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Swashbuckled!» Forums » Variants

Subject: Suggested rules changes & additions rss

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Rick S
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This game has a lot of potential, but the rules really do have a few holes. After playing through only a single complete game, my family came up with several house rules that made a fun-but-flawed game into a really fun, hopefully less-flawed one.

Here are the rules we came up with:

1. All cargo cards are visible at all times. This means that everyone can see who is a pirate, merchant, or lord nelson.

2. Merchants can attack pirates, but not other merchants or lord nelson. Lord nelsons can attack pirates, but not merchants or other lord nelsons.

3. Lord nelsons roll 4 dice for defense, instead of automatically sinking any pirate that attacks them.

4. Merchants or lord nelsons that defeat a pirate can choose to become a pirate. Pirates that defeat a lord nelson cannot become a lord nelson, and a lord nelson that becomes a pirate can't go back to being a lord nelson.

5. Instead of becoming a pirate, merchants that defeat a pirate can opt to receive a 10,000 bounty at their next port. Merchants that defeat several pirates in a single voyage will receive 10,000 for each one. If a merchant decides to become a pirate, they forfeit any bounties they have not yet collected.

6. Replacing a sunk ship costs 5,000 if you have 50,000 or less in cash, and 10,000 if you have more.

7. The clue cards that reveal the location of the 50,000 pirate treasure always reveal the continent first, then the 2 city numbers. This allows all players to see exactly where the treasure is buried when the 3rd clue is found.

8. The game ends when the 50,000 treasure is taken to a port. All players total up the value of their cargo as if they had delivered it to their final destination.

The winner is still the player with the most cash at the end of the game.
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Rick S
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Basically rewriting the game at this point:

Home Port --

The first city a player starts in is their Home Port. A player's Home Port never changes.

The Home Port is useful for delivering cargo or capturing the Buried Treasure.

A player whose ship has sunk may skip 1 turn to automatically return to their Home Port. This can only be done before they purchase a new ship. Defeated Pirates must still travel to the nearest port by dinghy before they can return to their Home Port.

Cargo Cards --

All cargo cards are visible at all times. This means that everyone can see who is a Pirate, Merchant, or Lord Nelson.

Instead of delivering cargo to the original destination rolled on the dice, a player can choose to drop it off at their Home Port.

Merchants can drop their cargo at any port that matches the number of their Home Port, as if they had delivered it to their actual Home Port.

Cargo delivered in this way is worth 1/2 the value shown on the Ship's Manifest, as figured from the Port o' Call to the new destination.

When delivering cargo, the Port o' Call and destination must always be on different continents.

Pirate cards that change the value of cargo have their normal effect, no matter where it is delivered.

Players can choose to deliver their cargo to any allowed destination at any time during their voyage.

Combat --

Merchants can attack Pirates, but not other Merchants or Lord Nelson. Lord Nelson can attack Pirates, but not Merchants or another Lord Nelson.

Lord Nelson rolls 4 dice for defense, instead of automatically sinking any Pirate that attacks them.

The Pirate card "No Lord Nelson for me!" reduces Lord Nelson's attack and defense dice to 2.

Piracy --

Any Merchant or Lord Nelson that defeats a Pirate can choose to become a Pirate themselves. Pirates cannot become Merchants or Lord Nelson until they drop their cargo at a port and receive a new cargo card.

Merchants that defeat a Pirate receive a 10,000 bounty at their next port. Merchants that defeat several Pirates in a single voyage receive 10,000 for each one. If a Merchant decides to take up piracy, they forfeit any bounties they have not yet collected. Merchants whose ships are sunk are still able to collect their bounties when they return to port.

Fees --

Replacing a lost ship costs 1,000 for every 10,000 in cash held by a player, rounded to the nearest 10,000. A ship always costs at least 1,000.

Players who cannot afford to replace a ship or pay their crew fees forfeit all of their remaining cash and lose 1 turn. On their next turn, they may draw a cargo card and set sail as if they had paid their fees normally.

Buried Treasure --

All 3 of the treasure Clues must be collected by a single player before the location of the Buried Treasure is revealed -- the 3 cards form a Map that is required to dig up the treasure.

Once a player has the Map, they roll the dice to determine the location of the Buried Treasure. Only the player holding the Map can dig up the treasure.

In order to collect the treasure, a player must return with it to their Home Port.

Any player can steal the Clue cards or treasure through combat, as long as they are allowed to attack ship carrying them (see Combat).

If the ship carrying the Map or the treasure is sunk by a World Event, the treasure is lost and the 3 Clues are shuffled back into the Pirate deck. A new Map and treasure must be found.

The ship carrying the treasure has 3 dice to defend with, regardless of whether they are a Merchant, Pirate, or Lord Nelson. Pirate cards have their normal effect.

Ending the Game --

The game ends when the Buried Treasure is successfully returned to any player's Home Port.

When the game ends, all ships at sea total up the value of their undelivered cargo as if they had delivered it to their Home Port.

Winning the Game --

A victory in combat is worth 1 point.

Each 10,000 in cash (always rounded down) is worth 1 point.

The winner is the player with the most points.


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J R
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Here are the house rules that we use in order to speed up and simplify the game:

1. No fees. You don't have to pay your crew before setting sail and you don't have to pay for a new ship (this helps to create more battles). All players start the game with £0.

2. Don't use any Merchant cargo cards. Everyone is either a pirate or Lord Nelson. Everyone rolls 3 die to move.

3. Lord Nelson rolls 4 dice for defense, instead of automatically sinking any Pirate that attacks them. The Pirate card "No Lord Nelson for me!" reduces Lord Nelson's attack and defense dice to 3.

4. No three rounds of dice rolls during battles, players roll their dice once and highest wins.

5. No dinghies, all losers just surrender their cards and jump to the nearest port.

6. For each clue card, write the number rolled on a Post-It note and stick it to the back of the card. If you think you've found the hidden treasure, check the cards and announce if you were right or wrong.

7. Game ends when either the £50,000 hidden treasure is taken to a player's destination port OR a player reaches £100,000. Player with the most money wins. In case of a tie, the player that retrieved the treasure wins.
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