ࡱ> 7 rbjbjUU ;7|7|m/l8"Ln=Bb6p"!!!AAAAAAA$D FrA! !!!A%A%%%!A%!A%%%<<J>* Lq"<> B0=B<1Gm$1G>%Brethren of the Coast By Kevin Durden These are modifications/additions to Pirates of the Spanish Main/Crimson Coast One of the hallmarks of great games is the ability of the players to set their own rules and make changes to the game universe. Here are changes weve made to stimulate gameplay. They make the following significant changes: Crew no longer count as Cargo. Crewing now affects running of the ship. Turns now taken as if action is simultaneous; players roll for initiative. Allows two Actions per turn, but limits MOVE and ATTACK actions to one per turn, without modifiers. This allows a running sea battle. Adds optional rules for wind strength and its change from turn to turn. Adds optional rules for aiming at rigging (chainshot), hull (rounshot), or crew (grapeshot), and how to calculate its effect. Adds optional rules for critical hits. During Exploration, searchers must take the first treasure they lay hands on, rather than turning over and surveying everything. Personalities modify this effect. Treasure is counted for Cargo by coins and not by value. A ship with a 3 cargo rating may carry 3 coins of any point value (not all treasure is silver and gold, mate). Credits: Pirates of the Crimson Coast, complete rules PDF, at BoardGameGeek,  HYPERLINK "http://www.boardgamegeek.com/game/10653" http://www.boardgamegeek.com/game/10653 Simultaneous Turn, Initiative, and Critical Hits from Fight in the Skies, Mike Carr and TSR Games (boxed WW I aviation game). Wind Direction from Quick and Dirty Napoleonic Naval Wars, Kingston Games Group,  HYPERLINK "http://www.kingstongamesgroup.org" www.kingstongamesgroup.org . Rigging, Hull, and Crew damage from Beat to Quarters, Donald B. Gifford,  HYPERLINK "http://www.btinternet.com/~david.manley/naval/BTQ.pdf" http://www.btinternet.com/~david.manley/naval/BTQ.pdf Wind Quartering Image from Shot and Sail, Jim Wallman,  HYPERLINK "http://www.jimwallman.org.uk/wargame" http://www.jimwallman.org.uk/wargame. Rum Unique Treasure Counter by  HYPERLINK "mailto:SeattleRed@aol.com" SeattleRed@aol.com, at BoardGameGeek,  HYPERLINK "http://www.boardgamegeek.com/game/10653" http://www.boardgamegeek.com/game/10653 Wind Strength and descriptions from the Beaufort Scale, The Boatmans Manual, Carl D. Lane. INITIAL FLEET SETUP Creating Fleets: Each ship and crew has a point cost and belongs to one of four nations: England, Spain, France, or the Brethren of the Coast. To create a fleet, determine the point total at which you will play your game. Each ship must fly its nationalitys flag from its stern (rear of the ship); players may build a fleet of ships from different nations, but must fly a single flag. Crewing Ships: At the beginning of the game, ships must be manned by crew equal to half the ships point value (fractions rounded up). For example, a 5-point ship would need 3 crew to be fully manned. Ships may carry additional crew above this value, to make allowance for battle losses and to use as prize crew for captured ships. Crew are paid on the following scale: Crew (points)SkillsSeamen (1 pt.)Represented by colored stones or other markers. 10-15 men. No special attributes.Cannoneer (2 pts.)Make one S gun a L OR one gun shoots again on a miss.Captain of Marines (2 pts.) Add one S gun roll (d3) for musketry, OR +1 boarding party.Explorer (3 pts.) Explorer searches for treasure during same turn a ship lands on an island. Turns over 3 treasures before choosing.Helmsman (3 pts.) Add one S length to move.Oarsman (2 pts.) If the ship is dismasted, to the lee of an island, or pointed into the wind, oarsmen can move the ship S per turn.Shipwright (3 pts.) Repairs one mast per turn at sea or wild island, two if docked at home island. There are special personalities in the game who give special advantages. Many will only sail with specific nations (these are based on crew we have; others will vary): Personality [Points]Special SkillAdmiral Morgan [5]English: Once per turn, roll a die. On a 5 or 6, the Admiral inspires the crew to perform an extra action. Others, worth 5 Gold ransom.Agustin Covas [4]Spanish: Add one S length for moves. +1 for Reef rolls, -1 for Sargasso Sea rolls, exits Fog Bank on course of own choosing. Others, worth 4 GoldCalico Cat [3]Pirates: Once per turn, before you give a ship an action, roll a die. On a 5 or 6, Cat inspires the crew to perform an action twice. Worth 3 Gold in reward money for French, English, or Spanish. Capitaine Gaston de St. Croix [4]French: Before you give a ship an action, roll a die. On a 5 or 6, St. Croix inspires the crew to perform an action twice. Rolls +1 on cannon-shot against enemy ships. Others, worth 4 Gold ransom.Doctor Forbes Beattie [3]All nationalities: Prevent 1 crew from being lost during battle each turn. Worth 3 Gold in ransom/reward.Doctor Urbano Javier [3]All nationalities: Prevent 1 crew from being lost during battle each turn. Worth 3 Gold in ransom/reward.Fernando Sanchez, Clerk [3]Spanish: Ship may stow 1 1/2 cargo for every point, rounded up (i.e. 3 = 5). Other nations: worth 3 Gold in ransom or reward.Gennys Red Rampage [3]Pirates: Add +2 to boarding party roll; roll an unmodified 6 and enemy surrenders. Other nations: lose one crew if discovered at castaway.Powder Pete [3]All nationalities: Once per turn, roll a die. On a 5 or 6, Powder Petes training allows the crew to shoot again if in battle.CREATING SEASCAPE Each player rolls a six-sided die (reroll ties). The player who rolls the highest result is the first player; the next is the second player, and so on. Place Islands and Seascapes: Starting with the first player, players take turns placing an island in the play area. Seascapes (Reefs, Sargasso weed, and Fog banks) are printed on the backs of islands. Using Seascapes in your games is optional--if you use seascapes, players should agree on the number and type that will be used, and players take turns in the same order they placed islands. Terrain may be placed anywhere on the play area, but each piece must be placed at least 1 S bar from any island or other piece of terrain. Fog Bank A ship enters a fog bank when any part of her touches the fog bank. A ship in a fog bank is lost. Lost ships cannot shoot, be shot at, ram, pin, or board other ships. Fog banks block lines of fire. Ships exit fog banks in random directions. Fog banks drift one S with the wind direction each turn. Reef When any part of a ship moves onto a reef, roll one six-sided die. The result is the depth rating of the reef until the end of that turn. Compare the rating to how many masts the ship had when she was constructed. If the reefs depth is less than this number of masts, the ship has a number of masts eliminated equal to the difference. For example, if a 1-masted ship sails over a reef with a depth of 2, no masts are eliminated. If a 4-masted ship sails over a reef with a depth of 2, two masts are eliminated. If the reef rating and number of masts are the same, no masts are eliminated. If a ship ends her movement partially on a reef, she does not have to roll to see if masts are eliminated when she moves off of the reef. Sargasso Sea When a ship sails over a Sargasso Sea, roll one six-sided die. The result is the thickness rating of the Sargasso Sea until the end of that turn. When a ship sails over a Sargasso Sea, compare the thickness to how many masts the ship had when she was constructed. If the Sargasso Seas thickness is higher than the number of masts, the ship is tangled in the weeds and may not move. For example, if a 1-masted ship sails over a Sargasso Sea with a rating of 2, she is tangled. If a 4-masted ship sails over a Sargasso Sea with a rating of 2, the ship is unaffected. If the Sargasso Sea rating and the number of masts are the same, the ship is unaffected. If a ship is tangled, you may use her move action for the turn to try to free her. Roll one six-sided die and add the current number of masts on the ship to the result. If the result is more than 6, the ship is untangled. Orient the ship in any direction, with her stern touching any edge of the Sargasso Sea. She may be given a move action to move next turn. Choose Home Islands: The player who placed the last island (or Seascape) chooses which island will be the home island of the first player. The first player places his or her ships so that their bows (fronts of the ships) touch that island. The first player then chooses a different island to be the second players home island, and that player places his or her ships so that their bows touch that island. Remaining islands are called wild islands. Place Treasure: Each treasure is printed with a number indicating how much gold it is worth. For a 30-point game, each player should contribute six treasure coins totaling 12 gold points. Special Treasures, such as Treasure Map, Rum, or Ghosts, are unique. Each player may select one unique treasure for the treasure pool that is randomly sorted and placed on islands. Shuffle the treasure with the numbers face down, and then distribute them to each wild island. (These are the special treasures we have on hand. Others would have different results). Special TreasureResultGhostly EncounterRoll die. If odd, finder loses all treasure aboard ship, ship appears back at home island, and that ship cannot return to island where ghost was discovered. If even, ghost guides crew to best treasure and ship appears back at home island. Ship may return at own risk (must roll again). Ghost is shuffled back into treasure on island.Treasure MapIf taken aboard, this ship turns over all treasures on the next island visited before deciding what to take. Good only for next island visited.RumIf taken aboard, ship can take no action (no moving, no fighting) next turn, because crew gets drunk. After that, the rum is worth 8 minus the # of original masts of the ship. WINDS Starting Wind Direction and Strength: The initial wind direction and strength is chosen by the player who goes last. This choice is made after all islands, seascapes, treasure, and ships have been placed on the board. As the Game Goes On: At the beginning of every turn, a player must roll 2 dice for potential shifts in the wind direction and strength. The result on the dice indicates whether the wind changes. 1-3 = no change in wind direction1 = Wind strength goes down 1 level4 = the wind shifts 45 clockwise2-5 = No change5 = the wind shifts 45 counterclockwise6 = Wind strength goes up 1 level6 = the wind reverses direction 180 The wind direction determines whether the ship will keep its base speed, gain, or lose speed depending on the ships heading. Ships headed directly downwind (running) have their normal movement. Ships headed across the wind (full and by) use their normal movement +S. Ships headed into the wind (close-hauled) use their normal movement -S.* Ships may not head directly into the wind, unless using Oarsmen.** *Fore-and-aft rigged schooners use Normal. **Schooners use Normal S. Heading and Wind Direction  Wind Strength WindsAppearanceMovement EffectCalmSea is like a mirrorZero Movement unless using OarsmenLight AirSmall wavelets; crests of glassy appearance, not breakingNormal Movement S as ships catch and lose the wind.Fresh breezeModerate waves, taking longer form; many whitecaps; some sprayNormal Movement.Strong breezeLarger waves forming; whitecaps everywhere; more sprayNormal Movement +S.Near galeSea heaps up; white foam from breaking waves begins to be blown in streaksNormal Movement for ships of 3 cargo or more; smaller ships Normal S due to heavy seas. Gunfire must take place at S range; no Boarding Attacks. Ramming causes both ships to roll for losing masts.StormVery high waves with overhanging crests; sea takes white appearance as foam is blown in very dense streaks; rolling is heavy and visibility is reducedAll ships under bare poles. Ships of 3 cargo or more move S, smaller ships move L, in direction of wind until striking land or reef. No Gunfire or Boarding Attacks. BEGIN PLAY! Turn Summary Roll for initiative for each ship. Lowest numbers will move first. The last person in line for initiative sets the weather by rolling two dice. The first ship takes two actions: Move, Attack, Repair, or Explore. Actions may take place in any order. A player may Repair, then Move, Attack and Move, Move and Attack, etc. Actions may not be doubled without special crew. If during a move action the active ship comes into range of another players ship, the active ship decides whether to fire. The inactive player may use an action to return fire at the first players ship. The inactive players ship now has 1 action left when its turn comes. Gunfire is simultaneous, so a lost mast/gun battery does not take effect until the exchange is over. The second ship takes any actions, and so on to the end of the initiative list. INITIATIVE Each round, each player rolls one die for each ship in his fleet. This is the initiative roll. The lowest number goes first. Each ship is able to take two actions (move, attack, repair, or explore) each turn. Actions may not be doubled (i.e., Move-Move, Gunfire-Gunfire), except by special Crew modifiers. MOVE These are performed using a move action or as the result of a move action. Maneuver A ship cannot sail through an island or another ship. If a ship has a combination move, such as L + S, you may choose to move her either L or S first, though she may change direction only between each measurement. If a ship touches another ship or an island during her movement, she must stop, even if she could move farther that turn. Come About A ship can come about (turn in place) so that her bow ends where her stern started (a maximum turn of 180). Coming about requires a move action. Derelict A ship is derelict (cannot move) if she has no masts. A derelict may be given only explore, attack, or repair actions. A derelict can still carry treasure and crew. If a derelict ship is hit, she sinks. Fouled A ship is fouled when her bow is in contact with any part of an enemy ship. The fouled ship cant move until the other ship moves away, either ship takes an unfouling action during the Repair phase, or the other ship becomes derelict. Ramming Immediately after a ship resolves a move action, if any part of her bow physically touches any part of an enemy ship, you may ram that ship as a free action. Roll one six-sided die; if the result is higher than the number of masts remaining on the enemy ship, the enemy ships player must choose and eliminate (remove) one mast. Unless the enemy ship becomes derelict from being rammed, the ramming ship automatically becomes fouled. Scuttle Sometimes you may want to sink your own ship rather than have her fall to an enemy. At any time during your turn, you may give a derelict ship a free action and attempt to scuttle that ship. Roll one six-sided die. On a result of 5 or 6, that derelict ship sinks at the beginning of your next turn. If an opponent begins to tow that ship before the beginning of your next turn, the scuttle attempt fails. All crew and treasure on a scuttled ship are removed from the game when she sinks. Tow After a ship is given a move action, if any part of her is touching the bow of any derelict, she can tow that derelict. As a free action, move the derelict so that her bow touches the stern of the towing ship. The towed ship and any crew on that ship become part of the towing players fleet. The base move of the towing ship becomes S; the towed ship moves with the towing ship as a free action. When the towing ship docks, dock the towed ship at the same island as a free action. Wrecks If a ship sinks as a result of sailing over a reef, her wreck remains on the reef. This wreck blocks movement and lines of fire. To signify a ship is a wreck, remove one of the hull pieces; this causes the ship to lean onto the reef and look like she is wrecked. ATTACKS These are performed using an attack action or as the result of an attack action. Gunfire When a cannon fires, draw a line of fire from the associated masts center point to any part of the target ship. If this line crosses your own ships masts or sails, any island, or other ships (other than the ship the line is being drawn to), the shot may not be made. You cannot shoot at ships docked at their home islands. Ships may not fire directly forward or aft. Broadsides Attack When this ship is given its first shoot action in an encounter, you may reduce all of this ships cannons to short range and shoot at only one target to port or starboard. Roll only one six-sided die; the result must be equal or higher than the highest cannons rank. If it is, all cannons hit, and the ship also gets one extra hit. Broadsides may only be fired on the first shoot action a ship takes when entering a battle; after that, the gun crews are working at different rates and so the effect is lost. Alternately, a broadside may be fired every other turn, providing the gun crews time to get back in synchronization. Fire as They Bear Individual cannon batteries (by mast) may engage one target on the port or starboard side each turn. They may NOT fire to both port and starboard in the same turn. Cannon batteries roll individually for effect. A roll equal to or greater than the batterys rating, with modifiers, is a hit on the target ship. A die roll result of 1 always misses, no matter the modifiers. Advanced--Loss of Rigging When a ship loses a mast, the owning player decides which mast will be lost. Roll one die for each mast lost that turn: 1-4 Mast hangs over side. (odd = port side; even = starboard) 5-6 Mast falls free. If the mast hangs over a side, the ship cannot fire on that side or change direction until it has been cut loose. Mast cutting attempts are made during the Repair phase of the turn. If the mast falls to the side an enemy ship has engaged, the two ships are fouled. AdvancedDamage When a ship is firing, the player declares whether the battery is firing chainshot (vs. masts and rigging), roundshot (vs. hull), or grapeshot (vs. crew, short range only). Target ships have rigging points equal to their number of masts, hull points equal to their cargo rating, and crew points equal to the crew counters. Reducing masts to zero results in the ship being derelict, reducing the hull to zero results in sinking, and reducing crew to zero results in surrendering the ship. The attacking player must still board the ship to capture it. Advanced--Critical Hit If a ship takes two or more hull points of damage in the same gunfire exchange, roll one die to check for a critical hit: 1 = Rudder Destroyed. Ship cannot make turns, must sail in current direction until repair action. 6 = Gunpowder Magazine Hit. Ship blows up in spectacular fashion. Fouled ships alongside are also destroyed. Board Immediately after a ship rams another ship, either player may initiate one (and only one) boarding party as a free action; the player who rammed decides first. Each player rolls a six-sided die and adds the result to the number of masts remaining on his or her ship. The player with the highest total can either eliminate a crew on, or steal a treasure from, the other ship. Reducing the crew to zero in a Boarding action results in capturing the ship. Sinking a ship Regular Crew, Treasure, and Special Treasure are removed from the game when a ship sinks. One high value special crew is placed on the closest island as a castaway to be discovered by other ships. CREW Note: A ship with a single crew counter is reduced to making ONE Action per turn. The ship may still make MOVE, ATTACK, REPAIR, or EXPLORE actions. While attacking, it may board normally, but may only fire one cannon battery in a turn. If a ship with a single crew counter returns to home port, the player must hire additional crew equal to half the ships point value (fractions rounded up) before the ship may sail again. Crew may only be hired at home ports, but may be gathered by pressing from captured ships or castaways. REPAIR The repair action allows a ship docked at her home island to repair (bring back into play) one mast. A ship with a Shipwright aboard may repair a mast at sea or on a foreign island. AdvancedUnfouling and Cutting Away: If a ship is fouled by another ship or by fallen rigging, the Repair party may use an action to cut the debris away. Roll a die: a 4, 5, or 6 results in success. Add +1 if there is a Shipwright aboard, subtract -1 if the ship has been under cannon fire or boarding attacks that turn. AdvancedHull Damage: If playing using the Advanced Damage rules, the crew may use an action to repair the hull damage. Roll a die: a 4, 5, or 6 results in success. Add +1 if there is a Shipwright aboard, subtract -1 if the ship has been under cannon fire or boarding attacks that turn. EXPLORING If a ship is docked at an island, an explore action allows her to take (within the ships cargo capacity limits) treasure pieces equal to her cargo capacity. The player must draw the treasure before looking at it, unless there are special abilities such as the Explorer in play. Place each chosen treasure face down on the ships deckplate card. Any treasure not taken is left face down on the island. When you leave a wild island, mark that you have been there by leaving a streamer (or other token) on the island; if you dock at an island with your streamer on it, you can explore it as a free action after docking. You may also explore any captured ship or derelict that your ship touches, which allows you to transfer treasure between ships. Wrecking If a ship sinks as a result of sailing over a reef, her wreck remains on the reef. Wrecks may be boarded to explore for treasure. Castaways: These are crew marooned on the island. If you find them while Exploring, you may add them to your crew, based on their special skills and their nationality, or hold them for ransom. They do not take up cargo space. WINNING Play ends when the players agree to end the game, when a player no longer has at least one working ship and crew counter, or when all the treasure has been gathered from the islands. On the turn that play ends, ships that are still afloat away from home port automatically return home. Any treasure aboard these ships is included in the tally. Any special crew personalities being held for ransom (that have not been included in a crew of the holder) are considered ransomed and their ransom added to the tally. Example: Dr. Forbes Beattie, an English doctor, is aboard a pirate-flagged vessel after being pressed to care for the crew. He may not be ransomed. The Spanish Clerk Fernando Snachez did no work for the pirates. He is ransomed for 3 Gold. The player with at least one working ship, one crew counter, and the most treasure at the end of play wins! If, due to storm, shipwreck, or battle, no player at the table has a working ship and crew, the player with the most treasure collected wins. MISSIONS Another way we keep game play fresh is to forgo the treasure collection aspect of the game in favor of other quests: Movin on Up: Start with your smallest ship apiece and minimum crew. All the other ships of different sizes are assumed to be merchantmen with a crew of 1 counter (they take one action, either move or shoot, and assume they do not do repairs). Attack the merchantmen, press crew, and trade up on ships when you take a larger one (the other is scuttled). Once one player has a four-masted ship or greater, the Royal Navy dispatches a squadron of three ships to hunt down the pirates. The lowest pirate on the totem pole takes the Royal Navy squadron and sets out to capture the biggest pirate and suppress the other lower-ranked pirates. If the pirates can clear the islands of shipping before the Royal Navy makes good, anarchy rules! If the Royal Navy succeeds, three Huzzahs for fair play, free trade, and fox hunting! Smugglers Blues: This time the goal is to deliver as much treasure (usually rum, wine, silk, or spice) to the coast without getting caught. One player is the Revenue service, with two small-to-medium ships, fully manned. The other players have three ships each and four crew counters. Play with two set up as legitimate merchants (empty) and one the smuggler, or spread the contraband around the fleet so the government doesnt get the whole stash. The revenuers grapple and board to search the cargo, or may fire on a ship if it fails to heave to. The revenuers lose points for damaging honest merchants, and gain for finding contraband. The smugglers small crews make it wise to avoid violence unless the situation is desperate. Sea Wolves: One player is Royal Navy squadron with a convoy (ratio of one Navy ship to four merchantmen) to protect, all moving from one corner of the play area to the opposite corner. The other players attempt to capture and plunder as much of the convoy as they are able. The merchantmen have a crew of 1 counter (they take one action, either move or shoot, and we assume they do not do repairs). The cargo of the merchantmen is hidden behind a divider, so their value is not known until boarding. One of the merchantmen is a troop transport with a company (two counters) of redcoats aboard . If the Navy keeps of the convoy intact they succeed. Fleet Action: We each take a nationality and form line to slaughter each other like civilized men. These damage rules make for quicker play with less record keeping than Wooden Ships and Iron Men and other games weve played, but can degenerate into a RISK-style numbing dicefest. The most exciting games are Trafalgar like in their set-up, where one player holds fire in an effort to maneuver close in for a knock-out punch, and the other snipes at long range and tries to avoid close action while preserving formation for mutual support. When we play this, its clear why only the larger vessels are rated as ships-of-the-line, as the smaller single- and two-masters are crushed and swept aside, or ignored as not worth a broadside. Damn the Torpedoes: A ship-to-shore action where we set up a defended harbor with shore batteries and light ships. An enemy squadron must enter to land a battalion of troops (10 counters) and capture the town. Another job for ships of the line, as smaller vessels cant take the punishment. Beware the Kraken: You run a shipping business trying to make more profits than rival shippers. A rock-like island stands in the middle of the play area, where all the business profits are, liberally surrounded by reefs, Sargasso weed, and fog. Creepy, eh? Each turn a ship is within 2L of the island (except when docked), the Kraken (a rubber squid) appears beside the ship on a roll of 5-6. The Kraken attacks as a single gun battery with a rank of 2 to: 2-3 strip a mast, 4 damage your hull, or 5-6 take a crew counter down to the depths. A hit on the Kraken drives it away; otherwise, it stays to do more damage until it eats all the crew, sinks the ship, or you sail more than 2L from the island. There is only one Kraken, so if a rival is being attacked, youre safe, but the Kraken may appear anywhere (within 2L of the island) the next time it surfaces, so beware! This is the only game where we allow players to buy replacement ships and crew, although if a ship has been attacked by the Kraken on a voyage, the remaining crew jumps ship when it arrives back at home port and a new crew must be purchased at double the last price (if a ship is attacked twice, the pay is now 4 times the beginning rate). Carrying extra crew is wise because you never know when youll run across a drifting, deserted ship, with a broken mast, seaweed on deck, food on the mess table, . . . 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