NEW SHIPS
dded playtime : None
Added complexity : Minor
- The Carrack is a starter ship. It can be chosen at the beginning of the game, bought for 10 gold and sold for 5 gold.
- The Clipper is a medium ship. It can be bought for 20 gold and sold for 5 gold (like the Brig).
- The Galleass is a large ship. It can be bought for 35 gold (30 gold in Curaçao, 25 gold from the Cheap Ships & Repairs rumor) and sold for 10 gold. It grants a Glory Point when bought. A captain entering the port of Bridgetown with a Galleass takes a hit to "hull" unless he succeeds in a Seamanship roll.
Note : Despite its ability, the Galleass still fails a raid if its masts are completely destroyed and cannot initiate a raid with any destroyed hit location. (Unless you are carrying 2+ "Slaves" cargo. See Slavery expansion for details)
The Caravel is a special starter ship. It can be chosen at the beginning, bought for 10 gold and sold for 5 gold. In order to keep it on par with the other starter ships, however, 3 things are highly recommended :
1- The weather module, including the storm token.
2- The "maneuver" token from the battle overhaul variant. If not using the variant, at least use the token as an alternative action that does nothing if you win the contest (and can be used on the first round of battle). This is to give a chance to pirates who want to plunder a caravel rather than accidentally sink it with a single cannon shot.
3- Simultaneous turns or, alternatively, a combination of random turn order and off-turn scouting to give a chance to other players to scout for a careless caravel sailing captain.
Note : The Caravel's free move at the end of turn is just that : a free move after all actions of all players have been done (not just your own). It is not an "action" and therefore cannot be used to "pay" for moving against the wind with your last action. Also, the "free move with the wind" from the weather module must be done during the turn, not after your caravel's special free move. Finally, the caravel's free move at end of turn cannot be against the wind or in or out of port
dded playtime : None
Added complexity : Minor
- The Carrack is a starter ship. It can be chosen at the beginning of the game, bought for 10 gold and sold for 5 gold.
- The Clipper is a medium ship. It can be bought for 20 gold and sold for 5 gold (like the Brig).
- The Galleass is a large ship. It can be bought for 35 gold (30 gold in Curaçao, 25 gold from the Cheap Ships & Repairs rumor) and sold for 10 gold. It grants a Glory Point when bought. A captain entering the port of Bridgetown with a Galleass takes a hit to "hull" unless he succeeds in a Seamanship roll.
Note : Despite its ability, the Galleass still fails a raid if its masts are completely destroyed and cannot initiate a raid with any destroyed hit location. (Unless you are carrying 2+ "Slaves" cargo. See Slavery expansion for details)
The Caravel is a special starter ship. It can be chosen at the beginning, bought for 10 gold and sold for 5 gold. In order to keep it on par with the other starter ships, however, 3 things are highly recommended :
1- The weather module, including the storm token.
2- The "maneuver" token from the battle overhaul variant. If not using the variant, at least use the token as an alternative action that does nothing if you win the contest (and can be used on the first round of battle). This is to give a chance to pirates who want to plunder a caravel rather than accidentally sink it with a single cannon shot.
3- Simultaneous turns or, alternatively, a combination of random turn order and off-turn scouting to give a chance to other players to scout for a careless caravel sailing captain.
Note : The Caravel's free move at the end of turn is just that : a free move after all actions of all players have been done (not just your own). It is not an "action" and therefore cannot be used to "pay" for moving against the wind with your last action. Also, the "free move with the wind" from the weather module must be done during the turn, not after your caravel's special free move. Finally, the caravel's free move at end of turn cannot be against the wind or in or out of port