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Pirates: Quest for Davy Jones' Gold» Forums » Variants

Subject: Problems with parley rss

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Matt Price
United States
San Francisco
California
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Member of the San Francisco Game Group since 2005
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This is a customized Bane Tower from the game Man o' War
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We played our first game last night, and had a lot of fun with it. Though the basic concepts are the same, this isn't a game for those wanting something compatable with their original collection of PotSM ships. Oh, and in my copy at least, the cards were not as rigid, and we broke five masts playing...! There was also a misprint on an orange ship, where on one side of the mast the cannon was a four, on the other a three.

We had a bit of trouble with one rule. First a little about the game: The objective is to get gold. You find the gold on the islands, and sometimes your treasure hunting triggers a monster to appear (worth more gold to whomever defeats it) or Davy Jones himself (worth even more gold if you can defeat him). Another way to get gold is to attack your opponent's ships, and here's where we had some problems. Only one player has the Captain's ability from the original game (move and shoot on the same turn). [by the way, The other three players can do one of the following: dock and explore on same turn, reroll one cannon, on a 5-6 one ship can do one additional action]

So if you defeat a ship, the ship is immediately transported to its home island, it's treasure is sent to the nearest wild island, and the victor may choose a gold coin from the victim. if your victim demands parley, you get one gold at random from him but you don't get to shoot at him. The latter is frequently best for the poor sod trapped in your cannon-sites, but there are no rules (that I found) to say you can't follow and attack the same fellow every turn. The player with the move-and-shoot ability has the worst cannons in the game, but he can essentially demand parley every turn as he chases you home, or just sink your ship and take your best gold coin. A bonus of playing the "pirate" this way: he never got any bad coins by visiting the islands! In this end, this player won by a landslide, as everyone else was busy getting cursed, fighting sea monsters, etc. and he robbed us of our booty on the way home.

So my proposed variant is: once you've demanded parley, that ship has safe passage all the way home. Aside from this little issue we had with the game, this was a lot of fun. It likely won't get played too often (and the poor masts certainly won't tolerate frequent play!), but it's light fun that we all found very enjoyable (even the poor guy who was getting robbed the whole game long)

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Steve Malczak
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The Red ships with the 'Captain' ability have dreadful cannon though. We played last night and had no real problems with the balance between the fleets.

The Red Captain ability lets him fire after he moves, but hitting mostly on 5's he likely wont wreck your ship too badly in one volley. IMO its best just to turn and fight. Let him get his shots off and then return fire next turn. The Blue ships can potentially shoot twice and the Orange ships are very likely to hit hard even with less guns firing.

As to the masts, yes, we broke a few simply putting them together! We used mini-dice to mark damage rather than removing masts. They are far too fragile for that compared to the CSG version.
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