains with a Spanish bounty can buy special weapons for 1 gold and get free repairs.
Petite Goave (French): Pirates cannot recruit or repair. Non-pirates can recruit or repair for free.
Port Royal (English): Pirates can recruit for free. Pirates with an English bounty may enter port after paying 2 bits or succeeding an influence roll.
San Juan (Spanish): Get +3 plunder value when raiding Spanish merchants.
Santo Domingo (Spanish): When buying goods, you may pay 1 bit one time to re-draw all 6 cargo cards.
St. John (English): Ship modifications cost 1 bit. When you buy a new ship, you may transfer ship modifications to the new ship for 1 bit each.
St. Maarten (Dutch): You may stash bits here for a 5 bit fee. When you buy goods, draw 7 cargo cards, 8 if your captain is Dutch.
Tortuga (French): Pirates here are invisible to all French naval ships, unless they have a French bounty. NPC pirates never scout for French captains.
Trinidad (Spanish): All captains in this sea zone are invisible to all naval ships.

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

Post by sharkmafia (?) » Tue Jan 02, 2018 12:10 pm

##boat
Image

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

Post by ToastGhost (?) » Tue Jan 02, 2018 12:48 pm

##Avast, me hearties, yo-ho! :awesomedash:
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by West Filly (?) » Tue Jan 02, 2018 3:27 pm

I don't have the time to participate, but I'm posting to say this looks cool as heck and I'll be watchin over ye like a lucky albatross perched o the sails.
👉👉🥜🏠

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

Post by Bremen (?) » Tue Jan 02, 2018 4:23 pm

##Why is the rum always gone?

If possible, I'll wait until we pick captains to pick a pony.

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

Post by Vulin (?) » Fri Jan 05, 2018 5:49 pm

##what shall we do with a drunken seapony? :flimflam:

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

Post by Void Chicken (?) » Fri Jan 05, 2018 9:22 pm

Before we begin, there is just a little bit of setup. Each of you has been PM'd two candidate captains. Please let me know which you are going to use this game. In addition, you have the choice of taking either a Sloop or a Flute as your starter ship. The Flute is a fine, high capacity merchant vessel. The Sloop's high maneuverability allows it to command a battle, and its extra crew can get extra stabby, making it ideal for the aspiring pirate.

Every captain has four stats:
Seamanship determines how well you control your ship, which is key to winning naval battles.
Scouting lets you find other ships, which is required to attack them. Get this if you wanna kill things. Rumor hunters will also want decent scouting.
Leadership is crucial for guiding your crew through boarding battles, and gives you a shot at free recruiting.
Influence helps you with missions and rumors for a bit of money and glory on the side.

PM me which captain and which ship you are playing with. And name your ship. Gotta have a name.

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

Post by Void Chicken (?) » Sat Jan 06, 2018 9:48 pm

Image

It gets bigger if you click it. Probably.

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: 0 (1 card)
Bounties: None

Cider Express 6000 (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 0)
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 0)
Masts: 3/3
Crew: 1/1
Cannons: 1/1
Maneuverability: 2

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 0)
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: 0 (1 card)
Bounties: None

Griffon's Goblet (Sloop)
Hull: 2/2
Cargo capacity: 2/2 (Carrying 0)
Masts: 2/2
Crew: 2/2
Cannons: 1/1
Maneuverability: 4

Available Ship Modifications
Basse-Terre: Unknown
Bridgetown: Unknown
Carcas: Unknown
Cartagena: Unknown
Curaçao: Unknown
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Unknown
Port Royal: Unknown
San Juan: Unknown
Santo Domingo: Unknown
St. John: Unknown
St. Maarten: Unknown
Tortuga: Unknown
Trinidad: Unknown

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.
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.

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

Post by Void Chicken (?) » Sat Jan 06, 2018 9:48 pm

Welcome, welcome, to the open sea. Or rather, welcome to the home ports that each of you selected with your captain. The object of this game is simple. See your glory points in the status? Once one of you gets 10 points, the game ends at the end of the round, and whoever has the most wins.

The game is made up of turns. Each turn starts with an event, such as this one:

A famine grips the French colonies! Food prices skyrocket!
Choose a random nation (France). 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 Captain gets a Glory Point for selling 3+ Food in such a port.

Time to go over how to play. In every turn, you will each take three actions. You can do the same one more than once if you want, whatever.

Move
Sail your little ship out of port and into its sea zone, sail it from one sea zone to an adjacent one, or sail it into the port in your sea zone.
Scout
First you pick a target in your sea zone. Could be an NPC once they start showing up. Could be another player (outside of port). Could be a merchant, which is one of those round brown things in every sea zone. Then you roll scouting. This game uses your standard six-sided dice, except the 5 and the 6 are a skull instead. To roll a stat, roll as many dice as your stat is. If any of them come up skull (i.e. a success), you pass.
If you fail your scouting, you can't scout that same target again this turn. Sorry. If you succeed in your scouting, you start combat. More on that when it happens. Combat against a merchant (i.e. a merchant raid) is simpler than combat against a player or NPC. Why don't one of you fine Sloops go pirate a merchant and we can go over that?
Port
Only if you're in port, of course, and only once per turn. But while you're there, you can do any combination of the following stuff, in any order:
Sell Goods: Gotta do this before anything else in port. Unload whatever cargo you want. You get 3 bits for each one. If you look really closely at the map, you'll see that every port has some good in demand. If you sell any of those, you get 6 bits each instead! If you sell three in-demand goods at once, you get a point. After all your selling, the port will select a random good to demand next.
Buy Goods: I'll PM you six pieces of cargo. Each cargo that you only draw one of costs 3 bits. If you draw 2 of a kind, they'll cost 2 bits each. If you draw 3 of a kind, they'll cost 1 bit each. If you draw something that's in demand, it'll be automatically discarded and another cargo drawn. You can have up to 6 cargo cards while you're sitting in port, and once you move out of port, you have to discard down to your ship's cargo capacity. And if you buy from the same port two turns in a row you only draw three. Come on, trade that stuff.
Visit Shipyard: Check out the prices in the second post. Maybe you can sell that old pile of driftwood for something shinier! Every port sells one ship modification, and once it's bought it's gone. The first time you take a port action somewhere, its modification will get revealed, so you can decide if you want to buy it or not. Keep in mind that modifications can't be transferred when you buy your next ship.
Recruit: Get your crew killed in battle? Got a bigger ship and need folks to fill it up? No problem, just roll leadership and top it off. Or if you flub your roll they'll cost you 2 bits each.
Acquire a Rumor: Put that influence stat to work. Fork over 2 bits, roll it, and you might get yourself a rumor card. If you already have one, it's your choice whether to keep the old or the new. Your new rumor will (typically) send you to a certain location and ask you to roll scouting or influence. Pass and you get the reward and a glory point. Fail and you discard it.
Claim a Mission: See those two missions in the status way up there? If you're at the location it says, and you do the thing in the requirement, you get the mission. If you already have one, you have to ditch it to get another. Complete it to get the reward and a glory point. There's also handy numbers on the map to help you visualize which mission is where.
Stash Bits: If you are in your home port, you can shove bits into (or out of) your personal stash. You will PM me the amount you are transferring. That's right, the amount of bits you have on your ship versus in your stash is a secret. Why stash? First off, each 10 bits stashed away is 1 glory point (up to 5). And these points do not appear on your status. That's right, you can hide how close you really are to winning. Secondly, sailing around with a fat stack of cash is not the best idea, considering the whole piracy thing.

As you can see on the map, every sea zone (except for the Caribbean in the middle) has some special ability. If you squint you can make them out, but I also listed them off in the second post.

Attacking innocents will earn you a bounty, and having one will officially make you a Pirate. You can't enter the port of a nation that wants your head (except for your home port), and naval NPCs (and maybe players) will try to hunt you down to claim that bounty.

Each of you has also started with a glory card to play when the time is right. Every time you get a glory point (not counting the secret ones from stashing), you draw another. You can have up to 4 at a time.

You've started with 10 bits on your ship and nothing stashed. Each of you will take three actions, then I draw another event to start the next turn, and we repeat.

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

Post by Void Chicken (?) » Sat Jan 06, 2018 9:49 pm

Tips! That I totally didn't steal from the FAQ
Just because you can buy a bigger ship doesn't always mean you should.
Don't have too much money on your ship. You keep your stash if you die.
A half-dead player is a good opportunity to score a point, not to mention claiming their bounty or some loot.

Merchants:
If you get into a fight with a pirate, you're gonna die. Make sure to keep an eye on them and steer clear. Then again, if you're far away from them, then aw yeah load up on goods while you can.
Ship modifications and special weapons can be a good deterrent. A galleon's a tough nut to crack, too.
Cartagena, Caracas, St. Maarten and Santo Domingo are good places to trade.

Pirates:
Special weapons are invaluable. Their advantage in naval battles is nice, but the discard effect is practically mandatory for a good merchant raid.
The threat of an attack can be just as nasty as an actual one. Stay close to merchant players to force them to decide between unprofitable safety and the risk of you jumping them.
Cartagena, San Juan, Old Providence, and Havana have very nice effects for you.

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

Post by Vulin (?) » Sat Jan 06, 2018 10:41 pm

##buy goods

And since it doesn't really matter what I get:
##move to St. Maarten Sea
##move to Basse-Terre Sea

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

Post by Void Chicken (?) » Sat Jan 06, 2018 10:48 pm

Flim and Flam go shopping. They buy three cargo for three bits, and don't buy two food, two cocoa, or a rum.

And for reference, St. Maarten's shipyard offers an extended cargo hold.

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

Post by sharkmafia (?) » Sat Jan 06, 2018 10:59 pm

##buy goods
##visit shipyard
##move to cartagena sea

holding my last action until i see what i got
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sat Jan 06, 2018 11:08 pm

Captain Teach spends seven bits on three cargo (plus one from the port effect) and his last three on some advanced rigs and sails. And the cargo discard was a textiles and a tobacco.

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

Post by sharkmafia (?) » Sat Jan 06, 2018 11:08 pm

##move to old providence sea
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Sun Jan 07, 2018 1:51 pm

##Check out the Shipwright
##Buy some goods
##Wait to see what I get
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by ToastGhost (?) » Sun Jan 07, 2018 2:11 pm

##More cannons :getinkie:
##Buy 2 goods for 2 bits
##Onward to Bridgetown sea!
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Re: [M&M] Avast, Ye Scurvy Mares!

Post by Void Chicken (?) » Sun Jan 07, 2018 2:14 pm

So that's three bits total thanks to the sea zone effect I remembered this time. Two rums were discarded since they were in demand, and a discard of food, sugar, textiles, and wood.

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

Post by Bremen (?) » Sun Jan 07, 2018 4:37 pm

##Buy some goods
##Visit the Shipyard
##Acquire a rumor

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

Post by Void Chicken (?) » Sun Jan 07, 2018 5:51 pm

Daring Do does a little rumor-hunting, slipping a mysterious stallion two bits.
Influence: 3 4
Fortunately, she has a reroll under her hat.
1 4 and he runs off with the money. Jerk.

Well this game is off to a good start. What does get found out is that San Juan is selling an Extended Cargo Hold.

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

Post by Bremen (?) » Sun Jan 07, 2018 5:59 pm

##Take the modification and buy 3 cargo for 3 bits
##Leave port and set sail for the Santa Domingo sea zone

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

Post by Void Chicken (?) » Sun Jan 07, 2018 6:02 pm

Two tobacco got auto-discarded, and some sugar, spices, and textiles didn't get bought.

With that, the first round ends. The second round begins with another event:
Nations across the Carribean offer clemency for its less notorious pirates, for a price.
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.

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

Post by Void Chicken (?) » Sun Jan 07, 2018 6:07 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: 0 (1 card)
Bounties: None

Cider Express 6000 (Flute)
Hull: 3/3
Cargo capacity: 4/4 (Carrying 3)
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: 0 (1 card)
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
Maneuverability: 4

Available Ship Modifications
Basse-Terre: Unknown
Bridgetown: Unknown
Carcas: Unknown
Cartagena: Nothing
Curaçao: Unknown
Havana: Unknown
Nassau: Unknown
Old Providence: Unknown
Petite Goave: Unknown
Port Royal: Unknown
San Juan: Nothing
Santo Domingo: Unknown
St. John: Nothing
St. Maarten: Extended Cargo Hold
Tortuga: Unknown
Trinidad: Unknown

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.
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.
Clemency: Once this turn, players may pay 5 bits to remove their last bounty with a single nation.

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

Post by Vulin (?) » Sun Jan 07, 2018 6:27 pm

##move to Basse-Terre port
##sell my 3 wood

And then I'll wait and see if the shipyard will be worthwhile.

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

Post by Void Chicken (?) » Sun Jan 07, 2018 6:31 pm

Flim and Flam get 18 bits, a glory point (along with a glory card), and Basse-Terre sells Swivel Guns. E: Also it now demands Textiles.

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

Post by Vulin (?) » Sun Jan 07, 2018 6:51 pm

Nothing worthwhile it is!

##buy goods
##move to Basse-Terre sea

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

Post by Void Chicken (?) » Sun Jan 07, 2018 8:30 pm

Flim and Flam get two cargo for four bits, discarding a food (due to the famine event), rum, spices, sugar, and wood.

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

Post by sharkmafia (?) » Sun Jan 07, 2018 8:52 pm

##Move to Old Providence Port
##sell 2 spices, 1 sugar
##buy goods
##acquire a rumor
##visit shipyard
Image

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

Post by Void Chicken (?) » Sun Jan 07, 2018 9:13 pm

Captain Teach gets 15 bits for the goods, and Old Providence now demands Sugar (selling any amount of in-demand good resets it). Even though they just bought some at non-demand prices. Go figure. In addition, they sell Chasers.

Then he buys 3 goods for 7 bits and goes rumor hunting.
Influence: 3 4 1 :-I

A textiles, tobacco, and a rum are discarded.

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

Post by sharkmafia (?) » Sun Jan 07, 2018 9:21 pm

##Move to Old Providence Sea
Image

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

Post by ToastGhost (?) » Sun Jan 07, 2018 9:45 pm

##Move to Bridgetown Port
##Sell goods
##Go rumor hunting
ImageImageImage

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

Post by Void Chicken (?) » Sun Jan 07, 2018 9:48 pm

Rainbow unloads two textiles, earning herself 12 bits. Bridgetown now demands... more textiles. Yeah that can happen.

She then tries to get a rumor.
Influence: 2 2 S
Finally!

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

Post by ToastGhost (?) » Sun Jan 07, 2018 9:53 pm

##Buy more goods!
ImageImageImage

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

Post by ToastGhost (?) » Sun Jan 07, 2018 9:58 pm

##Buy 2 goods for 2 bits each
ImageImageImage

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

Post by ToastGhost (?) » Sun Jan 07, 2018 10:03 pm

##Sail to Basse-Terre Sea
ImageImageImage

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

Post by Void Chicken (?) » Sun Jan 07, 2018 10:04 pm

A rum, spice, sugar, textile, and wood all go to discard. Also the place sells an extra cannon port.

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

Post by Bremen (?) » Sun Jan 07, 2018 10:07 pm

##Move to Petite Goave
##Visit the port
##Sell 3 cocoa
##Acquire a rumor
##Visit the shipyard
##Buy goods

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

Post by Void Chicken (?) » Sun Jan 07, 2018 10:18 pm

Three cocoa becomes 18 bits and a glory point! Petite Goave now needs Rum. Daring hopes her rumor-seeking will go better here.
Influence: 1 3
She dodge-rolls.
2 4

Guys don't look now but I think the dice from the other game followed us.

In other news Petite Goave sells swivel guns.

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

Post by Bremen (?) » Sun Jan 07, 2018 10:22 pm

##Buy the swivel guns

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