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  1. Introducing BoBS Cards! Leadership is now ready to introduce the first BoBS cards, and will be handing out a few in advance of this months MRCA. The complete rules will be updated over time, but please find the introductory rules below. (All rules are subject to change) What are BoBS cards?! BoBS cards are bonuses awarded to players under special circumstances that gives a bonus to some aspect of the game. How do they work? BoBS cards are applied to an eligible asset in game, which could be a ship, property, army, settlement(?) or whatever else leadership thinks deserving, and amends one stat or the other for this entity. Bonuses are determined by leadership. In general, bonuses are positive, but negative cards are an option and *may* be given at some time. When are they awarded? The following are examples of when a BoBS card can be awarded. (List not complete and will be expanded. For now, BoBS cards only applies to vessels) They will generally be awarded for extraordinary efforts or luck, but you cannot and should not plan for or expect a BoBS card. There is a degree of randomness. And while some balance will generally be aimed for, if faction X makes 5 great builds and faction Y makes none, leadership will not consider itself limited by a need for perfect balance. tMRCA If someone achieves some extraordinary feat during the tMRCA, leadership may decide, on a case to case basis, to award a BoBS card. At launch, we aim for 1-3 cards per tMRCA. (tMRCA earned cards requires a build to activate similar to sistershipping and shiplimit builds.) aMRCA During an aMRCA, leadership may decide, on a case to case basis, to award a BoBS card related to the adventure. At launch, we aim for 1-3 cards per aMRCA. Ship mocs For extraordinary effort, improvement, creativity, accuracy or similar, leadership may award a ship moc a BoBS card. (Example: Elaborate custom rigging could lead to a +1 manoeuvre card being rewarded) Story builds or similar Leadership have the discretion to award BoBS cards for any build, storyline, event, etc. in all relevant cases. Can they be transferred? One of the characteristics of a BoBS card is its transferability. Similar cards may differ only in whether they are transferable, and transferability depends on the IC nature of the cards. An expert gunner will generally be transferable, while copper sheeting will not. If a card is to be transferred, it has to be located in the same port as the receiving vessel, and cards can only travel with vessels. When are they lost? BoBS cards are generally lost, when the entity is lost, or if leadership expires a card. Generally, IC concerns decides if a card is lost and leadership will decide this. Some cards, such as equipment on ships (new chase guns, exceptional compass, charts) will be lost if the ship is sunk, but most likely taken over by the new owner, if it is captured. Others, such as crew, will be lost with the ship, and not handed over to a capturer. However, they may be saved by an MRCA build (case by case basis) showing the crew being rescued or exchanged. Cards attached to the moc (and non-transferable) will generally be taken over by the new owner. They *may* also apply to sisterships of the same moc. Characteristics of a BoBS card Each BoBS card will have a number of characteristics, eg: Name Short description of the card Serial # A serial number to identify the card. Bonus States the relevant bonus of the card and its size. Eg. +1 to range or +2 to guns. Transferability States whether it can be transferred and to what vessels it can be attached, eg. vessels of class 3-7. Application States to what entity the card is currently attached. Is there a limit to how many cards a ship can have attached? Yes, depending on class. Class 0: 2 cards Class 1: 3 cards Class 2-4: 4 cards Class 5-7: 5 cards Class 8-10: 6 cards FAQ: Where can I see the current BoBS cards?? Will the effect of the ship cards show in the ship stat overview? ? First awards: The following players have been awarded BoBS cards for their efforts and achievements! Congratulations! @Professor Thaum Your experiments with flight have given the bosun of the frigate a new insight into aerodynamics, leading him to install stunsail booms. You are awarded the following BoBs card: Stunsail Booms #S001 +1 to Manoeuvre Not transferable Application: Andromeda @Bregir In escaping both LeColeon and Bloody Bill last month, the crew of the Satyr achieved impressive rowing techniques! Experienced Rowers #S002 +1 to Maneuvre Transferable to any vessel up to class 4 Application: Satyr @Mesabi The gunners aboard your WTC Riffraff have shown great skill at singlehandedly sinking the flagship of Zublious van Wreck! Experienced Gunners #S003 +2 to guns Transferable to any vessel classes 1-5 Application: WTC Riffraff @Phred The crew of the HRS Philipe has been busy in Harbour! While the representatives were busy negotiating, they‘ve found some friends who want to work aboard a first Rate! Useful Guests #S004 +1 to crew Transferable to any vessel classes 7-10 Application: HRS Philipe @Legostone The one responsible for managing cargo aboard the Green Winds III has figured out a better way of stacking the cargo inside the hold! Expert Supercargo #S005 +1 to cargo Transferable to any ship classes 3-6 Application: Green Winds III