This blog is mainly a place where I can record my current interests. It is also a place where I can showcase my current projects, obtain inspiration, keep track of suppliers, and the many other little things that make-up who I am and what I am presently about.
Thursday, October 30, 2014
Another View of Shal-Bala, a Sea Dragon
Saturday, May 3, 2014
House Rules for the Monsters Found in my Pirate Games
Like I mentioned in an earlier post sea monsters every description can be found in Whizkids Pirates of Davy Jones Curse and Pirates on Ocean Edge, as well as other editions. These monsters are typically grouped with the Cursed. What I was thinking was letting someone control these creatures as you would a fleet of ships.
The monsters have special abilities just like many of the ships and crewmembers. This collection of monsters would go about making life a bit more interesting for the other players. Not only would player have to deal with each other, but now would have to deal with these sea monsters.
The monsters already have set movements and even cannon fire, but when did monsters have the ability to inflict damage from firing a cannon? What abilities would creatures like these normally have?
- A sea serpent might wrap itself around a ship and try to crush it (smaller ships might be more susceptible to this than a larger ship).
- It might try to pick off a crewmember.
- It might come up from the deep and capsize a ship
- The creature might use its tail or body to de-mast or to remove other structures off of the ship.
- The creature, once it has totally smashed the ship, might notice glittery treasure and pick-up these gold pieces( only to the their capacity).
- Depending on the creature, it might have the ability to pull the ship under.
These abilities would be tied to dice rolls or whether or not the creature was submerged or not. A coin would be rolled at the beginning of the monsters turn to see whether they will make their movement submerged or on the surface. Of cause if moving on the surface they would be susceptible to cannon fire.
Friday, May 2, 2014
The Monsters of the Pirates of the Curse of Davy Jones and On Oceans Edge
There are reportedly many monsters included in Whizkids Pirates of the Curse of Davy Jones and On Oceans Edge, from sea serpents, fire breathing dragons, and giant crabs. I have yet to receive the later, but have received the following four monsters.
These monsters act like ships. They can fire cannon and their segments, wings, and other body parts act like masts and are removed on successful cannon shots. I am not all that crazy about these official rules and I am working on some house rules for these pieces. More to follow.
| Jormungander can be found in Old Norse mythology. Jormungander is a sea serpent and within Pirates of Curse of Davey Jones has the following attributes: | |
| Point Cost: | 17 |
| Nation: | Curse |
| Masts: | 4 (on a sea monster the serpents segments are considered masts) |
| Cargo Capacity: | 4 |
| Movement: | L |
| Cannon: | S2, S3, S3, L4 |
| Special Abilities: | If this sea monster succeeds at a boarding attempt, it eliminates one mast, and can take one unique treasure. The treasure is eliminated from the game. Before each turn the controller of this sea monster must declare whether the sea serpent is submerged or is on the surface. If submerged it cannot be shot at. It can pin or ram a ship, but cannot be pinned. A sea monster cannot carry a crew, and cannot tow. |
| Maxehebel is the great granddaughter of Jormungander and has the following attributes: | |
| Point Cost: | 15 |
| Nation: | Cursed |
| Masts: | 4 (on a sea monster the serpents segments are considered masts) |
| Cargo Capacity: | 0 |
| Movement: | L |
| Cannon: | L2, S2, S2, S3 |
| Special Abilities: | After resolving a Shoot Action this sea serpent may move as a free action If this sea monster succeeds at a boarding attempt, it eliminates one mast, and can take one unique treasure. The treasure is eliminated from the game Before each turn the controller of this sea monster must declare whether the sea serpent is submerged or is on the surface. If submerged it cannot be shot at. It can pin or ram a ship, but cannot be pinned A sea monster cannot carry a crew, and cannot tow |
| Shal-Bala is a Sea Dragon a flying creature and is most feared by seamen from every nation. | |
| Point Cost: | 20 |
| Nation: | Cursed |
| Masts: | 4 (on a sea monster the serpents segments are considered masts) |
| Cargo Capacity: | 0 |
| Movement: | D (since she can fly Shal-Bala has unlimited movement) |
| Cannon: | L2, L3, L3, S2 |
| Special Abilities: | A Sea Dragon can be given two distinct shoot actions: A normal shoot action A swoop shoot action |
| Lusca: Although this sea monster has been seen by many a seafarer, this monster seems to be mechanical in nature. Did you notice the three green and what looks like portholes? In addition, this monster is flagged with a British flag. | |
| Point Cost: | |
| Nation: | England |
| Masts: | 4 (on a sea monster the serpents segments are considered masts) |
| Cargo Capacity: | 0 |
| Movement: | L |
| Cannon: | |
| Special Abilities: | |
Monday, March 10, 2014
Pirates of the …, Nations and New Game Features
Monday, December 23, 2013
Dozens of Resources for the Pirates of the Spanish Main and other Versions of this Pirate Game
The Board Game Geek has seven pages of what amounts to dozens of resources, including alternative scenarios, and rules, reference and tracking sheets, wind and compass add-on's, cannon range finders, check lists, and guides, ship and crew cards, keyword lists, ETC.
There so many resources here that will make your game, regardless of what version you are playing, more challenging and interesting.
Terrain Pieces for Pirates of Dave Jones Curse and Mysterious Islands
Although I don’t know when these terrain pieces were first introduced or whether they are still available I thought I would include this related link anyway. These terrain pieces from Dungeon Terrain are cast in resin and include six islands and several palm trees. The palm trees will need to be assembled and attached to the islands. The islands, unlike those supplied with the game, are three dimensional and are highly detailed.
Saturday, December 21, 2013
Pirates of Davy Jones Curse-Terrain Pieces
The Pirates of Davy Jones Curse game includes three terrain types: Fog Banks, Reefs, and Sargasso Sea. Each terrain type brings with it a set of attributes.
Fog Banks
When any part of a ship touches the fog bank the whole ship must be placed on the fog bank and ships turn ends. Once in the fog bank the ship is considered lost, it cannot fire cannon, be shot at, ram, pin, be boarded or board other ships. A fog bank has the numbers 1 through 6 printed around its edges. On the ships next turn the player must roll a die and exit from the number on the side of the card that matches the roll die.
Using situation cards, I have other ideas for this terrain piece, like being able to enter a fog bank if being pursued by or being fired at by an enemy ship.
Sargasso Sea
This is another terrain piece that will need to be worked into the game, with a situation card. Depending on the roll of the die the player could become entangled in the Sargasso Sea and lose her ability to move or become detangled allowing the ship to continue to make her move action.
Reefs
When any part of a ship touches any part of a reef, the player must roll a die. The result is the reefs rating until the end of your turn. Compare the result of the die against the amount of masts the ship had when it was constructed. If the reef rating is lower than the number of masts, the ship loses that many masts.
If the ship sustains more damage than she has masts she is wrecked and stays on the reef as a wreck. I am not really sure I will work this terrain piece into the game, yet. Perhaps I could create a situation card for this piece.
Friday, December 6, 2013
Pirates of Mysterious Islands Situation Cards, Version 1
I have often thought how I could make Pirates of Mysterious Islands more challenging and came up with the idea of creating situation cards. There are, if you remember three unique actions, a move, shoot, and explore actions.
I created situation actions for explore, and move actions. There are thirteen actions each, for the explore and move actions. I will divide the cards up into red and black desks and tie each situation to numbered card. Ace through 10, the Jack card is 11, the Queen is 12, and so on
There good and bad situation cards for each action. Some situations require a roll of a die or point to the rules for certain game pieces. The cards will be read at the beginning of your turn for these actions and the situations implemented during that action.
Explore Action
- You meet the inhabitants of the island and they are die hard cannibals. You lose one crewmember. Burp!
- You search is in vain and you find no treasure on this island.
- You can dock and explore as a free action.
- The inhabitants of this island attack your ship and you are unable to explore for treasure on this turn. If you should decide to stay roll die on your next turn. If you roll a four or six you your crew triumphs over the inhabitants, you can now explore the island. If you roll anything else you lose a crewmember to the fighting, but you still can explore and pick-up treasure.
- There are several crewmembers that have come down with the scurvy; you must stay on this island for another turn in order to nurse your crew back to health.
- You have fine weather upon arrival, but a storm keeps you from departing until your second turn on this island.
- You and your crew have no problems. Explore as you would normally.
- You may choose as many treasure pieces as your ships capacity will allow you. (Turn over twice your ships capacity in gold pieces and choose the highest rated pieces).
- No impediments here
- This island has the necessary materials for repairs; you may repair one mast per turn on this island.
- Upon approaching the island you accidently run aground. Roll a die, if you roll a 3 your ship wrecked and you and your crew are marooned on this island. Anything other than a 3, you sustain some damage (remove a mast), but your ship is still operational.
- It takes you two full explore actions to discover treasure
- You can dock and explore as a free action.
Move Action
- You enter a fog bank. Follow the fog bank rules for your next action
- You crew mutinies-do a 180’ turn.
- You are driving into the wind you lose half your default movement
- You have favorable winds and seas add a Short to your default movement
- You encounter a strong storm you make no headway at all (do not make your basic movements)
- Lightning strikes and splinters one of your masts (remove a mast)
- Because of a storm you find that your drinking water has been contaminated. Travel back to the last island you visited and refill your water barrels.
- You encounter a sea monster, roll a die and follow the rules for this monster to see what the outcome is.
- One of your crew hooks a large sea creature while fishing, add a Long to your basic movement
- One of your crew hooks a large sea creature while fishing, the creature takes you back the way you came. Do a 180’.
- You are becalmed. You movement is reduced by half.
- The captain becomes delirious and has the ship going in circles. Turn your ship 180’.
- You have favorable winds and seas add a Short and a Long to your default movement.
Sunday, November 17, 2013
The Crew of the Flying Dutchman
Last month I made a post on the Pirates of the Caribbean Wiki-Davy Jones, where I mentioned that Davy Jones was the captain of the Flying Dutchman, a mystical ship that first appeared in Pirates of the Caribbean’s Dead Man's Chest.
Recently I came upon this gallery of the Crew of the Flying Dutchman where it describes some of the crew of this infamous ship. If the persona of Davy Jones wasn’t enough to give you the creeps the rest the crew is sure to push you over the edge.
Saturday, November 9, 2013
My Pirates of Mysterious Island Crew Members
Flag
|
Crew Type
|
Points
|
Linked To
|
Attributes
|
American
|
Cannoneer
|
2
|
Once per turn, one of
this ships cannon’s may shoot again if it misses.
|
|
Cursed
|
Firepot Specialist
|
2
|
Once per turn this
ship, given a shoot action may shoot a firepot at a target within a Short of
her. You must declare which cannon is being used for this purpose before
rolling a die. If it hits the controller of the stricken ship replaces one of
her masts with a fire mast. Thereafter, at the beginning of every turn they
must roll a die. If they roll a 6, they remove the fire mast, but upon
rolling a 1-3, another fire mast is added. This continues until all her masts
are fire masts, at which time the ship must be scuttled.
Upon reaching her
home island or a fort she may remove all the fire masts as a free action.
|
|
Cursed
|
Firepot Specialist
|
3
|
Once per turn this
ship, given a shoot action may shoot a firepot at a target within a Short of her. You must declare which
cannon is being used for this purpose before rolling a die.
The target need not
be another ship. Simply place the center of a fog bank within a SHORT of her.
The fog bank cannot touch an island or any ship that is docked at a island.
Remove the fog bank at the beginning or your next turn.
|
|
England
|
Explorer
|
1
|
This ship may dock
and explore a wild island using the same move action.
|
|
England
|
Carbon Charlie
Known to most as
Charles Southwyn. Carbon Charlie makes some of the finest firearms in the
world.
|
3
|
Powder Pete
When Powder Pete and
Carbon Charlie are serving on the same ship the ship gets a +1 cargo space
|
When this ship is
docked at your home island, you may eliminate one treasure. The treasure
becomes a #3-Long cannon that can
be eliminated only when the ship sinks.
|
England
|
Commander Spencer
Portland
|
7
|
Once per turn, before
giving this ship a action roll one die. On a 5 or a 6 this ship may be given
the same action twice.
This ship’s crew
cannot be eliminated, except if the ship sinks.
|
|
France
|
Jean Desailly
|
6
|
Le Rich
Give this ship a move
action, but do not move her, instead roll a die. If the result is a 5 or 6
move an enemy ship on LONG in any direction.
|
Black Mark. (The
black mark indicates that the crew member belongs to the cursed nation,
instead of the nation of their origin.)
|
Mercenary
|
Oarsman
|
1
|
If derelict, this
ship gains a base move of a Short.
This crew-member does not take-up a cargo space.
|
|
Mercenary
|
Nikos Chelios
|
5
|
Fathom
|
Ex-patriot. Once per turn this ship may take two treasure pieces
from any ship she touches.
|
Pirate
|
Shipwright
|
2
|
This ship may repair
at sea or at any island.
|
|
Pirate
|
Firepot Specialist
|
2
|
Once per turn this
ship, given a shoot action may shoot a firepot at a target within a Short of her. You must declare which
cannon is being used for this purpose before rolling a die. If it hits the
controller of the stricken ship replaces one of her masts with a fire mast. Thereafter, at the beginning of every
turn they must roll a die. If they roll a 6, they remove the fire mast, but upon rolling a 1-3, another fire mast
is added. This continues until all her masts are fire masts, at which time
the ship must be scuttled.
Upon reaching her
home island or a fort she may remove all the fire masts as a free action.
|
|
Spain
|
Biancos Haulers
|
3
|
Master Bianco
When Biancos Haulers and the Master Bianco
are on the same ship, the ship gets +1 cargo space
|
This ship may unload
cargo at your home island is she is within a Short of it.
|
Spain
|
Musketeer
|
3
|
This ships gains one #3 Long cannon. The cannon cannot have
its cannon range increased. It can shoot from any mast, even an eliminated
mast.
|
|
Spain
|
Fernando Sanchez
|
5
|
Nemesion Diaz
When Fernando Sanchez and Nemesion Diaz
are on the same ship the ship gets +1 cargo spaces.
|
This ship may dock at
an enemy’s home island and load one treasure, if she is able. The ship must
leave on your next turn.
|
Spain
|
Oarsman
|
1
|
If derelict, this
ship gains a base move of a Short.
This crew-member does not take-up a cargo space.
|
|
Spain
|
Oarsman
|
1
|
If derelict, this
ship gains a base move of a Short.
This crew-member does not take-up a cargo space.
|
|
16
|
Thursday, November 7, 2013
Pirates of the …Ships-Getting them Built
I have found a method of prepping the slot that receives the sail tabs. I don’t know why I didn’t think of this sooner. Before attempting to insert the tabs into their slots, I take a small file and carefully clean and ever so slightly enlarge these slots. Since I have started to perform this operation I have not broken another sail tab.
Some of the tabs seem a bit too short and there isn’t enough of the tab inserted in the slot to hold the mast securely. In this case I put a drop of cyanoacrylate glue on the bottom of the piece that received the tabs. Cyanoacrylate can also be used to tabs that might have gotten a bit too much pressure inserting them into their slots. This can be avoided by using my fist method filing.
Ships and a Sea Monster from Pirates of Davy Jones Curse
I have added three new ships and one sea monster to my ever growing collection of sailing ships. Here are the specs for the four new pieces:
Name: Jormungandr
Points: 17
Flag/Nation: Cursed
Masts: 4
Hold Capacity: 4
Basic Movement: Long
Cannon: 3 Short (2, 3, and a 3); 1 Long (4)
Jörmungandr taken from Norse mythology is a giant serpent like beast that is sometimes called the Midgard serpent or snake. The Jormungandr is my first sea monster.
Although Sea monsters act just like a ship, with the exception of being able to carry crew, their coils are treated like masts and can fire cannon from each of its coils. In addition they can carry treasure. The treasures are obtained from pinning and boarding a ship and not from explore action on a wild island. If the sea monster succeeds at a boarding party, it also eliminates one mast.
Instead of using this unit in its traditional mode I am thinking about using Jormungandr in response to some situation card that is picked by a player. There will be cards for two of the three basic actions. I am thinking about adding situation cards to the Move and Explore actions. More to follow…
Name: La Richelieu
Points: 10
Flag/Nation: French
Masts: 3
Hold Capacity: 4
Basic Movement: Long
Cannon: 2 Short (3, and a 3); 1 Long (3)
This is my second French flagged vessel. This ships gets +1 to here cannon rolls against the Cursed. This ship is linked to the Jean Desailly crewmember. Desailly brings some unique characteristics and abilities to the ship in which he is on…
Name: HMS Caradoc
Points: 13
Flag/Nation: England
Masts: 4
Hold Capacity: 4
Basic Movement: Short + Long
Cannon: 3 Short (4, 3, and a 3); 1 Long (4)
The HMS Caradoc is a schooner. Once per turn this ship may reroll any die you roll for the ship. As a free action this ship type can rotate her stern in any direction after she completes a move action.
Name: HMS Seaham
Points: 9
Flag/Nation: England
Masts: 2
Hold Capacity: 2
Basic Movement: Short + Short
Cannon: 2 Short (3 and a 3)
This ship gets +1 her boarding rolls and gets +2 added if her opponent is a sea monster.
Monday, October 28, 2013
Special Purpose Keywords for Pirates of Mysterious Islands and Davy Jones Curse
Since Pirates of Mysterious Islands and Pirates of Davy Jones Curse include some new characters, special purpose islands, and ships the following terms and topics have been added to the general rules, which were posted in a post a few days ago. These terms represent special abilities that were added to some of the said characters and ships.
These special abilities are printed on crewmember tokens, Ship desk cards, and on special islands. These keywords add to and take precedence over the basic rules.
Black MarkThe black mark indicates that the crew member belongs to the cursed nation, instead of the nation of their origin.
Broadside AttackAt the roll of a 6 this ship can reduce the distance of its gun to 0. Also if dice result is higher than each cannon, all cannon hit and the ships gets one extra hit
Ex-patriotThe Ex-patriot can be assigned to any ship. Any ship that this crew member is assigned becomes a Mercenary nation.
FearThe ability limits, with the roll of dice roll of five, the crew abilities of a ship that is a SHORT away from your ship.
GalleyThe ship with this keyword cannot pin or be pinned. If this ships rams it cannot eliminate a mast from the ship being rammed. As a free action, this ship can rotate her stern in any direction. Also, if this ship becomes derelict, this ship can move one SHORT.
Ghost ShipIf the ship or a crew member on that ship has this keyword, you must decide at the start of your turn whether the ship is ghostly. If the ship is ghostly, the ship gains the following abilities. She ignores islands and other ships when she is moving. The terminology is a bit vague; does that mean that the ship can go through island and other ships as if they are not there? A ghost ship cannot be rammed or pinned, or cannot dock.
JunkThis ships mast does not block her line of fire.
LimitNot much said here about this ability, except that you can only have one ship in your fleet with this ability.
MarineA marine is a crew type that can be dropped off on any island except on the opponent’s home island. On each turn this crewmember with a 2 SHORT gun rank can be given its own shoot action. Opposing players may target this crew member only if they are on an island, but must hit the marine twice in the same turn.
MercenaryA mercenary ship cannot dock at any home island and begins the game one SHORT away from your home island.
RansomIf a crew member is transferred to an emery ship, the ransomed crew member is worth a treasure of 5 to the capturer. If eliminated by an opposing player it becomes a treasure worth 1 gold and appears on the player’s home island as a free action.
Sea MonsterA sea monster can take the form of sea serpents or a Kraken and is made up of segments. These segments come in different forms; they can be coils, tentacles, heads, and tails. The segments act like masts in the game.
At the start of the controller turn, they must decide whether the sea monster is a float or submerged. If submerged they cannot shoot or be shot at, however when not submerged they may take a shoot action.
Sea monsters cannot carry crewmembers, but can take treasure from a pinned ship. If it chooses to take a unique treasure that treasure is eliminated from the game. If the sea monster succeeds at a boarding party, it also eliminates one mast.
Once all the sea monsters segments are eliminated the sea monster is removed from the game.
SubmarineA submarines hull is made-up of two or three pieces. These pieces act like masts. Submarines cannot be pin or be pinned, or tow or be towed. Submarines have the ability to either move on the surface or under the surface. The submarines player must decide at the start of their turn whether the sub in submerged or is running on the surface.
Submerged subs can only more and cannot shoot, be shot at or be rammed. A submerged sub can ram another ship while she is submerged, but regardless whether she is successful or not she must move a SHORT away from the targeted ship in any direction as a free action.
On the surface a sub can be rammed and boarded, but will not be damaged by the ram. If she is hit by a cannonade a piece of hull is removed. When all the hull pieces have been removed she becomes derelict.
SchoonerAs a free action this ship type can rotate her stern in any direction after she completes a move action. This action cannot be used after she rams another ship.
Turtle ShipWhen ship is hit, one of her panels is removed. When all her panels have been removed, start removing her masts. This ship cannot be boarded if she has any turtle shell panels. If derelict, this ship gains a base move of a SHORT.
Note: The terms SHORT and LONG are basic movements used in this game. A SHORT is a width of a card, whereas a LONG is the length of a card.
Adapted from Whizkids complete game rules.
Wednesday, October 23, 2013
Basic Play for Pirates of the…Constructible Game
Once per turn a player can perform one of these actions:
Move Action
Each ship can move a predetermined distance as her indicated base moves. The base moves are based on a Short, a Long, or a combination of both of these movements.
Explore Action
Once you are docked at a wild island (one that is not a “Home” Island) you may explore the island for gold.
Shoot Action
In attempt to sink a ship, you may, when within cannon range, fire your cannon(s) at the ship.
Repair Action
When docked on your Home Island you may, once per turn, repair one mast.
NOTE: A ships actions may be altered by the ships or her crew’s special abilities.
Sunday, October 20, 2013
Pirates of Davy Jones Curse-First Impressions
The Pirates of Davy Jones Curse strategy game was released by Whizkids in May of 2006, their seventh iteration of this pocket sized strategy game.
This iteration includes the following nations:
- France
- America
- Barbary Crosier
- Pirates
- Cursed
- England
- Jade Rebellion
- Spain
The Barbary Crosier, Cursed, and Jade Rebellion are new to me and I look forward to seeing how these new combatants fit into the scheme of things.
Pirates of Davy Jones Curse includes 141 different ships, crew, and special treasure pieces. Pirates of Davy Jones Curse also includes new terrain types, such as Fog banks, Reefs, and a Sargasso Sea, which include their own sets of attributes. Both of which will be reported on in an upcoming post.
The game will take on new aspects with these terrain pieces; however, unless I missed this in the rules, I don’t see how ship could end up on one of these terrain pieces. It seems that it is time to create a set of situation cards, one set for the Move action and the other for the Explore action. I could include situation cards that put a ship into or on one these terrain pieces.
Tuesday, October 8, 2013
Pirates of the Caribbean Wiki-Davy Jones
The Pirates of the Caribbean Davy Jones Wiki gives the reader a thorough background of this legendary supernatural figure. Dave Jones is the ruler of the seven seas and the captain of the Flying Dutchman. Davy Jones appeared in the Pirates of the Caribbean’s Dead Man's Chest and At World's End. Whizkids makes mention of Davy Jones in their Pirates of Davy Jones Curse strategy game.
Monday, October 7, 2013
Geography of the Pirates of Caribbean
The Geography of the Pirates of Caribbean page lists and describes the major and minor locations mentioned in the Pirates of the Caribbean series. This page offers an interesting overview of the Islands and locations mentioned in the Pirates of the Caribbean series.
Thursday, September 26, 2013
More Toys Have Arrived
I received a package from Amazon the other day with these two items enclosed. I now have more items to review and in which to make posts. The Axis and Allies booster pack contains five randomly chosen pre-painted Axis and Allies miniatures. Each comes with its own statistic card that details the miniature and provides basic moves, attack, and defensive stats.
The other item I ordered was one package of Whizkids Pirates of Davy Jones Curse Pirates game. There are few new additions to be reported on in this edition.
More information will follow…
Wednesday, September 18, 2013
A Few Odds and Ends from Around the Web
This is my first “Odds and Ends” post where I report on miscellaneous sites and topics that I find in my searches for other topics. I usually post these sites on the Links page, but that page gets very few visits.
- The Mystery of Davy Jones' Locker! For whatever it is worth. The Mystery of Pirates of Davy Jones' Curse is a comic strip that is a re-script of the first panel of an underwater Charlton love story.
- The Art of Paper Model Instructions The article discusses how instructions for paper models have evolved through the years.
- Cartoon Scrapbook The cartoon Scrapbook summarizes many long-gone cartoons. The site lists the cartoons characters, lists its episodes, and displays scenes from these bygone episodes.
- Spanish Ships, their Parts, Wrecks and Treasures Interesting one page site geared toward children on the topic of “Spanish Ships, their Parts, Wrecks and Treasures”.
