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Board Game:
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Gerald Upton
Canada
Kitchener
Ontario
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Nov 12, 2011
YouWantPirates.pdf (496 KB) (Log in or Register to download.)
I have tried to devise a game where the pirates act like pirates, and the non-pirates act their part too. This game has a strategic map-play element which links to the tactical Pirates game. The pirates have to attack merchant ships or settlements to get any gold, and the "government" ships are there to protect the merchant ships.

Unfortunately I have had no chance to test the game out, as my only opponent is my 8-year-old son, who's not interested. Anyone who does try it out, I wouldn't mind some feedback.
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Mr Smith
Canada

mbmbmbmbmb
I like this idea. I have not tried it yet, but will likely try something like this in my high school games club. (One of the benefits of being a teacher is having an extracurricular group full of willing playtesters for new ideas).

The only thing I'd like to see added is some type of development system. Something of the idea that the players start with one and two mast ships, and no "tech" type events, and can build up better fleets and armament as they acquire more gold. I like Wolf's "Settlers" idea where you need not just gold, but also "goods" (from the Catan game) to build new stuff.

Only trouble is, while it's accurate and deep, it'll take hours of gameplay.
 
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  • Posted Sat Nov 19, 2011 3:30 pm
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Gerald Upton
Canada
Kitchener
Ontario
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If you want a development system added, please try my Colonize the Caribbean rules here. It is similar to the above, but much more of a campaign game. There is no gold on the wild islands. You start with a small selection of ships. Once you land troops on a wild island, it becomes a colony and starts generating tax/trade revenue. Once you transport this revenue to your home island, you can use it to build larger fleets and armies. The forts are in there, and actually have a good use. They are not quite as game-destroying as they were in CC and PotR.
 
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  • Posted Thu Dec 8, 2011 10:36 am
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