Bullgrit
Adventurer
In my local game stores and toy stores, I've been seeing these packs that look like booster packs for collectable card games. But these packs are a "constructable strategy game" by the name of "Pirates" (of the Caribbean, Revolution, etc.). The little constructed ships look cool, so I decided to buy a couple packs.
I've looked over the rules, put the ships together (one pack had 2 ships, the other pack had 1 ship and a fort -- I haven't put the fort together yet), and visited the WhizKids' Web site. I'm going to give the game a try sometime, but I'm looking for hints, advice, warnings, etc. from someone who's played it already.
Have you played Pirates? Like it? It looks easy, but is it?
An interesting complaint I have already, is that the numbers for firing ship cannons represent the number you have to roll (on 1d6) *above* to hit. If the picture shows 4 pips on the die, you have to roll 5 or higher. I'm so used to rolling to match or exceed a "DC", that having to roll over the given "DC" trips me up. I look at those 4 pips and think, "4 or higher".
Bullgrit
I've looked over the rules, put the ships together (one pack had 2 ships, the other pack had 1 ship and a fort -- I haven't put the fort together yet), and visited the WhizKids' Web site. I'm going to give the game a try sometime, but I'm looking for hints, advice, warnings, etc. from someone who's played it already.
Have you played Pirates? Like it? It looks easy, but is it?
An interesting complaint I have already, is that the numbers for firing ship cannons represent the number you have to roll (on 1d6) *above* to hit. If the picture shows 4 pips on the die, you have to roll 5 or higher. I'm so used to rolling to match or exceed a "DC", that having to roll over the given "DC" trips me up. I look at those 4 pips and think, "4 or higher".
Bullgrit