JeffCopp

Pirate games

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I have read a couple of posts and read the rules of Evil Stevie's pirate game. It seems really cool, but seems focused on the usage of ships (not exclusively, of course).

I thought what about all these fortification sets. Are there any games that could involve using these?

I am starting brainstorming for a game involving most of the pirate lego sets that I have. The intention is for a 2 player game, but one that could easily be played alone as well since dice are used.

I plan on having players have a set amount of figures on each end, and to set up and orient their bases on their sides (cannon attacks can only occur within the actual constraints of the set - think Cannon cove).

On each turn, players can move their figures, have them pilot boats or ships, or attack opponents using cannons or their figures.

The objective could be (I haven't decided) to capture your enemies' treasure chests, take over their bases, or to eliminate all their units from battle.

I plan on also having each unit have a set of attack and defense scores against other units, close and long range attacks, and how effectively they can pilot boats and ships.

And I plan on having each set have a unique strength or strengths and capture methods.

Are there other games like this that may exist? If there is something similar I probably don't want to spend a terrible amount of time continuing the development of this game.

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I believe there isn't any game like what you are talking about. You idea seems very interesting though! :classic:

Edited by Brickington

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Great then! I especially would love to design it if others would be interested in it. All I have right now is some jotted ideas, but it will have a strategy element to it.

I'm going to outline a format and playing field idea first, decide on an objective, turn order, and combat.

The ideas I have so far are having three ranks of combatants on each side (Captain, First Mate/Admiral, and Officer). Officers can only hold one weapon while the others can wield two (or one with double effectiveness). Each would have different movement amounts per turn on land, water (with a limit on how many turns they can spend in the water), and how much they move in separate crafts if they are the operator. I plan on having a set number of actions the player can complete per turn, but I don't know how much just yet (such as can move 3 units or attack 3 times or a combination of those 3).

And again, I plan on having a set of rules, strengths, and parameters specific to each base. As one example, if the enemy unit is trying to remove the treasure from Shipwreck Island, there is a 1 in 4 chance of springing the trap and where they land is their new position.

I'm glad you guys seem interested! That is motivation for me, as is knowing that a game like this doesn't seem to exist just yet.

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The ideas I have so far are having three ranks of combatants on each side (Captain, First Mate/Admiral, and Officer). Officers can only hold one weapon while the others can wield two (or one with double effectiveness). Each would have different movement amounts per turn on land, water (with a limit on how many turns they can spend in the water), and how much they move in separate crafts if they are the operator.

I would suggest adding more classes. You could have sailors, that could repair ship damages, gunners/other specialty units to man ships, or any other type of people you want in the game. In a game that my brothers and I created, we developed captains a bit more. We had you start off with a captain, of which you chose in the beginning. Each captain had their own special abilities, such as rolling doubles to go again, stronger combat, faster travel, better trade, etc.

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UPDATES: 2/2/13 - Clarified repair times for bases, boats, and ships. Outlined what happens on the end of a turn for each player. Corrected some grammar, and made combat rules a little easier to understand. Also added unit movement capabilities in the water.

Pirate Game

SETUP

Each side will be allowed 1 large base, 2 medium bases, 3 boats, and 1 ship. Depending on desired length of game, more can be used as players see fit. A setup like this will result in a game of about one to one and a half hours.

Classes of figures

COMBAT

Soldier: A soldier can wield one weapon, is equally effective against other soldiers, but do half damage on higher rank opponents. Soldiers can equip muskets for long range attacks or swords for short range attacks.

Admiral: An admiral can wield one or two weapons. Wielding one weapon will allow an admiral another attack should he miss the initial attack. His attack power will be 50% higher as well. Admirals can equip swords or pistols. Admirals do half damage on captains, and they take half damage against soldiers.

Captain: Captains, like admirals, can wield one or two weapons. Wielding one weapon will increase attack power by 100%. Captains take half damage from all other ranks except captains. Captains can equip any weapon. Captains also can attack twice with two weapons, but without an attack bonus.

NON COMBAT

Machiner: A machiner's primary role is to operate weapons or other aspects of a base - particularly cannons. A machiner is required to fire the cannons on a base or on a ship. A machiner also operates cranes. Each set's specific features will outline which tasks must or can be done by a machiner.

Carpenter: A carpenter repairs the damage done to ships or bases by the opponents' cannon fire. A base has a certain allotment of cannon "hits" it can suffer before the base is decommissioned, requiring more turns to bring back to function.

Operator: An operator will steer boats and ships. An operator cannot be attacked directly unless the craft it is operating has no other crew members. A craft that has been damaged by cannon fire cannot be moved even if the operator is on it. The operator can also act as a carpenter on ships and boats but take twice as many turns to repair it.

The recommended 1 hour setup is (per side): 1 captain, 3 admirals, 6 soldiers, 3 machiners, 2 carpenters, 5 operators

PLACEMENT

A recommended space is at least a 4 x 5 foot or 3 x 6 foot area for the legos, plus additional space for the players to move their pieces. A grid space should be a 1 x 1 foot square. Each player should place their bases on their half of the playing grid. Large bases occupy one square, medium bases can be placed in the same square if the player chooses. Keep in mind that the orientation of the base affects where the ships can dock, and where the cannons on the base can fire. For consistency, bases can only face the four cardinal directions.

Ships and boats must be docked at a base at the start of the game. The player can deploy their craft as they see fit to their bases.

The player then sets their figures at their starting positions at each base.

Each player should roll a 6 sided die. Higher number goes first.

OBJECTIVE

The objective of the game is to acquire the treasure and defeat all combative forces of the opponent.

GAMEPLAY

On a players' turn, they may complete a combination of any 3 of the following for any of their members:

- Move along the base (soldiers and non-combatents can move 16 studs, or up one level, captains 32 studs or up two levels)

- Enter or exit a ship or boat.

- Attack another unit.

- Operate a machine (cannon, crane, etc.)

- Begin repairs on a base, boat, or ship.

- Move a craft (a boat can move 1/2 grid space, a ship 1/4 grid space)

NOTES ON WATER MOVEMENT: A unit can swim in the water, but with the following conditions.

- They move half their movement length in the water.

- A soldier or admiral can only spend up to 4 turns in the water. (see note below on thoughts on this rule)

- A captain can only spend up to 6 turns in the water.

- Any other non combat unit can only spend up to 3 turns in the water.

- A combat unit that is in the water cannot attack.

- A combat unit cannot hold a treasure chest while in the water.

- In order for a unit to leave the water, they must reach either the slope of a base or a dock that is no more than 3 bricks above the water, or a boat, or the ladder of a ship.

A single unit can move AND act in the same turn, but that counts as 2 of the 3 options that the player has for his/her turn. For example, a unit can attack a nearby enemy, and then move away from the attacked unit.

After a player's turn is over, any housed units recover 2 hit points up to their maximum. Any base that is being repaired will recover one half cannon hit per carpenter that is repairing it. (So for example, if both carpenters are repairing the same base, it will recover a full cannon hit per turn). Any carpenter that is repairing a ship or boat will repair the same amount of damage in one turn (one half cannon hit).

An operator who is repairing a boat will recover one quarter cannon hit per turn. In order for an operator to do this, he must be positioned (on a ship) in the middle of the ship's hull. In other words, an operator cannot move the ship AND repair it at the same time. However on a boat, an operator CAN move the boat and then elect to repair the boat on another action in the same turn.

If a base is decommisioned (taken all its allotable cannon hits), carpenters take twice as many turns to repair it. Since all other friendly units cannot be on a base that is decommisioned, the enemy is not allowed to attack carpenters directly until the base is recovered fully. However, the enemy can raid the decommisioned base for the treasure it may still have.

COMBAT/CAPTURE

Soldiers: 10 hit points

Admirals: 20 hit points

Captains: 30 hit points

Keeping track of hit points could prove difficult with a lot of units on the field. It is recommended to use chips or bingo markers. Ipads, laptops, or paper work as well.

Weapons have the following ratings:

Swords: 3 to 8 damage, can only hit units that are up to 4 studs away.

Pistols: 1 to 4 damage, can hit units up to 32 studs away.

Muskets: 1 to 8 damage, can hit units up to one full game square away, but there is a 50% chance of hitting a unit who is more than 32 studs away, and only a 25% chance of hitting a unit in a different square.

Sword damage is determined by rolling a 6 sided die and adding 2. A pistol by rolling a 4 sided die, and a musket by rolling an 8 sided die.

A 20 sided die can be used to determine if a hit occurs. On a standard attack, rolling a 1-5 on a 20-sided die results in a miss. On a target who is 32 or more studs away attempting a musket attack, 1-10 is a miss (or 1-15 if on a different game square).

A unit can only attack once per turn (a player cannot have the same unit attack twice), but multiple units can attack the same opponent if they are in range.

See unit specifics for other damage modifications.

Units have a set number of hit points they can take before they are captured by the opponent. A captured unit can be freed, but must be taken back to a base and "housed" before recovering to full capacity. A captured unit is moved to one of the opponent's jail cells of his choosing.

If more than two units are considered captured at a time, the first unit that was captured is removed from play.

The only way for a unit to recover hit points is to be housed on a base. Housing areas depend on the base, but as long as a unit remains there during the players' turn, they recover 2 hit points up to their maximum. A unit who has returned from capture must recover to maximum before they can be used again.

Non-combat units have 5 hit points. Operators cannot be captured unless they are alone on a craft.

COMBAT KNOCKBACK - A unit that is being attacked has a small chance of being knocked back during an attack. This only occurs if a 20 is rolled by the attacker on the hit or miss roll. The unit that is knocked back will fall back 4 studs in the direction of the attack. If the unit falls more than 1 floor (let's say one floor = 6 brick height), he receives an additional 1-6 points of damage PER floor fallen. If a unit falls into the water, they do not suffer additional damage.

ACQUIRING TREASURE

A treasure chest must be taken from a base. The unit obtaining the treasure can only move half its normal movement speed while holding it. In order for the player to officially acquire their opponents' treasure, the chest must make it back to the base and be lifted by a crane.

A unit holding treasure also cannot attack unless they let go of their treasure.

If the treasure chest is touched by the friendly unit (when it isn't held by the enemy), the treasure chest can be returned to its original starting position.

If a craft that has taken all the cannon fire it can or has no operator, then any treasure in transit can be recovered the same way.

CANNON FIRE

During a turn, a player may elect to operate a cannon. This requires a machiner within 4 studs of the cannon. The player may physically aim the cannon and fire it.

Cannon fire can cause the following to happen while the cannon ball is a projectile. Once it hits the playing field surface it is considered dead.

- Eliminate a unit in one shot, thereby capturing it.

- Causing damage to a base, including its cannons, cranes, or housing units.

- Causing damage to a boat or ship.

A cannon ball must hit this on the fly. Cannon balls can be "friendly fire", so aim carefully!

Cannons cannot be aimed at a unit or craft that is on the same base or is docked at that base. The first thing that the cannon ball touches is the object that receives damage (making the elimination of a unit by cannon fire a tall order)

If there are only a few firing cannons available, players may switch them in and out so long as they fire from where they were on the base originally.

SET FEATURES

The cool aspect of this game is that each set will have unique features and methods of capture. The following are merely suggestions - feel free to change them or come up with your own.

SHIPS

BLACK SEAS BARRACUDA & SKULLS EYE SCHOONER

- This ship can take 8 cannon hits

- Cannon fire from this ship is twice as effective

- Units firing from the crow's nest have double the usual range before accuracy penalties.

RENEGADE RUNNER

- This ship can take 3 cannon hits

- This ship moves the same speed as a boat

- The muskets on this ship may be fired by a machiner

IMPERIAL FLAGSHIP (the old one)

- This ship can take 4 cannon hits

- A machiner can operate both cannons (takes 2 actions)

- Units firing from the crow's nest have double the usual range before accuracy penalties.

(I don't have experience with other ships in the pirates line)

BOATS

SAILBOAT

- A sailboat can take 1 cannon hit.

- A unit need not equip oars to move the boat.

- Sailboats are not encumbered unless there are more than 3 units or treasure chests on board.

ROWBOAT

- A rowboat can take 1 cannon hit.

- A unit must equip oars to move the boat.

- Rowboats are not encumbered unless there are more than 2 units or treasure chests on board.

RAFT (large and small)

- A large raft can take 2 cannon hits, while a small only 1.

- Large rafts can hold 5 or less units or treasure chests.

- Small rafts can hold two units or treasure chests.

- Rafts move the same rate as boats.

BASES

For all bases, housing is disabled if the base has been damaged by cannon fire over half it's capacity. If a base suffers all cannon hits, friendly units must flee the base before repairs can begin. Enemy units may attempt to capture treasure during this phase.

IMPERIAL TRADING POST (large)

- This base can take 10 cannon hits.

- The base can dock 6 boats and 1 ship.

- The underground storage can be a holding cell.

- Both cranes can be used to score treasure.

- Units attacking from the top of the dock or guard towers receive double the range before accuracy penalties.

- Enemy units trying to take treasure have a 1 in 4 chance of becoming captured in the storage cellar (unless no units are present on the base).

- Housing takes place in the interior rooms of the guard tower, guard shack, and dock tower. Up to 5 units can be housed at a time.

IMPERIAL OUTPOST (medium)

- This base can take 4 cannon hits. Housing is available only in the kitchen or captain's room.

- The jail is a holding cell.

- Units attacking from the top tower receive the double range bonus.

- 2 boats may be docked here.

- Since treasure in this set is located in the floor, a unit needs to only place the coins in a boat and take them to a friendly base to capture them. No crane needed.

CANNON COVE (medium)

- This base can take 2 cannon hits. No housing.

- Cannon fire from this base is twice as effective.

- The jail is a holding cell.

LAGOON LOCK-UP (medium)

- This base can take 4 cannon hits. Housing is available only in the tavern.

- The jail is a holding cell.

- 2 boats may be docked here.

- Enemy units trying to free a unit in the holding cell have a 50% chance of opening the door.

SABRE ISLAND (medium)

- This base can take 2 cannon hits. Housing available in the middle floor.

- Units attacking from the top tower receive the double range bonus.

- 2 boats may dock here.

ELDORADO FORTRESS (large)

- This base can take 8 cannon hits. Housing available in the captain's room or the floor area behind the front door.

- Up to 4 boats or 1 ship may dock here.

- A machiner can operate the musket on the 2nd floor.

- The jail is a holding cell.

- An enemy trying to capture treasure has a 1 in 4 chance of being trapped in the basement.

ROCK ISLAND REFUGE (large)

- This base can take 8 cannon hits. Housing available in the captain's room.

- Up to 3 boats or 1 ship may dock here.

- The crane can be used to score treasure.

- The jail is a holding cell.

- Units trying to take treasure have a 1 in 4 chance of being trapped in the basement.

- Units firing from the top rope bridge receive a range bonus.

SKULL ISLAND (large)

- This base can take 6 cannon hits. Housing available in the 2nd floor room.

- 3 boats AND 1 ship may dock here.

- A boat can score treasure by entering the skull door room.

- The crane can be used to score treasure.

- A machiner can operate the muskets in the skull door room.

- Units firing from the top floor receive a range bonus.

- Enemy units attempting to take treasure have a 1 in 4 chance of being captured (unless no units are on the base)

SHIPWRECK ISLAND (medium, set #6296)

- This base can take 3 cannon hits. No housing available.

- 2 boats may dock here.

- Treasure CAN be scored by using the netting. However, a machiner takes twice as many turns to operate this crane (for example, player elects to use the netting to score treasure. After two turns if there is no interruption, the treasure is scored).

- Any unit attemping to take the treasure on this base has a 1 in 3 chance of triggering the trap. If triggered, the unit receives 1-4 points of damage AND will be placed in the water on the opposite side of the base.

- The jail is a holding cell.

PIRATES AMBUSH (medium)

- Any enemy boat that enters the square where this base is located MUST pass through this base to exit the square. There is a 1 in 4 chance of that unit triggering the net trap. Units trapped by this net cannot act or move for one full turn.

- The jail is a holding cell.

- No housing available.

FORBIDDEN ISLAND (medium)

- The jail can hold two enemy units.

- A unit trying to free a prisoner has a 50% chance of opening the door.

- A unit trying to take the treasure from the base has a 1 in 6 chance of triggering the trap door and becoming captured.

PIRATES PERILOUS PITFALL (I recommend this set be considered "neutral")

- Units trying to traverse this have to dock at the "shipwreck".

- Units crossing the bridge have a 1 in 3 chance of triggering the trap. If they do, the fall into the water.

- Units walking the trap bridge have a 1 in 4 chance of triggering the rockfall, suffering 3 to 6 points of damage (a 4 sided die plus 2). The trap resets immediately, and the unit must try to cross it again.

- Units who make it to the treasure room have a 1 in 4 chance of triggering the trap floor. If they do, they must be freed by another unit in the cell.

- Units CAN house themselves in the hut. A machiner can operate the cannon.

ROCKY REEF (I recommend this set be considered "neutral")

- Units must take a turn to dig the treasure.

- The unit digging the treasure has a 1 in 2 chance of being scared by the skeleton. If so, they must take their next action by moving the maximum distance away from the skeleton - even if that puts them in the water.

- A captain, however, is immune to the skeleton trap. If he digs the treasure, he will succeed.

- It is recommended to place two chests, or one chest and a barrel at the site.

Edited by JeffCopp

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Wow, this is fantastic. I tried playing it myself and it's really fun. A great new use for LEGO!

I'm glad you enjoyed it! About how long did it take for the game to finish? I just want to see how the timing works out with the setup guidelines I wrote.

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I added some more base details today, and expanded the movement, repair, and combat sections. In the near future I plan on doing a pictorial example of the game.

If anyone else plays the game, please provide me any feedback, constructive criticism, observations, or additions.

Thanks guys!

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Ok this is my first attempt at inserting flickr images, and after doing this pictorial example, some gameplay refinements may be necessary such as the amount of units. Then again, I set up the entire thing myself so perhaps when two people are playing it wouldn't take as long. A total of about 15 minutes was spent for setup.

Anyway, here we go.

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The Imperials - soldiers, admirals, captain, machiners, operators, and carpenters

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The pirates - soldiers, first mates, captain, machiners, carpenters, and operators (I forgot the 5th operator in this image)

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A shot at the playing field. Note my Imperial Flagship does not have the 2nd sail because the one I purchased had two large sails instead of two different cannon sails. I actually prefer it this way. Also, note my 3 year old's blocks marking the grid.

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Both sides spent their first few turns loading up their main ships and going on the offensive. The trading post elected to fire a cannon shot at the pirates ambush and scored a hit. The flagship heads towards Shipwreck Island...

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...While the Renegade Runner uses its movement advantage to head towards Imperial Outpost. The Imperials have not left this base well defended.

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A soldier on Shipwreck Island fired his musket at the soldier in the crow's nest, but rolled a 4 and missed (note: I don't know where my 20 sided die is, so I used a 10 sided and a 4 sided die to emulate this. A 2 on the green die means 3 or 4 - 3 if the blue die is odd, 4 if the blue die is even).

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Meanwhile, the runner, with the Captain aboard, has arrived at the Outpost.

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The machiner on board fires the mounted musket at the captain on the outpost and scores a hit for 5 points of damage. That doesn't bode well already.

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The Imperial Trading Post realizes their over fortification and fires a successful cannon shot at the runner. The Imperial Flagship scores another hit after this. An operator mobilizes into the sailboat.

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But the captain is not scared. He boards the base and swings his sword at the soldier, scoring a hit for 7 damage.

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His follow up attack is with his pistol which is a hit, and causes enough damage to capture the soldier.

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The Imperials continue their assault on Shipwreck Island by moving adjacent to it, and before attemping to leave the ship the admiral above fires his pistol at a pirate soldier, scoring a whopping....1 damage.

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Captain Redbeard continues his assault on the Outpost, capturing the operator. Now the Captain on the outpost is stranded. The captain takes the treasure from the floor.

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The runner is intercepted by the Imperial Flagship and a gun and cannon battle begins. Meanwhile, an operator from the trading post has picked up our Captain and is about to commence a sneak attack...

This concludes my pictorial example. The game, once set up, operates rather quickly and especially if you have an electronic means to monitor hit points and score. Even though I was solo playing it for this example, I enjoyed carrying out the action and letting the dice make the decision on what happens. I imagine with two people, this could get very entertaining.

I did take these photos on my Ipad so that is why some of the photos are not that good quality. However, I hope this helps get some of the ideas across on how the game can run.

If you have any constructive criticism, feedback, or anything else, please let me know.

Thanks everyone!

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Wow, that's easier and better than I imagined :laugh: . Could the grid be set up any way you think? Say larger/smaller, or does the whole game depend on the size you have?

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I think the grid size is entirely dependent on your preference. If you make more grid spaces, it'll take more turns for units to move around the map. The movements on boats and ships are based on grid spaces, while units are still moving 16 to 32 studs at a time on bases and ships. Also, bigger grids make for more difficult cannon shooting.

I think it is entirely possible to make terrain obstacles on grid spaces too. Perhaps a large mountain or two in the middle of the map.

But yeah, I feel the grid can be set up to your own liking.

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No new rules to report, but I do want to share with you a small scale playing of this game I did.

I used one base on each side, 1 captain, 1 admiral/first mate, and 3 soldiers on each side. I used 1 carpenter, 1 machiner, and 3 operators on each side as well - a total of ten men.

It was Skull Island vs. Imperial Trading Post. I allowed each side two rowboats only, and each side had two treasure chests to claim.

Cannon fire was exchanged by each side resulting in busy carpenters on each base, but a (very) lucky shot by the Imperials resulted in a captured Captain Redbeard.

The pirates scrambled their offense to the trading post in an effort to free their captain - the Imperials had two soldiers and an operator on a rowboat (rowing at half speed due to encumberance) heading to skull island at the time. As the pirates passed, the imperials fired on the boat but failed to capture any of the pirates. However, they continued to Skull Island. The machiner couldn't hit the boat and the boat successfully docked. and captured one chest.

The pirates, meanwhile, encountered the imperial captain and their numbers were too much. The captain was captured!

The imperials, while the pirates were attacking the captain, dispatched an operator in the other rowboat. The imperials on skull island captured the machiner, so the dispatched rowboat was able to reach skull island by himself. The soldiers, before leaving skull island with the 1st treasure chest, freed the captain and the two boats sailed back to the trading post.

The pirates freed their machiner and stole a treasure chest then dispatched back to skull island, setting up a rowboat battle.

The imperials gained the upper hand by capturing two soldiers, eliminating the machiner on the pirates side from play. The captain's boat engaged the other boat while the soldiers made it to the post with treasure and scored.

The imperial captain, however, succumbed and was re-captured. The pirates sailed back to Skull Island and scored the treasure.

And that's where the game stands at this point.

The playing of this scenario so far took about 20-25 minutes (minus initial setup which was quick given the small amount of sets used).

I know one other person on the forum has played this game. Has anyone else tried it? Do you have suggestions for changes or additions?

Thanks in advance for any comments or constructive criticism!

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