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#166
a mi es un juego que me gustan mucho.  Tiene algún defecto pero no me impide disfrutarlo.

ahora con las nuevas expansiones nos juntamos con mas de 50 en total, locurón
#167
Cita de: blackwar en 07 de Febrero de 2021, 20:12:44
Ojo. En la bgg hay rumores (por lo visto sale de dice tower) de que hay una nueva versión del m&m para este año. No descartaría una Big box con todo lo publicado hasta ahora, siguiendo la senda de otros tantos juegos, mage Knight, Clash of cultures, russian railroads, etc

Sería un triunfo, yo caería con todo el equipo.
#168
Novedades / Actualidad / Re:Ultimate Railroads
07 de Febrero de 2021, 13:16:35
Cita de: Ben en 07 de Febrero de 2021, 11:46:33
Cita de: Quas4R en 07 de Febrero de 2021, 11:06:54
Yo si fuera la editorial haría exactamente lo mismo. Un juego que lo tiene muchisima gente no puedes hacer una bigbox si no metes unos alicientes extras. Lo puedes hacer un juego que ha vendido poco o que está muy descatalogado (glenn more por ejemplo). Si no tendrían una grandes ventas de una expansion que les daría unos minimos beneficios y la bigbox se la comprarían 4 gatos.

Que me jode como comprador? claro. Pero por cada uno que eche pestes aqui venden 5 bigbox. Otra opción inteligente es que cuando hayan vendido casi todas las bigbox dentros de 2-3 años, saquen aparte esa expansión
Hay multitud de ejemplos donde las editoriales han vendido material nuevo aparte. No se han arruinado ni nada por el estilo. De tal guisa, el coleccionista/ completistas obtiene la chuminada nueva y el nuevo comprador y/o interesado, se pilla la Big Box y listo. Es la manera de cuidar y respetar al cliente y su fidelidad en sus productos.
Poner como excusa que no les sale rentable vender la expansión suelta es directamente falso.
Este juego se ha vendido hasta la última caja, los derecho de venta los ha obtenido varias editoriales(Filosofia, DEVIR, Z Man..), así que por rendímiento y facturación no será. Como digo siempre, del peral hace tiempo que algunos ya nos caímos.
Por otra parte, las personas que tengan parte del material, NO lo van a regalar para hacer caja y financiarse la compra del Big Box y mucho menos romper packs. Así que tanto en una dirección como en otra, todos los interesados, todos con algo negativo.
A veces es preferible, dejar de ganar algo, pero conservar el buen nombre y cuidar al potencial cliente, que no todo se acaba con un juego de mesa determinado.

Pero otras empresas lo han hecho cuando han creído que les era suficientemente rentable, y ya te digo sin ver numeros que no les iba a salir rentable. No es lo mismo facturar que beneficio. facturar tiene que cubrir no solo los costes que todos echan la cuenta, hay muchos mas gastos en un empresa, sueldos que pagar, tiempo invertido, impuestos, que los clientes no ven, y no solo eso, sino que les tiene que reportar una caja suficiente para poder meterse en más proyectos futuros. Una cosa es no cuidar al cliente (como hace devir por ponerte un ejemplo) y otra cosa no intentar sacar un producto que le beneficios. Ni frase de son empresas vale para todo ni la frase si pueden quieren tampoco.

El dilema es facil, saco una bigbox de 100 pavos que me la van a comprar mucha gente nueva y un porcentaje de los que tienen el juego? o saco una expansion de 15-20 euros que solo me van a comprar parte de los que tienen el juego. El caso concreto de este juego vender la expansión a la vez es cargarse un porcentaje alto de que no te compren el producto de 100 euros.

#169
Novedades / Actualidad / Re:Ultimate Railroads
07 de Febrero de 2021, 11:06:54
Yo si fuera la editorial haría exactamente lo mismo. Un juego que lo tiene muchisima gente no puedes hacer una bigbox si no metes unos alicientes extras. Lo puedes hacer un juego que ha vendido poco o que está muy descatalogado (glenn more por ejemplo). Si no tendrían una grandes ventas de una expansion que les daría unos minimos beneficios y la bigbox se la comprarían 4 gatos.

Que me jode como comprador? claro. Pero por cada uno que eche pestes aqui venden 5 bigbox. Otra opción inteligente es que cuando hayan vendido casi todas las bigbox dentros de 2-3 años, saquen aparte esa expansión
#170
Eso es lo que he podido de sacar de mod de TTS, si entrais las cartas y demas se pueden extraer de alli, y comentan que hay un grupo en steam, donde supongo que están todas estas reglas, y contenido.
#171
FIGUREHEADS

Added playtime : None
Added complexity : Minor

Figureheads are a special ship modification. Their cost are varied, and they increase the value of your ship by 5 Gold instead of 1 Gold.

In port, when you select the "Visit the shipyard" port activity, if the available ship mod is a figurehead, draw a figurehead card. You may use a favor to redraw it.

If you choose to buy it, pay the cost shown on the upper right corner of the card, place the figurehead mod on your ship and the card next to your board. If you don't buy it, shuffle it back into the figurehead deck.

Simultaneous turns : If two players are doing a port action in the same port, and a figurehead is available, only one card is drawn and shown face up. Only the player who wins the Influence contest may use a favor to redraw the card at first. If he then refuses to buy it, the other player may also use a favor to redraw the card.

You are still limited to buying only one ship mod per port action. If the card says you can purchase other ship mods, you must purchase them during subsequent port actions.

The Chandler specialist reduces the cost of a figurehead by 1 Gold as any other ship mod, but St.John, captain Yu Quan and the "Cheap ships and repairs" rumor only reduce a figurehead's cost by 2 Gold (same discount as other mods), rather than make it cost 1 Gold total.

A figurehead can be transfered to a new ship in St.John for 1 Gold like other mods. Captain Gran Calico Campo may transfer a figurehead to a new ship anywhere for free.

The "When you acquire this figurehead" text also applies if you keep the ship as plunder, even if the hull is damaged.

Crusader : You get your Leadership bonus against captains Cinco de Irapuato, Grand Castor and Loup Guerrier even if they are not pirates. Turkish captains are Ali Vezaz, Mehmet Karga and the NPC pirate Hayreddin Barbarossa.

King Midas : When you gain a free Purser, it comes from, in that order of priority : The player you are plundering the ship with King Midas from, your hand, the (mercantile) glory deck, the glory discard pile, another player's hand, or the closest captain with a Purser in play (random between ties).

Lion : In crew combat with only one crew, 4 is your minimum dice roll after all other factors. You do not roll 5 dice because of happy crew unless you would without the lion.

Thief : "Cargo" hits include hits you take from raids. After you are done changing the cards/bombarding, you may, one by one, roll a die for each cargo hit and take a hit in the rolled location instead. If the new location you roll is "cargo", you can keep rolling until it is something else.
#172
REAL TIME

Requires the Weather module, Simultaneous Turns, and Surprise Attack.

Added Playtime : Even more reduced than just simultaneous turns.
Added Complexity : Minor
Note : This is an advanced variant that aims to reduce downtime between your actions, especially in games with many players. To an extent, this variant changes the game from a pure turn based game, which usually favors those who take more time to think, to a more "real time" game, favoring fast thinkers.


A 10 seconds Action timer, a 5 minutes Port timer, and a "Next action" zone are added to the table.

Players can choose to leave a token in the "Next action" zone anytime they want.

Note that the Action timer only ever needs to be activated when a token is missing or everyone is waiting on another player. It is in theory possible to do an entire Real Time game without ever using the Action timer. When it is used, a bit of leeway can be granted to a player who places their token or does their action immediately after it rings.

For the most part, follow the rules of Simultaneous turns, but now all actions can be done at the same time.


1) AFTER someone says "Action 1" (or whichever action), the 10 seconds action timer is started. Players can put their face down token in the "current action" space as normal.

Note : You can only ever put a token in the "current action" space when there is no face-up token in it. If there are face-up tokens in the zone, you must place your token in the "Next action" space instead.


2) When the Action timer runs out, the tokens in the "Next action" space are transfered to the current action space (Max 1 per color) and the tokens are flipped. All players can now do their actions at the same time. This is also when you start the 5 minutes Port timer.

If there is a conflict about what action happens first, they are considered to have happened in the order of Simultaneous turns :

1- Port
2- Scout
3- Visit
4 - Raid
5 - Move

For example, no player can move if he is being scouted by an NPC or another player until either the scouting roll(s) fail or the battle is over.

Note : If you want to do a certain thing during your Port action that might affect other players (IE moving an NPC pirate with Krispjn van der Heyden), you can say it when the tokens are flipped and do it immediately. You may of course do it later during your port action, but it may have different effects on other players or none at all.

If there is no conflict, actions are considered to be done in any order that is convenient. For example, if using the free trade variant, it is possible for a player to move into port and trade with the player currently doing a port action in it.

A player with a wait token in the current action space may at any time add a new token face up and carry out the action immediately. However, if there is a conflict with a player doing the same action (IE 2 scouting or 2 raid), the player without a wait token has priority instead the normal contest.

A player with a wait token in the current action space may also at any time add a face down token if he wants to wait for the right time to do it.


3) If any non-wait token is left when no one is doing any action anymore, the Action timer is started again. When it rings, non-move tokens are moved to the "Next action" space face down.

4) Move actions are all executed and move tokens returned to the player. If in port, a ship is moved out of port. If at sea with a direction die on the token, the ship is moved in that direction. If at sea with a port token under it, the ship is moved into port and the port token is placed in the "Next action" space. If at sea and nothing is specified, the ship is moved in the direction of the wind (or next clockwise possible direction).

5) The action timer is restarted for wait tokens, if any. When it runs out, wait tokens without an added action are moved to the "Next action" space face up, and the process of actions is repeated for the action tokens.

6) When the Port timer runs out AND all non-port actions are done, players doing a Port action must stop. (A bit of leeway can be granted to finish an already started port activity or quickly recruit or grab a favor). It is recommended to spare first time players from the Port timer, but otherwise, 5 minutes is usually more than enough.


Special rules :

- You can perform additional port actions in the same round to "complete" an unfinished port action if 5 minutes wasn't enough. The order of port activities must still be respected. (IE You cannot sell in your 2nd port action, and you cannot do a 2nd port action if you bought favors in the 1st one.)

- When you are buying goods and want another player to confirm a pair, if they do not respond, buy the goods normally and keep doing your port activities. The other allowed player may look at your cargo until your port action is over, or not. Once your port action is done, nobody can look at your cargo.

- Taken by surprise : A player engaged in Naval battle has 10 seconds (starting after other players have completed their port/scout/visit/raid/move actions) to respond with a card or place their "Shoot/Maneuver" token. If he doesn't, the attacker performs a surprise attack without earning the extra bounty (respecting normal restrictions, which means it cannot happen if the attacked player has a usable Lookout specialist, or the attacker has a Man-o-War or is Ali Vezaz.)


Real time tips :

Take the habit of placing your token in the "Next action" zone as soon as you know what your next action will be.

If the action timer starts are you are still not sure what to do next, place a wait token to buy yourself some thinking time. Don't let the timer run out on you.

Placing  a wait token in the "Next action" space, with or without another token, especially if another player has just moved into port (meaning they will do a port action next) is the best way to take a bathroom break or grab something to eat without losing an action.

If your next action is "Move" and you are at sea, you can leave your direction dice or your "Port" token in an action zone if you need to go away to make sure that other players move you in the right direction while you are away, rather than move you in the direction of the wind.

Leaving your "shoot" or "maneuver" token face down in front of your hand guarantees you will not be attacked by surprise simply because you are away when it happens, but you still won't have a chance to respond with a card. If possible, do not leave the table when you are at risk of being scouted.
#173
NEW RUMORS

* Requires the Locations module.

Added playtime : None
Added complexity : Minor to High depending on the rumors you draw.

* Shipwrecked and Cursed Treasure require the Weather module.

* Treasure of the Incas requires the Treasure Galleon module. If using the Epic Battles variant, the treasure galleon also escorts the Spanish naval ship, meaning they always fight together. If you are not using the variant, you only fight the naval ship regardless of which one you scouted for. Either way, new Spanish naval ships are placed in the same sea-zone as the treasure galleon.

* Old Rivals and Blaze of Glory require the Epic Battles variant.

* If playing Old Rivals when found by one of the ships, you must still roll scouting and succeed.

* When joining the battle of Old Rivals, a naval ship will switch to you as their target if you are higher on their hunt priority.

* You do gain the proper bounties or traitor pirate status for attacking either NPC (or plundering them if you didn't attack them) if applicable.

* If you play Old Rivals on the treasure galleon and a naval ship at war with Spain, or on two naval ships at war with each other, and you choose option C, there is no gold left for you to plunder.

* When playing Blaze of Glory, NPCs will only target the scouted player unless they are attacked by someone higher on their hunt priority.

* When playing Blaze of Glory, contraband may be dumped by any involved player to make naval ships non-hostile.  Naval ships made non-hostile to the scouted player in this manner do not move to his sea-zone nor join the battle.

* Dead Providence requires the Raid a Port variant. If playing with Piracy 2.0 and/or Investment, the Spanish bounty you gain from defending the port does not make you a pirate.

* Pirates and Boys : Peter Pan as an NPC behaves as the English naval ship would for movement and scouting (but only scouts for pirates) and can be plundered using the same rules. However, he is not a naval ship and therefore cannot be moved with a naval fort, demanded as an escort, Otto Bayne's bonus doesn't work against him, and all cards that say "naval ship" do not refer to him. Killing him does not earn an english bounty as defeating a naval ship would, but an english bounty is earned for attacking him initially. If his blue ship mod is Hammocks, redraw it, since he already has a total of 5 crew without it.

* Cursed Treasure : If you are given 20 gold from free trade, you cannot immediately give it away, (it would count as refusing). You must first move to a different location before you can get rid of it in any way. If the card is traded at sea and a surprise attack is made, the attacker keeps the card until the end of battle regardless of who initially had it, but if you were the giver, you can be rid of the card as long as you don't plunder any gold.

When you visit a location to complete a rumor, you may generally perform the regular visit activity before or after attempting the rumor, or not at all (IE you would want to complete "Quarantine" before you draw your rumor from visiting a pirate haven, and you do not have to forgive any bounties to complete "The Witch Hunter".)  However, port activity order must be respected, which means you must sell goods BEFORE attempting the "Smuggling Ring" and you can only buy favors AFTER attempting "Local Charity".

If using Epic Battles, when you succeed in a scouting rumor that starts a naval battle, another player with a "visit" or "wait" token may escort you if you wish, as if you had scouted for a ship
#174
SLAVERY EXPANSION

Requires the Loyalty module.


Added playtime : Variable
Added complexity : High
Note : Reduces the luck factor for non-pirates, but can backfire on them. Usually reduces the number of turns in a game by making non-pirates gain glory points faster and making pirates have slightly higher loyalty and therefore more actions, but can slightly increase the time merchants take doing their port action.


Setup :
1- Replace the "Goods token" bag with the new one, which you will use to spawn and replace demand tokens.
2- Shuffle the 12 "Slaves" cargo cards into the cargo deck. Shuffle the deck until a non-slaves card is on top.
3- Add the extra events to the "secondary events".
4- Add the extra glory cards to the glory deck(s). Remove "Plantation" if you are not playing with the Investment variant.
5- Add the extra rumors to the rumors deck. Remove "New Leadership" in team games.
6- Add the extra missions to the missions deck. Remove "The Deliverer" if not playing with Locations.
7- Add the extra captains to the captains deck. Remove Mehmet Karga if you are not playing with Locations.


Gameplay :

For the most part, "Slaves" follow the same rules as regular cargo.

Slave cards have a recognizable back. The cargo deck should not be shuffled unless stated by the rules. Lock it if needed. When you have slaves as cargo, you must leave a slaves card on top to indicate it. When cargo must be discarded because of damage to the cargo location, press "R" once and discard the first card on top.

When buying goods, you have the option of redrawing and replacing some or all of the "slaves" cards, even if they are not in demand (before you start actually buying anything). If they are in demand, however, you have to replace them.

To gain a glory point from selling 3 goods in demand, the 3 goods do not have to be the same. (IE if a port wants "Wood" and "Slaves", selling 2 "Wood" and 1 "Slaves" will grant you a glory point).

If a port is affected by "Poverty", the demand for slaves is unaffected. Replace the face-down token with another face-down token if you sell any slaves in demand in that port.

During the "plague" event, if any of its tokens show slaves, all ports demanding slaves are also affected in the same way.

Note : If using the free trade variant, buying a slaves card with a specialist symbol from another player does NOT let you gain a free specialist, but plundering it from another player or recruiting them after killing their owner does.

REVOLT :
If you have more "Slaves" than crew at sea and outside of battle, they revolt.  Discard all your "Slaves" cards and make a leadership roll.  If you fail, your captain dies.  This leadership roll is considered a round of "crew combat" for the sake of loyalty effects and glory cards, and you cannot use a favor to reroll it.

If you lose crew during a battle or a raid, the revolt only occurs after the battle is over. (A Ship Surgeon specialist or a "Salvage what you can" glory card may be able to prevent it.  Or, if you're lucky, cannon hits to your cargo might bring the numbers back into balance.) However, if you have a pending revolt, you CANNOT discard slaves during plunder to make room for other goods (freeing them) or choose to keep a ship with insufficient cargo space to hold your slaves.

If you leave port with more slaves than crew, the excess can be freed.

"Ship's Brig" ship modification : One "Slaves" cargo takes up no cargo space, and one less "Crew" is required to hold slaves. (IE you can hold 2 "Slaves" with only one crew without going through a revolt.)



RECRUITING SLAVES :
At the beginning of plunder, if you don't have a full crew and are not holding slaves yourself, you may attempt to recruit them.  Make a Leadership roll. If you succeed, discard all slaves cards, gain that many "crew" and gain 1 Loyalty.

You cannot recruit your own slaves.

Slave cards drawn from visiting reefs or completing rumors may either be kept as cargo or recruited as per normal rules (including Flotsam and Jetsam).

Auction glory card :
Another player "can" purchase a slave card if they have the gold and their captain is allowed to hold slaves.  Cargo space and crew are irrelevant and they may be forced to dump cargo when they leave port. If more players must purchase a slave card than you have for sale, you decide which one(s) to sell it to (but must choose the highest bidder if they offer more).

A player may also choose not to roll influence if they want to buy one.

Break their chains! glory card :
If you use it at the beginning of a ground assault or against a naval ship, you still get the gold plunder from the discarded cards.

SLAVES AND THE GALLEASS :
If you are holding slaves on a Galleass, they can give it a few cumulative advantages :
* 1+ "Slaves" card : You can move against the wind without spending an extra action and you do not need to spend loyalty during a "Calm Seas" event.
* 2+ "Slaves" cards : Destroyed masts have no effect. (You can even initiate or succeed in a Raid with destroyed masts, unless you lose your 2nd slave to a cargo hit.)
* 3+ "Slaves" cards : +1 Maneuverability
* 4+ "Slaves" cards : +1 free move per turn (even in or out of port, or against the wind)


THE SLAVE GALLEON :
If any player sells slaves in a Spanish port/town/trade station, the Treasure Galleon becomes a Slave Galleon. It follows the same rules as the regular Treasure Galleon, but when attacked, it also has 1 slaves cargo for each 10 Gold onboard, rounded down (IE 1 slaves cargo if he has 15 gold onboard). Min.1 and Max 5.

If a non-pirate successfully scouts for the Slave Galleon, he may, instead of attacking, buy one single "slaves" cargo for 5 Gold. Add 5 Gold on the Slave Galleon plaque and draw the first slaves card from the cargo deck. This can be done even if your captain is at war with Spain.

The "Treasure of the Incas" rumor can still be played on the Slave Galleon. If successful, it reverts back to a Treasure Galleon for the rest of the game.

"The Great Abolition" event reverts the Slave Galleon back to a Treasure Galleon. Once the event is gone, it can be turned back into a Slave Galleon by selling slaves in a Spanish port/town/trade station again.

EPIC BATTLES VARIANT : If a non-pirate player scouts for the Slave Galleon with the same action a pirate scouts for the player or the Slave Galleon, the battle happens before the purchase (and the Galleon is present for it). The Galleon in this case will also be hostile to captains at war with Spain.
#175
EXPERIENCE

Added playtime : Slightly reduced.
Added complexity : Minor without the extra glory cards, but some particular cards can be very complex.
Note : Usually reduces the number of rounds a game will last as your glory cards are on average more useful to your specific playstyle.

Setup :
Remove the "Stash in any port" glory card, then split the rest into 3 separate decks : Mercantile (chest), Adventure (rudder wheel) and Battle (cutlass).


Your starting glory card depends on your starting ship :

Mercantile : Flute, Galleon

Adventure : Caravel, Carrack

Battle : Sloop, Clipper, Frigate, Galleass, Man-o-War

If you start with a Brig, you can draw your starting glory card from any deck.


When you gain a glory point, you draw a glory card from a specific deck depending on how you earned the point :

Mercantile : Selling goods (including contraband), Investing, Buying a large ship.

Adventure : Finding a rumor to be true, completing a mission.

Battle : Winning a battle, earning 12+ gold from a raid, earning all bounties.

Any other situation (IE Basking in glory event or Nikolaas van Hoorn's ability) lets you draw a card from a deck of your choice.

* When you use a favor to redraw a glory card, you can draw the new card from any deck.

*When you gain a free specialist, you decide which deck to draw him from.

*When you play "New tricks", it is shuffled back into the Adventure deck.  The new cards you draw come from the deck(s) of your choice.


BONUS GLORY CARDS (may be used without the Experience variant but it is recommended) :

- It is recommended to add the rare specialists to the glory deck(s) only after everyone has drawn their starting glory card. Either way, Antony Yeatts CANNOT start with a rare specialist. They can only be hired by already having one in your hand when you gain a free specialist (instead of drawing from the glory deck) or by completing the instructions in certain rumors.

- Ambush : Direct "crew hits" (3 pips and grape shot) are completely canceled, not transfered to the hull. Choice hits must be something other than crew, even if it means losing the last hull and sinking. The card may be discarded when hit locations are rolled to take the choice hits to crew, but if you do, you must also take the direct hits to crew.

- Bad Luck requires the Epic Battles variant. NPCs currently engaged in battle only move closer to you after their battle is over, and only NPCs in your sea-zone scout for you.

- If you use Hostage against a player captain with an already angry crew and he dies from mutiny BEFORE the battle, then no battle takes place (the crew kill their captain and leave with the hostage alive).

- Discovery, Fear and Fruits of Commerce require the Locations module. Discovery CAN be played in The Caribbean Sea.

- Inspiration Speech, Hostage and Torture require the Loyalty module.

- Coveted Business and Defection require the Favors 2.0 variant.

- Cut off the Ropes, Diversion, Genius Maneuver, Moral Support and Rope Swinging requires the Battle Overhaul variant.

- Cut off the Ropes, Rope Swinging and Moral Support are mutually exclusive. If two players play one of them against each other, a Leadership contest (combat related, affected by loyalty and which cannot be rerolled with a favor) determines which card resolves. The other card is NOT discarded.

- If your captain dies in crew combat after playing Cut off the Ropes, you keep playing with your new captain as though you didn't die. The captain is chosen in the same way any other captain would be at the beginning of the game or after death. If you didn't flee, you continue naval combat with your new captain. If you have a captain specialist, you may instead promote your captain specialist as the new captain and have the newly drawn captain be the specialist.

- Moral Support : If you lose crew combat, you are still alive (you stayed on your ship) and discard the card.

- It's a Trap !!! and Bad Luck require the Epic Battles variant.

- Mercantile Network requires the Free Trade variant.  You may want to remove it if you have only 2 players.

- Storm Riding requires the weather module.

- Unique model : If you buy a large ship, gain a glory point and draw Unique Model, you CAN play it immediately, applying the effects to the ship you just bought. You can play Unique Model on your last action to build a large ship and skip your first action on the next round.

GIANT SPECIALIST CLARIFICATION :

The end of crew combat involving a giant can end in three different ways :

Scenario 1 :
You lose your last crew and your opponent still has crew :
The Giant does one round of crew combat by himself with 4 Leadership (can still be modified by loyalty and cards). If your opponent still has crew or won the contest, you die. If your opponent won the contest, the giant also dies. Ignore the surrender text since you're dead anyway.
If your opponent loses his last crew, the highest leadership roll wins as normal. The loser is dead. Again, no surrender is possible.

Scenario 2 :
Your opponent loses his last crew but you still have crew :
You still win the crew combat no matter what happens after this. The Giant does one last round of crew combat with a single sailor "sportsmanlike". You cannot lose crew from this round of crew combat (because your opponent has no crew and therefore cannot inflict any crew hits). If the giant wins, nothing special happens. Your opponent dies as normal.
If the giant loses this round, he (and only he) dies, but you still win crew combat with both captains alive. This is the only scenario where you must accept a surrender if offered or bring your loyalty down to Mutiny (after any loyalty gain from the glory point and other effects). If you are not playing with the surrender variant, you may ignore this part and just lose your giant while still winning crew combat.

Scenario 3 :
You and your opponent lose your last crew in the same round of crew combat :
Nothing special happens. The highest Leadership roll determines the winner as usual.

NOTE : If you have more than one opponent because of the Epic Battles variant and only one of them loses their last crew, they die as normal.

GIANT AND LOCATION RAIDS : The ground assault of a location raid counts as crew combat. If you lose all your crew in a ground assault, the giant makes his own roll with 4 Leadership (can be altered by Loyalty) and if he rolls enough skulls so that his roll and yours combined equal the number of escape icons, you do not die. The raid is successful but your crew is still lost.

On the other hand, after every Location Raid in which you do not lose your last crew, he makes another round with 4 Leadership, and if he loses, he dies (but the raid is still successful).
#176
HIDDEN MODS

Added playtime : About 2 minutes total.
Added complexity : Minor

NPCs receive a face-down mod (instead of face-up) when they enter the game. It gets revealed when the NPC engages in battle. (2 face-up mods if the token was "2", none if the token was "0")

When an NPC scouts for a player, or when a player scouts for an NPC, if nobody knows whether or not the mod is a crow's nest, the player furthest away peeks at it. If 2+ players are tied for distance, the lowest player on the glory track peeks. If it is still tied, they both peek. Either way, a crow's nest is revealed before the scouting roll. A "2" is also revealed, replaced by 2 face-down mods, the same player(s) peek at them, and a crow's nest among them is revealed before the scouting roll.

Optional simplified version (When you have too many new players or people going AFK, or when using the Real Time variant) :
If the blue crow's nest location is unknown, the mod gets revealed when the NPC is scouting or being scouted for.

#177
5- If a player captain is still shipless, he immediately applies the effects of a "Survivor" glory card (out of the game for the rest of the round) but gets to keep his specialists.  If he collected rewards, the starting 10 gold first comes out of the rewards, then his stash, then th
#178



EPIC BATTLES (Requires simultaneous turns and Escort) :

Added playtime : 5-10 mins per multiplayer battle (usually none, at most one or two per non-team game)
Added complexity : Legendary
Note : Arguably the most fun variant leading to the most memorable games.


More than 2 ships can now take part in a naval battle.
1- When any Escort situation happens (from the card or variant), the escorted captain takes part in the battle (but may of course choose to flee after the first round).
2- When more than one captain successfully scout for the same target.  Or any situation when simultaneous successful scouting rolls link different battles together.
3- When a rumor or mission would have an NPC fight in your place, you are part of the battle.
4- Any combination of the above.

Note : You can scout for a ship without attacking it. If you are attacked by a different ship with the same action, the ship you scouted is present for the fight. (Yes, this can be used as a loophole as a non-pirate to have a naval ship matching your bounties "escort" you.)


NPC targeting : When an NPC is fighting multiple opponents, he targets the one highest on his hunt priority.  Naval ships in times of war prioritize the enemy naval ship. Bounties for this purpose are counted in gold (5 per flag for sloops, 10 for brig/clipper, 15 for frigate/galleass, 20 for man-o-war).


Each round of combat, every captain involved chooses between shoot/board/flee/maneuver (and a target for shoot/board) or between fight/retreat, then everyone rolls their seamanship or leadership depending on their situation.


MANEUVERABILITY IN MULTIPLAYER BATTLES :
(only applies when there are more than 2 ships involved) To get the +1 dice from maneuverability advantage, your ship's maneuverability must be 2 above the ship you are targetting if (and only if) that ship is not currently engaged in crew combat, AND the maneuverability of all ships targeting you. If nobody is targeting you, and you either have no target or your target is doing crew combat, your ship's maneuverability is compared to zero, meaning you get the extra dice as long as your ship's maneuverability is at least 2.

Example 1 : You shoot with your sloop at a flute, while a frigate is trying to board you. Even though you would have the maneuverability advantage against the flute you do not get the extra dice because you do not have the advantage over the frigate targeting you.

Example 2 : You have a flute and are in a 3 way battle with 2 sloops. You attempt to flee while the two sloops are shooting at each other. Since you have no target and nobody is targeting you, your maneuverability of 2 is compared to zero, you do get your extra dice for fleeing


Shoot (with target) : Your seamanship roll is compared to your target's.  If your target is doing crew combat, you hit with all your cannons if you get at least one skull. Every "pip" hit and hit determined by a special weapon will affect a random ship involved in the crew combat, but choice hits (skulls without a special weapon) affect only the targeted ship. Double shot hits will affect all involved ships, but each of them individually choose where they take the hits (IE four choice hits each for 2 skulls, to as many different hit locations as possible). Hitting a non-hostile naval ship (when you are not on their scouting list) or its crew in this manner earns you a matching bounty.  Hitting a non-hostile NPC pirate makes you a traitor pirate.  Hitting a non-hostile player who did not give you permission to shoot at the crew combat may also earn you a bounty or traitor pirate status if applicable.  If you sink a boarder's ship, crew combat continues.  If you sink the boarded ship, all captains who did not successfully retreat that turn die.

NPCs do not take the risk of hitting a ship/crew towards which they are not hostile, unless it is a player and the player wishes to allow it.

Board (with target) : Your seamanship roll is compared to your target's seamanship roll AND the roll of every ship attempting to board you.  If your target is doing crew combat and nobody is trying to board you, you join their crew combat if you roll at least one skull (put your cube on the ship where crew combat is happening). Cannon hits happen before boarding resolves, therefore if the ship you were about to successfully board is sunk, your boarding is simply canceled.

Swivel guns : If you board an ongoing crew combat and use your swivel guns successfully, it will hit the crew of a random participant, with the same possible consequences as shooting from a distance.  In all other situations, the swivel guns work normally.

Flee/Maneuver (no target) : Your seamanship roll is compared to that of everyone targeting you (separately, not combined.)  You escape if your roll is greater than all of them and none of them has rolled a skull (2 skulls COMBINED if playing as Carine Jans).  If nobody is targeting you, you still need a skull to escape or keep your maneuverability bonus.

Fight : Each success in your leadership roll hits an opponent's crew (random if you have more than one opponent), limited to how many "crew" you have at the beginning of the round.

NOTE : Cannon hits are resolved before crew hits, the number of crew hits you can inflict in crew combat is based on the crew you have left AFTER taking the cannon hits.

Retreat/steal : Succeeds if your leadership roll is greater than all of your opponents' rolls (you still need at least one success).  If there is more than one ship you can steal (more than one ship's crew, separately, can fit on your own), you may choose one of them.

If crew combat ends, one way or another, everyone involved and still alive resumes naval combat.  If you are the only surviving captain of crew combat, or if your own ship was sunk during crew combat you may resume naval combat using any other ship instead. (You abandon your old gold/cargo/special weapons and take that of the new ship if you do that.)

In the unlikely event that not enough ships involved in crew combat are left for the surviving captains, everyone first takes control of their own ship, and a leadership contest determines who has first pick of the remaining ship(s).  A shipless, surviving captain decides on which allied involved ship to leave his cube and may take part in further crew combats for the remainder of a naval battle.  You can prevent this from happening to you by attacking one captain's crew on the ship you want to contest (after the others have left crew combat), earning double bounty if applicable (and the hostility of involved naval ships if attacking a non-pirate, non-Turkish).  A shipless but surviving captain might still get a glory point and an unclaimed ship at the end of the naval battle.  If a player is still shipless at the end, it is the same as having used a "Survivor" glory card.

The naval battle ends when no one left alive (and hasn't escaped) is hostile towards anyone else (scouting lists for NPCs, players decide who they are hostile towards).  Note that if you attacked a neutral non-pirate, non-Turkish captain at the beginning or during this battle, naval ships will still be hostile towards you until the battle is over even if you earned no bounty.


Surrender : It is possible to surrender to several opponents, but each one of them must accept it.  If you do, you wait until the battle is over and if an opposite side wins, you will be plundered.


BATTLE AFTERMATH:

1- Favors (only if using Favors 2.0) :
Players gain a favor from each nation that had a bounty on the captains they defeated plus one favor from the opposing nation in war (max. 1 per nation total).

2-Plunder :
Slavery expansion: Freeing slaves can only be done at the beginning of plunder and it's all or nothing.  If the players and NPC pirates cannot agree on whether to free them or not (NPC pirates refuse only if it means less plunder for them, Naval ships don't care either way), they resume battle.

Only captains without a full crew, not holding slaves, and succeeding in a Leadership roll may recruit slaves.


- NPCs reclaim their original ship and its content, if any.  If you refuse to hand it over, you get the proper bounty (battle might resume).
- Naval ships do not plunder.
- Plundering a non-pirate, non-Turkish captain earns you a bounty from his nation (if not neutral and you haven't already earned a bounty for attacking that captain in the same battle).  Any surviving naval ship immediately resumes battle with the plunderer.
- NPC pirates demand equal share of cargo and gold, rounded down (cargo of course limited to their remaining space).  The player(s) refusing to give away that share become traitor-pirates and the NPC pirates immediately resume battle with those who refuse.
- Players are then free to split plunder however they want, if they can't agree, they are free to attack each other however they want, earning the appropriate bounties/traitor pirate status (both can become traitor pirates if they both refuse to split plunder equally.)
- A surviving but shipless captain may now either claim an empty ship (it is considered plundering and may earn a bounty or traitor pirate status if the ship was non-hostile.) along with any plunder he can negociate with allies, or choose to remain shipless, in which case he can only plunder rumors and glory cards.

3- Glory points :
If there are players on the winning side of the battle, they may earn up to one glory point each, but no more points can be granted than the total number of defeated captains on an OPPOSITE side (surrendered or dead only, escapes don't count).  Players who demanded escort from an NPC do not get a glory point.  If there aren't enough glory points for every player, everyone who made a killing blow takes one, and the rest, if any, are awarded to the others through an influence contest.

4- Collecting bounties.  Only the captain dealing the killing blow may collect a reward (one per killed captain).

Killing blows :
Everyone should keep track of who killed whom.  If a captain is sunk while simultaneously being shot by 2+ captains, the highest seamanship roll among them for that round is considered the killer. (try to remember those or roll hit locations with different dice. The same rule applies if a ship with no crew is boarded by two different captains.)  If a captain is killed in crew combat by two opponents, the highest leadership roll determines the killer.  If a captain is killed in crew combat and sunk in the same round, the sinking takes precedence (because the other killer's dead too). (continua)
#179
BATTLE OVERHAUL

Added playtime : Usually none without Epic Battles.
Added complexity : High



At the beginning of every battle, captains (players and NPCs) put one of their cubes on their own ship card (brown/black cube for naval ship/NPC pirate).  If you board a ship, transfer your cube to their ship card (or NPC event card).  This distinction between "boarder" and "boarded" may become important during battle.


The battle actions are now selected simultaneously with tokens.


When you choose where to take a hit, you cannot choose the last hull (making yourself sink) if there are still other choices.


You may cancel your successful attempt at boarding at any time before crew combat begins. (IE if you took cannon hits to your crew this round of naval combat and don't think it's a good idea anymore, or after using your naval ram if the result isn't what you were hoping for.) Note that swivel guns are used just prior to crew combat and they are not used if boarding is canceled. This also applies to the "Avoid Boarding" card.

You can also choose the "board" action even if you have no crew. Just like shooting with no cannons, it has no effect on its own if you win.



Maneuver : A new naval combat action that can even be chosen on the first round. It grants +2 maneuverability for that round. If you win the contest, place the face up token on your ship. You retain the +2 maneuverability for the next round. If you lose the contest or there is a tie, place the token on your ship face down. Take back your token from your ship at the end of the following round of naval combat.


Double shot :
No longer limited to two skulls.  Every skull becomes two choice hits (to as many different locations as possible, as normal).

Heated shot :

When choosing where to take a hit from fire (before a round of naval combat or when rolling a skull in crew combat), cannons can never be chosen as a hit location.

A ship on fire remains on fire during crew combat, during which a RANDOM hit is taken at the beginning of every round.  If the location is a "skull", crew (and cannons) can never be chosen (even if the final hull is the only other option).  If the boarder's ship sinks, all gold, cargo and special weapons on it are discarded unless a player taking part in the battle has the salvage pulley.  If the boarded ship sinks, the same things are discarded and both captains die. If the location of fire damage is a "4", the hit is taken as normal, then triggers "Gunpowder Hazard" (See below).

At the beginning of the second round of crew combat, the other ship also catches fire and both receive a random hit this round and every subsequent round.

Flintlocks :
Discard before a round of crew combat to increase the maximum number of crew hits you can inflict this round by 1 (IE You have only 1 "Crew" and 3 Leadership. Before rolling your Leadership for crew combat, you discard your flintlocks. This round of combat, if you roll 2+ successes, you inflict 2 crew hits instead of 1). Flintlocks work even if you are retreating from crew combat (see retreat/steal below) and allow you to inflict one single crew hit if you roll a success, regardless of whether you succeed in retreating or not. If you win the contest and kill your opponent's last crew, however, you still retreat and naval combat resumes.

Flintlocks do nothing when doing a location raid.

You cannot use Flintlocks if you have no "crew".


Smoke Shot :
Skulls do no damage, but each skull reduces your opponent's Seamanship or Leadership dice by 1 for the next round of combat (minimum 1 die). IE you and your opponent both have frigates. You are shooting and your opponent has 3 Seamanship, 4 Leadership, and is boarding. When inflicting cannon hits, you roll 2 "Skulls" and discard Smoke Shot. If your opponent succeeded in boarding, he rolls only 2 dice in the first round of crew combat. If he fails to board, he rolls only 1 die in the next round of naval combat.

Explosive Shot :
Each skull you rolled (as location) inflicts a hit to your enemy's "Cannons". Hits to destroyed "Cannons" in a round where you used explosive shots are transfered to "Hull" as normal. "Gunpowder Hazard" is immediately triggered.

Gunpowder Hazard :
Triggered either by fire damage to cannons (a "4", even if cannons are already destroyed and it is transfered to "Hull") or after using Explosive Shot.

Effects : The ship takes one random damage, if a "4" is rolled, the ship takes two random damage plus two more for each "4" that is rolled. Repeat until no "4" is rolled. "Skulls" as location when taking hits from Gunpowder Hazard can never be cannon hits.
(EXAMPLE : After taking one hit from Explosive Shot, a Galleon also takes 1 random damage. A "4" is rolled, so the Galleon takes another hit to cannons and rolls two more dice for damage, a skull and a 4. The Galleon takes one hit to cannons, and cannot choose cannons for the skull, so he chooses cargo, then rerolls two dice again two 4s. The Galleon takes two cannon hits, reducing his cannons to 0 and transferring one hit to hull, and rolls 4 dice this time. 1, 2, 3 and 4. The Galleon takes a hit to cargo, masts, crew and hull, and rolls two dice. Two skulls, so the Galleon chooses to take the hits to cargo. In total, 12 hits were taken, including 1 from the Explosive Shot itself, and 11 from Gunpowder Hazard.)


Naval Ram ship modification :
Once per battle, if you win a Seamanship contest in which you chose to "board", you MAY inflict random damage equal to the current "Hull" value of your ship (after taking cannon hits) and limited by maneuverability. (IE you are boarding with a frigate that has one damage to "hull, you inflict 2 hits. If you are boarding with a carrack and successfully "maneuvered" the previous round, you inflict 3 hits). When rolling for hit locations, skulls  are "Hull" hits instead of being choice hit. Flip your ram down after using it, and flip it back up when the battle ends.

After inflicting ram hits, you may proceed to board as normal, or cancel your boarding.

You cannot ram if you used "Grappling hooks" this round.


Retreat/steal :
Before any round of crew combat (but not the first round), you may attempt to retreat back to your ship if you are the boarder.  This round of crew combat, you do not inflict any crew hits(or one hit max if you discarded flintlocks before rolling), but if you win the leadership contest, you return to your ship and resume naval combat.  Your opponent still inflicts crew hits as normal but your captain doesn't die if successful in retreating.

Stealing is similar, but can only be attempted if :
1- You are boarded (not the boarder).
2- Your opponent's crew can fit on your ship.

The rules are the same, but instead of returning to your ship, you swap ship, gold, cargo and special weapons with your opponent, then resume naval combat.

If you steal an NPC ship, this means your own gold, cargo and special weapons are given to the NPC, and he can use the special weapons for the rest of the battle.  The only way to get your things back is to "plunder" your old ship back at the end of the battle.

If you steal a naval ship, after giving away your old cargo and gold, you immediately "plunder" it (3 cargo cards' worth of gold and randomly lose extra cards for damaged cargo before keeping the rest).
Slavery expansion note : If you plunder slaves mid battle in this manner, you can only attempt to recruit them after the battle is over. If recruiting fails, they may be freed.

If naval combat ends with you or your opponent escaping, having stolen a frigate, galleon, galleass or man-o-war gives you a glory point (once per captain, and only if you did not already get one from buying a large ship, you can then no longer gain a glory point from buying another large ship with the same captain.)

Escaping with a stolen NPC ship ends its captain's career and his card is removed from the game.

Escaping with a stolen naval ship earns you a bounty from that nation.

NPCs do not steal ships

Captain Gran Calico Campo does not transfer ship mods when stealing a ship. (continua)
#180
SURPRISE ATTACK

Added playtime : None
Added complexity : Minor against NPCs, High between players
Note : Almost never happens.

A surprise attack earns you an extra bounty (including pirate bounty if you become a traitor pirate from it) even if it's a failure.


Requirement against an NPC :
1- You are not on your target's scouting list for any reason.
2- You succeed an influence roll.

If the roll fails, the battle happens normally.


Against a player (requires Free Trade) : When two players trade at sea, they must lay down a "Shoot" or "Flee" token face down.  Once they have agreed to trade anything, any player may flip the tokens with these effects :
2 "Flee" : Nothing happens.
1 "Flee", 1 "Shoot" : The "Shoot" player does a surprise attack and may cancel some or all of the trades (before battle).
2 "Shoot" : Battle happens normally.  Any player may cancel some or all trades (before battle).  Both players earn double bounties if applicable.

Note : After the players are done trading, the tokens MUST be flipped and resolved, but if nothing is traded, the tokens are NOT flipped (but a normal attack can still be done by either player).


Effects of a surprise attack :
You inflict a hit on your target with every cannon (long guns cannot be used by either side) and you (and only you) may choose any action on the first round of naval combat.

The "Taking sides" mission now gives all the effects of a surprise attack (including choice of action on the first round and extra bounty).


- No surprise attack can be carried out against the treasure galleon.

- A player captain with a functional "Lookout" specialist is immune to surprise attacks (it becomes a normal attack instead).

- A fog card can be played to cancel the effects of a surprise attack (before hit locations are rolled).  The extra bounty is still earned.

- A captain with a Man-o-War cannot perform a surprise attack.

- Ali Vezaz cannot perform a surprise attack