The Curse of the Flying Dutchman Scenario
2-6 players (the more the better)
Set up time-5 minutes
Play time-30 minutes to an hour?
Many a sailor can tell you tales of the mysterious ghost ship know as the Flying Dutchman, the ghastly vessel commanded by the demonic Capt. Vanderdecken. When the Captain curses a man, he is condemned forever while on the ship. The kind angels of heaven look with mercy, however, and grant the man a blessing; whenever he leaves the Flying Dutchman, he will be showered with riches beyond compare. Now the privateers and pirates have heard of the blessing and are after the wealth that the doomed wretch can provide… but if they fail to beat the Dutchman, they too may be cursed forever.
One island for each non-Dutchman player
One reef terrain
One ship for each non-Dutchman player
The Flying Dutchman or another five-mast ship
One unique crewmember
One crew to represent Capt. Vanderdecken
Five random gold pieces for each non-Dutchman player
The goal for the Flying Dutchman is to retain the unique crewmember and to cripple all opposing ships. The goal for the other ships is to win the most gold by stealing the unique crewmember and keeping it for as long as possible. For every turn that a ship keeps the crewmember, they roll a d6, if the result is four and above; they take a coin from the communal gold pool, if the result is below four; no effect takes place.
Place the reef in the middle of the table and put The Flying Dutchman next to it. Position the islands around the reef at a distance of 3L, try to place them as evenly as possible. Roll a d6, the player with the highest result (player 1) will play as the captain of the Flying Dutchman, the player with the second highest roll (player 2) will have first choice of the islands, and so on. Each player should dock his or her ship of choice at the island they have chosen in turn. The unique crewmember should be placed on the Flying Dutchman and the gold pieces are to be put to the side of the board facedown.
The game starts with player 2 who conducts his turn as normal. The play moves to the left and the game continues until a player has a winning number of the gold points, all of the gold pieces are gone or until only the Dutchman floats! Since the game is all about boarding and stealing the crewmember and/or the gold from other players, some rules must be adjusted:
· The Flying Dutchman cannot be damaged.
· The Flying Dutchman has a base move of 1S.
· The Flying Dutchman is of the Cursed Faction and has the Broadsides attack keyword regardless of what ship represents it.
· The Flying Dutchman begins the game with the Capt. Vanderdecken crew; Vanderdecken has the captain and eternal keywords.
· Ships ramming the Dutchman cannot be pinned but ships ramming other ships will be susceptible to all normal rules.
· The unique crewman cannot be destroyed, if the ship that the crewmember is on sinks, the crewman revives back on the Dutchman,
· The crewmember has one and only one ability; he produces gold if a four, five or six is rolled at the beginning of his captor’s turn, he may perform no other task regardless of what crew is representing him,
· The crewmember cannot be transferred onto an island.
· If the last floating non-Dutchman ship has the crewman and all her masts, the game is considered over with that that ship as the winner, if not, play will continue until these conditions are met or the Dutchman sinks the last ship.
Winning Gold Numbers:
(Number of players includes the Flying Dutchman)
2 players—overall gold pool: 5 gold. Winning gold: 7 points
3 players—overall gold pool: 10 gold. Winning gold: 12 points
4 players—overall gold pool: 15 gold. Winning gold: 15 points
5 players—overall gold pool: 20 gold. Winning gold: 17 points
6 players—gold pool: 25 gold. Winning gold: 20 points
The winning gold numbers need to be tweaked, I used averages to make them and so considering the abundance of 1 coins, they will have to be adjusted to fit an eventuality.
Please tell me about any problems with this scenario and about anything that might improve it. Thanks.
- Last edited Mon Apr 7, 2008 10:37 pm (Total Number of Edits: 1)
- Posted Sat Apr 5, 2008 6:03 am
I think your scenario has some merit. The only issue that really pops out at me at first glance is that it will be very difficult to board a 5 master, especially if it will always have 5 masts.
If you are playing with a four masted ship, that's only a disadvantage of one, but there should be a handycap for smaller ships.
- Last edited Sun Apr 6, 2008 2:59 pm (Total Number of Edits: 1)
- Posted Sun Apr 6, 2008 2:58 pm
For all have sinned and fallen short of the glory
what's the build total for this scenario?
30 points gets you Celtic Fury and it's captain. Toss in a helmsman and Navigator, and even the Dutchman will have trouble.