Frostmarrow
First Post
I don't know where to post this. I came up with a rule for adding wind direction to Wizkid's Pirates of The Spanish Main.
It's impossible to move your ship into the wind ruler. All other directions works as normal.
Ship A on the graph can move north-north-west but it can't move north. North-east, again, seems okay.
Ship B can move west but not north-west. South or any direction to the south is okay.
Ship C is an oddball. It can move north even though it can't move north-north-east. This is okay, for this can represent the unpredictability of the wind. Moreover it opens up a whole slew of tactical options.
If Ship C moves up and beyond the ruler (into the gray area) the ship is considered having escaped from the battle. Any and all treasure onboard C is immediately move to Cs home island. If the scenario awards point for ships sunk Ship C counts as derelict if applicable or otherwise sunk.
The wind ruler stays in place for the duration of the battle. The reason the wind won't shift during the game is two-fold: First, in my experience players often forget to roll for wind direction. Players are too eager to put their latest master plan into action rather than to be bothered winth a play-stopping die roll. Secondly, if the wind shifts it adds too much chance to the game. There is always a a chance that you'll end up against the wind every turn. It becomes impossible to navigate. (Now in the real world the wind changes but at least a real captain can sense such things in advance.)
I suggest placing the wind ruler after all islands and treasure has been placed. Although, this needs testing. If you place the wind ruler to oppose your opponent right off the start, you'll get that back in kind when you are to return to your home island with the treasure. The player with the lowest navy cost places the ruler.
It's impossible to move your ship into the wind ruler. All other directions works as normal.
Ship A on the graph can move north-north-west but it can't move north. North-east, again, seems okay.
Ship B can move west but not north-west. South or any direction to the south is okay.
Ship C is an oddball. It can move north even though it can't move north-north-east. This is okay, for this can represent the unpredictability of the wind. Moreover it opens up a whole slew of tactical options.
If Ship C moves up and beyond the ruler (into the gray area) the ship is considered having escaped from the battle. Any and all treasure onboard C is immediately move to Cs home island. If the scenario awards point for ships sunk Ship C counts as derelict if applicable or otherwise sunk.
The wind ruler stays in place for the duration of the battle. The reason the wind won't shift during the game is two-fold: First, in my experience players often forget to roll for wind direction. Players are too eager to put their latest master plan into action rather than to be bothered winth a play-stopping die roll. Secondly, if the wind shifts it adds too much chance to the game. There is always a a chance that you'll end up against the wind every turn. It becomes impossible to navigate. (Now in the real world the wind changes but at least a real captain can sense such things in advance.)
I suggest placing the wind ruler after all islands and treasure has been placed. Although, this needs testing. If you place the wind ruler to oppose your opponent right off the start, you'll get that back in kind when you are to return to your home island with the treasure. The player with the lowest navy cost places the ruler.
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