Blackbeard
Pirate Operations Enumerated:
Player may do one and only one of these each turn:
- Move (up to result of speed + die roll).
- Move full movement allowance and Search (draw card to resolve).
- Move any amount (including 0) and Assault a Port (Ability +
Combat + dr vs. Port Defense + DR).
- Sack a Port (Ability + Combat + dr vs. half Port Defense + DR).
- Attempt to Take a Prize (option to also place Debauchery
and Revelry if successful -- improves Crew Unrest by 1; may be mandatory;
next operation for this pirate must be to remove marker).
- Ransom one Hostage (receive dr x 100 +/- port bonuses or penalties)
and/or place Debauchery and Revelry (mandatory in Pirate
Haven; improves Crew Unrest by 1; next operation for this pirate must be to remove marker).
- In port, Sell Booty and/or Purchase a Safe Haven and/or
Purchase a Letter of Marque
and/or place Debauchery and Revelry (mandatory in Pirate
Haven; improves Crew Unrest by 1; next operation for this pirate must be to remove marker).
- Remove Debauchery and Revelry marker and perform a KC operation.
- Remove Debauchery and Revelry marker and perform an
operation with another Pirate.
- Remove Debauchery and Revelry marker and Petition for KC (if without one; see below).
- Refit Ship in port (remove 1 combat damage, 2 in pro-Pirate
port, all in Pirate Haven or Safe Haven).
- Recover in port (remove scurvy non-permanent wounds and restore Crew Unrest
(do not restore for Scurvy)).
- Retire voluntarily in Safe Haven or Pro-Pirate port (must roll Dr66 <= Net Worth in hundreds).
- Careen Ship in Port or coastal hex (remove dr speed hits).
- Remove Careen (to able to move again).
- Activate new Pirate anywhere (only 2 active at a time, 3 per
game, 2 if short game). (2.31)
- Petition for a King's Commissioner Ship (KC) if without one (must roll
Dr66 <= notoriety of active opposing pirate).
- Move KC (up to speed rating).
- Attempt to Intercept pirate in same hex with KC (dr vs. pirate speed + dr)
and if successful, Attack (combat + DR vs. combat + DR + Pirate Ability).
- Recover KC in Port (remove non-permanent wounds).
- Refit KC in Port (remove 1 combat damage, 2 if Anti-Pirate port).
- Careen KC in Port or coastal hex (remove dr speed hits).
- Remove Careen from KC (to be able to move again).
Easily Missed Rules
- If all Governors have been drawn out of the cup, all future draws
are automatically Anti-Pirate and recorded on paper, or I suppose
you could use any dead Anti-Pirate governors for the purpose. (2.35)
- Pirate must physically leave the Warship hex to get the Notoriety bonus.
- If multiple merchants in your hex, the first time draw one at random.
If it is still there by turn end, place it on top of the pirate who may then
choose next time from among the merchants remaining.
- On "Warship Intercepts Most Notorious Pirate", the interception is not
automatic. There is still an Evasion Roll (if ship is a schooner)
and an Interception roll. (6.35)
- No event part of a random event occurs if there is an auto-intercept by warship.
Scurvy, Transit box movement and blockades still occur however. (8.52Q&A)
- KC's and Warships can only enter Transit box on a Random Event. (8.6)
- Defeating a Warship causes no damage to either side. (13.61Q&A)
- Every time ship takes a combat damage, roll for pirate personal injury.
- A mutiny means you draw a new captain and continue with same ship!
- A single die roll covers both personal and hostage scurvy (per pirate).
- If you use Cunning after a battle roll, both ships re-roll, not just yours.
- Pirates may search in Transit boxes. Leaving the box returns any merchants
there to the cup.
- Use hex numbers (even or odd) to determine whether to remove a merchant
when not on a shipping lane.
- May not use Cunning to re-roll the cost of a Letter of Marque (22.2Q&A).
- A failed attack does not begin an attack history with a nation.
Map Notes:
In the first edition the line
dividing the North Atlantic from the Caribbean is missing.
If you happen to have this version, the following may help.
The line starts at the east coast of Florida, the hexside between G15
and H15 to be exact. From there it continues east matching exactly the
demarcation between coastal and deep water, which should be clear I think until you
get to Martinique. The last hexside which follows this pattern is the
hexside between BB18 (Martinique) and CC18. From there, the line goes as follows:
CC18:CC19
CC19:DD18
DD18:DD19
end
Sat Dec 22 22:10:12 PST 2001
Rick Heli