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Hideouts As everyone knows, any real pirate needs a secret base from which to operate. A hidden cove, camouflaged anchorage, a giant sea cave hide-away, or similar. A place to refit and rest, enjoy good spirits and easy company, dock prizes, stow loot, sort their captured goods, and hold prisoners for ransom. In short, they need a true pirate Hideout! Such Hideouts can now be established in the Brick Seas, and these will allow Black Flag pirates a secret base to end their turn in while keeping their location secret from prying eyes and over-zealous port officials or tax collectors. General Rules A Hideout can be established on *any* island in Terra Nova Hideout locations are secret, only known to the owner and any who he/she wishes to tell (and the MRCA committee) Each player can have one (1) active hideout at any time (And the Sea Rat faction can have an additional two (2) Hideouts - see below) Only Black Flag ships can dock at a hideout Only those knowing both the location and the password of the Hideout can dock there Ships docking at a Hideout operate in secret and will not have their locations published in the KPA Ships docking at a Hideout are at the mercy of the Hideout owner and can be taken without a fight A Hideout can be abandoned at any time by the owner, by giving public notice Establishing a Hideout To establish a Hideout, you must post a MOC of the Hideout of minimum 32x32 (or equivalent). This build (or series of builds) should show the Hideout and its surroundings. Creativity is encouraged! A link to the Hideout must be posted in this thread with the date. The name of your Hideout may be published publicly, but keep password and location secret. You then decide on a location (island) for the hideout and a password, and send this in a pm to the MRCA committee (Currently @Bregir, @Capt Wolf, and @Captain Genaro) who will maintain a database on these. The password allows you to enter the hideout in the MRCA, and have to be given as destination in the tMRCA form. You can submit your build as a freebuild with the freebuild form. Setting up a Hideout costs 300 dbs. Sea Rats are pirates by nature, and only need 150 dbs to establish a hideout. NB: The Sea Rat faction can have up to two (2) active Hideouts at any time. These are free and requires only a minimum 16x16 microbuild to activate. Discovering (and Destroying) a Hideout There are three ways in which a hideout can be discovered. Once discovered, the location of the Hideout is publicly revealed, and allows for challenge. Through the grapevine… It can be hard keeping your movements secret. The Hideout remains hidden for the first three turns after being established, after which location and name of the Hideout is revealed in the KPA. (In the first KPA after the third turn) If a build showing some aspect of life at the Hideout, of at least 20x20 in size is submitted, it will stay secret for an additional two (2) turns. This can be repeated indefinitely. (Links to these builds will have to be edited into the post in this topic!) By an Adventure! There are those who wish nothing good for the free of heart and loose morals. An aMRCA can target an island with the express intent of flushing out a Hideout. Once the first round of choices have been handled, if there is one or more Hideouts on that island, a random one will be revealed to the adventurer. By treachery or espionage. Anyone with the knowledge of password and location of the Hideout may betray it and reveal the Hideout to someone else, or decide to use the information himself. NB: A hideout will always be active the first 3 turns after establishment. (Unless dissolved by the owner) Anyone who discovers the password and location of a Hideout can destroy it. To destroy a Hideout, the discoverer must present a minimum 16x16 build showing some aspect of the discovery/destruction and publicly post the password and location of the hideout. Once the Hideout is closed down, the discoverer steals any the hidden treasures and receives d6x25 dbs and a chance to win a BoBS card. Once destroyed, all vessels in the Hideout must immediately leave (by the next MRCA turn). A word of advice - if you are a pirate and have taken a prize into your Hideout, it may be prudent to let a potential buyer take it over only after it has been sailed to a nearby "official" port. You do not to want to accidentally divulge the zone in which your Hideout is located! NB: These rules are subject to clarification and adjustment once they are play-tested. You will not lose your hideout, but may find some conditions being adjusted. NB: An example will be posted within a few days.