Evil Stevie's Pirate Game
Posted 07 March 2012 - 07:42 PM
I will post pics and try to workout a play by play account if it doesn't get to crazy.
the answer to your question is yes I have a Lego tattoo. Minifig count is at 768!
Posted 16 June 2012 - 05:26 PM
May I present Broadside! a Lego Pirate Game...
I'm a new member of your excellent forum but have been enjoying collecting Pirates for a while now. When we got above 12 ships we looked for games that could be played with them. After being inspired by Evil Stevie's game we had a crack at developing our own with the simple criteria being; no dice, no cards and no reference charts.
We came up with a game called Broadside! that lets you determine ship to ship combat by firing the spring loaded cannon at each other's ships. We have put the game and a tutorial on a Facebook community page at
The rules can be found direct at
Please give it a go and tell me what you think, The rules are very quick to learn and the game is fast to play.
Also, please 'like' the Facebook page if you think it has promise and we'll keep updating it. The next event is the Australian Broadside! National Championships to be held in July so there should be some good photos up soon.
Posted 19 June 2012 - 08:03 PM
Remember to vote for the Ogre Cuusoo project. Steve Jackson, the creator of the games Munchkin and Car Wars to name a few , will back it.
Ahab out . . .
"We Set the Standards"
Posted 27 June 2012 - 02:10 PM
Posted 14 July 2012 - 01:49 PM
Edited by Dread Pirate Rob, 14 July 2012 - 02:07 PM.
Posted 22 August 2012 - 01:21 AM
I am not on Facebook otherwise I'd "like" it!
I built a fleet a while ago for playing on the floor, check it out here:
It was originally made for Evil Stevie's Pirate Game, but maybe I'll give your ruleset a try
When I was a kid I played something similar, albeit far simpler, on the floor, shooting the little cannons and removing any bricks and parts that were hit, it was great fun!
One question: The rules for Ship Island state that a player can shoot the ship that's anchored there and it gets replaced with the next in line; isn't this a cheap tactic to get a better vessel? I mean, why would anyone not use this when buying a new ship?
I'm looking forward to hearing more of this game.
Edit: Also, how is initiative handled? Who moves first, and is there any way to avoid being not able to hit an enemy at all when he sails his ship in a way that puts him outside my arc of fire because he was allowed to move after me?
Edited by Cherno, 22 August 2012 - 01:38 AM.
Posted 02 December 2013 - 02:40 PM
I am a huge fan of your cutters, they are excellent and would be a lot of fun in the game. The big ships can become a bit unweildy in a general fleet action, I will have to try my hand at making MOC small ships again, unfortunately the last one I did looked like a bus with washing drying on the roof.
Yes, you are right, that is a big hole in the rules. While the ship sailing and combat works well with simple mechanics at present, the campaign needs more work. Options we are working on at the moment include winning the game by collecting parrots, monkeys and rum (very piratey) Through to Cap'n Groove, our tech savvy pirate, writing a computer program to generate the random events.
There is no initiative element to the game, the players just take turns. By shooting after the movement phase of the player's turn it is difficult to place the ship somewhere it can shoot but not be shot.
Good News! The Broadside fleet have been accepted for a display at Brickvention in Melbourne Australia 18 - 19 January 2014. Hope to see some of you there.
The big question is, will there be enough room for a game or two?...
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