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Pirates of the... House Rules

Started by Bagpuss, April 04, 2006, 10:52:36 AM

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Teflon Billy

Quote from: King_StannisTB, do you guys allow ships to shoot at a ship docked at a wild island?

Almost always, as it--in much the same manner that the turnabout rule creates a need for "Blockader" ships--creates a need for an "Escort" class of ship.

In it's Core Rules version, PotSM is an idiotically simple game; and as such, it is idiotically simple to break. In tournament play, the builds that are competitive every single time tend to be ridiculous "Rule stacks" that don;t refelct a single damn thing abut the setting (Sacrificing an endless pile of Oarsmen to get extra actions out of El Fantasma pops immediately to mind)

But the Core Rules are a solid enough foundation that it's easy to add and subtrat little "tweaks" that more accurately reflect an "Age of Sail" setting.

Something we haven't quite hammered out about the new sets is that the Rule about ships being unable to fire through their own masts worked beautifully in the First Set to model the need for "Broadsides" (not the special ability, just the necessity to point your ships port ot starboard side at the target)

But with the Schooners...I mean, the placement of the masts (with sails parallelling the keel) makes for some fucking odd mechanics. I mean, the ship can adequately fire forward, but is incapable of broadsiding. Also, the schooner's ability to swing it's stern around at the end of the turn allows for some pretty odd ramming tactics.

One thing I will say though is that Stannis's Islands add immeasurably to the fun of the game. If anyone plays regularly, I can;t recommend enough that you buy some of his islands. The care and attention that goes into them really shows up on the table.
 

King_Stannis

Quote from: Teflon BillyOne thing I will say though is that Stannis's Islands add immeasurably to the fun of the game. If anyone plays regularly, I can;t recommend enough that you buy some of his islands. The care and attention that goes into them really shows up on the table.

You are much too kind, my friend. :)

Sigmund

Quote from: Teflon BillySomething we haven't quite hammered out about the new sets is that the Rule about ships being unable to fire through their own masts worked beautifully in the First Set to model the need for "Broadsides" (not the special ability, just the necessity to point your ships port ot starboard side at the target)

But with the Schooners...I mean, the placement of the masts (with sails parallelling the keel) makes for some fucking odd mechanics. I mean, the ship can adequately fire forward, but is incapable of broadsiding. Also, the schooner's ability to swing it's stern around at the end of the turn allows for some pretty odd ramming tactics.


I haven't been able to get any of the new packs, and so I'm unfamiliar with the not-shooting-through-masts rule. How is that a problem for schooners, and what does the orientation of the sails have to do with it? Sorry for being so ignorant about it, but it sounds like a rule I'd support, and when I get to play again I'd love to have a set of rules/house-rules that makes sense and adds to the challenge/fun of the game.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Teflon Billy

Quote from: SigmundI haven't been able to get any of the new packs, and so I'm unfamiliar with the not-shooting-through-masts rule.

It's not a new rule, it's a core rule presented in the first set...

Quote from: PotSM RulesWhena cannon shoots, draw an invisible "line of fire" from the associated mast's centre-point to any part of the target ship. If this line crossed your own ships masts or sails, islands, or other ships than the target ship, the shot cannot be made.
.
 

Sigmund

Quote from: Teflon BillyIt's not a new rule, it's a core rule presented in the first set...

.

Ok, but I'm still having trouble seeing why this is a problem with schooners.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Thjalfi

Quote from: SigmundOk, but I'm still having trouble seeing why this is a problem with schooners.

note the sails. how they overlap each other mast.
 

King_Stannis

Plus, because they are not square rigged, less is blocked on a schooneras opposed to a traditional ship.

Sigmund

Oh, well the few times I've played we've only gone by the actual masts, not the sails too. Guess we were kinda doing it wrong. Ah well, I see what ya mean now, the gaff-rigged sails kinda mess up the system. Gotcha.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Sniktch

The rules are fairly simple, and many of the issues come from people trying to break them and find loopholes, but we haven't run into a lot of problems... and a blockade fleet can work without the need for house rules - you just need enough speed and place your home island close enough to the enemy to get between him and home when he's trying to unload.  I played a blockade fleet this Sunday at the FLGS tourney and smashed every fleet I came up against.

We don't use a "come about" rule when leaving an island and it doesn't hurt the blockaders as far as I can tell - we use the curvature of the boat when measuring movement to determine the max turning angle allowed.  And as far as I know, you can always shoot at a boat docked at a wild island unless it has a special ability.

It's true that speed is still probably the most important aspect to winning a treasure hunt game, but with some Helmsman on board a blockade fleet can still be very, very effective.

I'm trying to think of the few house rules we use, but can't right now.  I'll post again if I remember.
 

Sigmund

Quote from: Sniktch...we use the curvature of the boat when measuring movement to determine the max turning angle allowed.

How does this work?
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Sniktch

Quote from: SigmundHow does this work?

Line up the end of the white or red line with the bow of the boat.  You can position the measuring bar at any angle as long as it does not cause the boat to move.  The end result is that small boats and schooners are able to turn farther than big, lumbering 5 masters.

Hopefully that's clear enough, otherwise I'll have to try to make some diagrams or something...
 

Sigmund

Quote from: SniktchLine up the end of the white or red line with the bow of the boat.  You can position the measuring bar at any angle as long as it does not cause the boat to move.  The end result is that small boats and schooners are able to turn farther than big, lumbering 5 masters.

Hopefully that's clear enough, otherwise I'll have to try to make some diagrams or something...

No, that's good...and it's brilliant :) Not surprisingly, I never thought of that, and I haven't yet had the opportunity to play enough to be taught it by someone else. I love it, thanks. Any more tidbits?
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Sniktch

Heh, had to re-read the thread to remember our house rule.  Here it is:

Treasure in forts does not count towards victory.  In order to have it counted the treasure must be transported to your home island!

We use forts for controlling space and staking a claim on an island, but the whole "I build a fort on this island and win!" thing is too stupid.  It's just a way to protect the goods until you can get a ship there to transport it back. :)

We also allow boats with the "shoot then move" ability to Move and shoot and then move again with a Captain.  The fact that the latest set introduced a character who costs 9 points and has those abilities combined makes it pretty clear to us that the game designers intended it to be so.  

Really, my friends and I find a lot of this to be common sense, but we're not spending our time looking for holes in the system, we're just having fun.  I have yet to run into one of these rules lawyer treasure hunters in my neck of the woods, but when I do, I will keelhaul him as he deserves.
 

kryyst

So after much reading on the game and the fact that I've been on a pirate kick lately (nothing to do with the movie release) I picked up a few packs.  Haven't played many games but I think I'm hooked.  It's not perfect but at the same time it's been fantastic.  I think I still prefer the WizKids Crimson Skies game overall.  However this is a very close second.

So on the turning about thing perhaps I'm too new still to see a problem.  But if you measure the turn of a docked ship from the front of the boat and move it from there you need pretty much a full turn to turn around anyway.  We rule that you can't measure the movement of a boat if the card passes through the boat. ie. it can't physically turn on itslef, a boat at best drifts when it turns.  So if you place the move card at the front and angle it away from the boat about the best you'll get is a 45 degree movement (some boats are better then others).  If you have a ship that has two move markers (L+S or S+S etc).  It can turn quicker but it's still not going to be able to make a complete 180 and make it's full move distance.
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