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Subject: Solitaire activating dummy pirate rss

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Tim
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Frederick
Maryland
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Very basic question, but at the beginning of the game when it is one of the dummy pirate's turn, where do you place their ship? Anywhere, like you would for your ship as stated in 6.21?

Another basic question, when moving the dummy pirate do you just move it as you think best for it? For example, if it is not within 6 hexes of a Merchant ship it says in 23.5 that "... if at full strength and not in a hex with a Merchant at the end of his move and if he has any empty Holds, a Pirate will Search...", is it just moved anywhere and then do the Search?

Thanks!
 
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Black Bart
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23.7 FAIR PLAY: For a challenging game, the solitaire player should wear several hats; i.e., he should suspend his loyalty to Captain Blood during the dummy moves and try to make moves which are to their best advantage - as if those forces were his own. All of the above rules are only guidelines for courses of action and can be freely broken by the player in acting in the best interests of the dummy. Only in this way can a truly challenging scenario be provided for Captain Blood to best.
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tom in Toronto
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Q1 - yes, place the pirate wherever seems most fruitful (usually on top of a merchant(s)).
aside- you might also consider placing it a distance from the other pirates already on the board...a 'real' player would certainly take this into account as the seas can get full quickly, meaning less booty available.

Q2 - the answerer above put it well...wear several 'hats' in the solitaire game: blood, and each pirate (or KC).

Take into account that when 'searching', you're slightly more likely to find merchants in coastal zones, but also more likely to find storms. If you're searching near another player, be sure to be close enough so that any storm you find also hits them
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Tim
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Frederick
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Thanks for the replies that helps me to move on in the spirit of the game. I'm really looking forward to playing it.

Tim
 
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