This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
boards:pirates_of_the_caribbean:pirates_of_the_caribbean [2013/11/30 23:17] Ozyman |
boards:pirates_of_the_caribbean:pirates_of_the_caribbean [2023/04/05 12:03] (current) Ozyman |
||
---|---|---|---|
Line 1: | Line 1: | ||
Yarr! Weigh anchor! Hoist the mizzen! | Yarr! Weigh anchor! Hoist the mizzen! | ||
{{: | {{: | ||
+ | **NOTE: | ||
=====Gameplay===== | =====Gameplay===== | ||
- | A fairly straightforward map. Lots of chokepoints. | + | A fairly straightforward map. Lots of chokepoints. |
+ | |||
+ | ===Bonus Details=== | ||
+ | Every island or country earns units at a rate equal to the number of territories in it. Pirate ships are worth +3, and double that if you own all 3 (i.e. +18 total for all 3). | ||
+ | |||
Line 11: | Line 17: | ||
In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all. | In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all. | ||
- | Inspired by " | + | Inspired by " |
=====Strategy===== | =====Strategy===== | ||
Line 22: | Line 28: | ||
====duel==== | ====duel==== | ||
- | * 1st player gets 3 units. 2nd player gets 6. C | + | * 1st player gets 3 units. 2nd player gets 6. |
* Cards go 6, | * Cards go 6, | ||
* High Neutrals. | * High Neutrals. | ||
- | ====3-7 players==== | + | ====3-6 players==== |
- | * 5 units for each player. | + | * 4-6 units for each player |
* Cards go 6, | * Cards go 6, | ||
* Low Neutrals | * Low Neutrals | ||
- | ====8-12 players==== | + | ====7-12 players==== |
- | * 6 units for each player. | + | * 4-6 units for each player |
* Cards go 6, | * Cards go 6, | ||
* No neutrals (except scenario ones). | * No neutrals (except scenario ones). | ||
+ | ====Simultaneous ...==== | ||
+ | Same setup as the scenarios above, except light fog and simultaneous territory selection and simultaneous unit placement. | ||
+ | |||
+ | |||
+ | =====Dev Journal===== | ||
+ | It was inspired by " | ||
+ | |||
+ | Gameplay is straightforward, | ||
+ | |||
+ | I did make one additional change to the map after release, when I added ' |