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Subject: Wind Rules v1.1 rss

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Michael Williams

California
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I have been receiving several emails requesting my Wind Rules, thought it just might be easier to post them here. Please, feel free to comment.


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Pirates of the Spanish Main

Wind and Storm Rules v1.1



By LionFish42 (lionfish42@earthlink.net)

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Setup

The wind blows in one of 4 directions

N,E,S,W

A Compass is placed on the board with a wind indicator (an arrow).

Before the game starts the die is rolled to determine which way the wind is blowing at the beginning of the game.

Beginning Wind Direction Roll:
1,2 = N
3 = E
4,5 = S
6 = W

At the beginning of each turn the die is rolled to determine change in wind direction

1 or 2 = unchanged
3 = changed to starboard (clockwise)
4 = changed to port (counter-clockwise)
5 = Doldrums (all ships reduce speed to S - direction does not change)
6 = GUST (see Gust Rules)

All ships must deal with wind change directions before making their move.
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Square Riggers

Square Riggers tend to be chosen as the flagships because of their size and massive firepower. Because of their sail configuration they tend to be less nimble then Schooners and are unable to tack up wind. However, down wind the Square Riggers are some of the fastest ships in the fleet. They can run up all their canvas and spread their square sails over a very large area to capture the wind. Downwind a large Square Rigger with full canvas aloft is a hard ship to catch. The danger lies in tacking into the wind (wind crossing the bow). With out enough speed to carry the bow through the wind a Square Rigger can stall and become a sitting duck. Most captains never risk tacking a Square Rigger into the win, especially in enemy waters.. The Square Riggers advantage is jibing as a method of changing course (wind crossing the stern). They are able to carry speed through the jibe and keep the ship moving at a good clip.

Movement:
All Square Riggers (non-Schooners) can travel down wind (wind direction) at full speed and can receive a + S bonus if their complete move is downwind (no direction changes). They are also able to reach full speeds on starboard or port broad-reach (90 degree angle to wind direction). Square Riggers cannot sail into the wind. The down wind (+S) bonus can only be received if the Ship is heading down wind at the beginning of it’s turn and remains in the direction through the full movement phase.

Square Rigger Movement and Speed:

1. Downwind = Full Speed + S
(+ S Bonus = the Ship must be facing down wind at the beginning of the turn and cannot change direction during the move to receive the + S bonus. The +S comes at the end of the turn and is automatic. A large Square Rigger is hard to slow down; this can cause uncontrolled ramming and entering terrain.)

2. Starboard or Port Broad-Reach (90 degrees angle to wind direction) = Full Speed

3. Into the Wind = Can not sail into the wind

Jibbing:
Square Riggers can only make one (90 degree) change in direction per turn. This can happen at the beginning of a move or between movement phases (if it has more than one movement F+S).

They cannot cross the bow through the wind (tack through the wind)



Tacking Penalty

If the wind changes direction - so the Square Rigger is pointed INTO the wind - the ship recieves a Tacking Penalty. The ship needs to make one 90-degree direction change. It cannot move for the rest of the turn.

Examples:

If a Square Rigger ended its turn down wind and the wind change is to the port (counter-clockwise) or starboard (clockwise) the ship is not penalized a tacking move.

If a Square Rigger ended it’s turn on a port broad reach (90 degrees to the wind) and the wind direction change is to starboard (clockwise), the Square Rigger is penalized a move in order to tack. The Square Rigger can point the ship in any direction, except into the wind. After it changes direction it cannot move for the rest of the turn. Unchanged or Port Change (counter-clock wise) in wind direction does not create a tacking penalty.

If a Square Rigger ended it’s turn on a starboard broad reach (90 degrees to the wind) and the wind direction change is to the port (counter-clockwise), the Square Rigger is penalized a move in order to tack. The Square Rigger can point the ship in any direction, except into the wind. After it changes directions it cannot move for the rest of the turn. Unchanged or Starboard Change (clock wise) does not create a tacking penalty.

--------------------------------


 
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Michael Williams

California
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Wind Rules v1.1 (PART 2) Schooners
Schooners

Schooners are fast ships and can travel into the wind by tacking back and forth, this feature makes the ship more maneuverable then the Square Rigger. The Schooner tends to be smaller and is used for scouting and fast attacks. When heading downwind the Schooner is unable to spread as much canvas as a Square Rigger and is unable to make the same speed. It’s risk is the surprise jibe that can throw the boom over fast and hard, which can tear sails, snap masts, and even toss the occasional crew into the water. The Schooner’s main advantage is being able to tack into the wind, making it nimble. This allows the Schooner to escape when out gunned, maneuver around for surprise attacks, and get to places when the wind is not cooperating. A good captain can lead his sailors through fast tacks without losing speed.


Movement:

All Schooners can travel down wind and broad reach (port or starboard tack) at full speed or into the wind at S speed (tacking).

1. Downwind (wind direction) = Full Speed
2. Starboard or Port Broad-Reach (90 degrees angle to wind direction) = Full Speed
3. Into the Wind = S (no bonuses)


Tacking

Schooners can make two 90-degree changes in direction per turn. This can happen at the beginning of a move and between movement phases (if it has more than one movement F+S).

Jibe Penalty

If a Schooner ended it’s turn down wind and the wind change is to the port (counter-clockwise) or starboard (clockwise) the ship is penalized a jibe maneuver. The ship can chain directions, but speed is reduced to S for the rest of the turn.



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Michael Williams

California
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Wind Rules v1.1 (Part 3) Gusts & Storms
Gust Rules:

A Gust is a sudden increase in wind. A gust can increase the speed of a ship or in some cases a knock down (pushing the ship over onto its side) and even damage. When a gust occurs sailors have to react quickly as the ship’s destiny is often determined by the wind.

If a gust is rolled (a 6 during the wind roll)
1. All ships check for damages
2. Check for upcoming Storm

Square Rigger Gust Rules:

1. If a Square Rigger is facing downwind at the beginning of the turn it automatically moves forward S, before any other moves. (note: This may cause ramming, running into an island, or other terrain)

2. A Square Rigger on a broad reach needs to roll and check for damage (6) and speed is reduced to S for the duration of the turn.

Damage Check Roll:
1-5 = no damage
6 = damage

Damage Roll:
1-3 = Loss of 1 Gold
4-5 = Loss of 1 Crew
6 = Loss of 1 Mast
(Opposing player randomly selects loss of gold and crew. Masts are lost from front to back)

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Schooner Gust Rules:

1. If a Schooner is facing into the wind it cannot move this turn.
2. If a Schooner is facing down wind at the beginning of a turn it automatically moves forward S, before any other moves. (note: This may cause ramming, running into an island, or other terrain)
3. A Schooner on broad reach it needs to roll for a knockdown.

Knock Down Roll:
1-4 = no knock down
5 = knock down (no damage – can not move this turn)
6 = knock down (damage)

Damage Roll:
1-3 = Loss of 1 Gold
4-5 = Loss of 1 Crew
6 = Loss of 1 Mast
(Opposing player randomly selects loss of gold and crew. Masts are lost from front to back)

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Special Gust Rules:

1. Any ship taking damage or knock down looses any ship being towed.
2. Any ship that suffers damage cannot move that turn.
3. All ships docked are not effected
4. –1 to all firing rolls
 
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Michael Williams

California
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Re: Wind Rules v1.1 (Part 4) Storms
Storm Conditions

A gust of wind can be a precursor to a large storm brewing on the horizon. A storm can drastically effect ships at sea. If a safe harbor is not close at hand, many captains will decided to pull down the canvas and heave to and ride out the storm.

If a Gust occurs and after all ships check for damage, a second die is rolled to determine if a Storm is on the horizon.

1 = Wind Unchanged
2 = Wind Changes to Starboard
3 = Wind Changes to Port
4 = Small Storm (1 turn)
5 = Tropical Storm (2 turns)
6 = Hurricane (3 turns)

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Movement:

If a storm occurs all ships are reduced to S speed for the duration of the Storm.

Square Riggers can only travel downwind.

Schooners can only travel downwind or on a broad reach.

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Heaving To

Any ship can decide at the beginning of the turn to “Heave To” for that turn. The ship pulls down it sails and points the ship into the wind to ride out the storm for that turn only. Any ship that “Heaves To” suffers no damage, but cannot move that turn.

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Storm Damage

All ships moving have to roll for damages at the beginning of each turn before movement.

Storm Damage Indication Roll:
1-3 = no damage
4-5 = damage (see Damage Roll)
6 = ship completely demasted (heads into the wind and can no longer move)

Damage Roll (4-5):
1-3 = Loss of 1 Gold
4-5 = Loss of 1 Crew
6 = Loss of 1 Mast
(Opposing player randomly selects loss of gold and crew. Masts are lost from front to back)

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After storm subsides and players go back to rolling for regular wind conditions.

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Special Storm rules:


1. Do not roll for wind conditions during storm turns
2. No ships can tow other ships (if towing – ships becomes derelected)
3. -2 to all firing rolls
4. Ships pinned stay pinned
5. Ships in homeports are safe and can perform Free Actions, but cannot Repair.
6. Ships at wild islands can not perform any Free Actions (load or unload) are treated as Heave To



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Conclusion: I really enjoy sailing and was excited to play Pirates of the Spanish Main, I was greatly disappointed not to see any wind rules in the game. These are house rules that I designed. Please play-test them and I welcome any comments or suggestions.

Regards,

LionFish42

lionfish42@earthlink.net
 
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Michael Williams

California
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Email Questions Answered
I have been getting emailed some questions. I will answer them here, just incase anyone else may have the same question. Of course these are the rules that we play with, if you don't like them you can change them. However, if you find something that works better please share them.

Quote:
Can ships turn at the end of there move?


No, turns are always 90-degrees and can happen at the beginning or between moves (for ships with multiple moves). A ship cannot end it's last leg (move)and then turn. The ship must remain in the direction of the final move.


Quote:
Can the ships turn less than 90-degrees and not be considered a turn?


Yes, ships can make course changes +/- 45-degrees without being counted as a turn. (players may want to set their maximum course changes, I suggest +/- 45-degrees)

Quote:
Does the Square Rigger have to move the +S bonus downwind?


Yes, it is a force move at the end of a turn - if the Square Rigger is facing down-wind at the begining of the turn and remains in that direction. If the ship makes a turn (not a course change) then the Square Rigger does NOT receive the +S bonus. This is because once these large ships gain speed it is hard to slow them down.

Quote:
Can a Square Rigger get the +S downwind bonus and +S Gust?


Yes, if the Square Rigger is facing down wind and a GUST (6) is rolled, the Square Rigger moves +S before it can do anything else. If the Square Rigger remains in that direction it can continue it's full move and also recieve the +S downwind bonus at the end of the move.


Quote:

What happens if a ship with a +S Gust or +S Downwind rams another ship?


It becomes pinned and follows the ram/pin rules of the game.

Quote:
During Damage rolls for Gusts or Storms and the ship has no gold or crew then what happens?


No Damage. If the damage roll is for gold and there is no gold on the ship no damage occurs, same for crew, and masts. If Gold is rolled and there is gold on the ship, the opposing player randomly selects (without looking) one of the gold to be lost. Same happens if crew is rolled. If Mast is rolled, the first mast (from bow to stern) is removed.

Quote:
What happens to the crew or gold that is lost at sea from Damage?


Here are 3 ideas that we have used:
1. The gold and/or crew is randomly places back on a wild island (a roll could determine this)
2. The gold/crew is permanantly removed from the game (we never do this, but you could)
3. New Rule, we got this off the website. The gold or crew is placed in the FOG. When a ship enters the fog it rolls to see if it finds any missing crew or gold (roll a 6 an it finds one random item).





 
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Gustavo Motta
Brazil
Araranguá
Santa Catarina
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mbmbmbmbmb
MOVEMENT

We can use the Regatta gameboard System. The game is a sailboat race.

Sailboats can not sail directly upwind, as can be seen here:
http://www.sealeggs.com.au/images/Pointsofsailing.jpg
and here:
http://www.holidaysallover.com/travel_about_aus/articles/ima...

So, in Regatta:

1 - against the wind ( BowLine 45°): move 1 space.
2 - side wind (Beam Reach - 90°) and rear wind (Running Downwind - 180°): move 2 spaces.
3 - wind beteween side an rear (Broad Reach 135°): move 3 spaces.

The sail ships of past centuries siled better with Broad Reach.


WIND MODIFICATION

Before the game is necessary to define the wind direction. This can be done with 1d8 or other method. To facilitate we use only the eight basic sails points.
See them here:
http://s3.amazonaws.com/pixmac-preview/brown-compass-rose.jp...

Every 3 or 5 turns the first player rolls one die.
1-2: the wind does not change.
3-4: the wind moves to the left of where it is.
5-6: the wind moves to the right of where it is.
 
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