Tuesday, 29 May 2012

Carry on Pirate

It appeared that it was my turn to put on a party game at the club, so I decided on Pirates. I use the Legends of the High Seas and, as it it a one off game, streamline the rules. Only Pistols and musket were allowed for shooting and cutlasses and hand weapons for melee. I created some "character" cards which could be used at various times in the game dependant on which phase it could be used (movement, shooting, melee or at any time). Each player received 3 cards from this deck and they could only use one per turn. Some they could use some they could not, depending what faction they were. At the start of game, no one knew who was who and were spotted at 18 inches.

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I had already written out the rosta sheets and almost all ten players knew what faction they were playing. I split the game into two tables, with five players on each.

Another smuggler is rumbled
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On the right hand table (below), we had Royal Navy (Paul D- Quins top), French Militia (Alan - Blue & white shirt), Spanish (Paul W - White Shirt) and then 2 Pirates ( Jim - Black Shirt & Robbie -Red Shirt)

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On the Left hand table (below), we had Eat India Company (James- Black top), French Marines (Barry - Blue shirt), Dutch West Indies Company (Kyri - White Shirt with his back to us) and then 1 Pirates ( Dave - Making the tea at this point) and a Privateer (Darren - in the Dapper looking hat)
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I gave each player a mission card, which had three missions on, which they had to try and fulfil or meet their fate.
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The missions varied from find the governor, Spanish gold, Blackbeard, governors daughter and pirates and plunder. Instead of rolling for initiative we drew cards and highest on both tables went first. Also the player with the highest card that turn received a toy pistol, why.....read on. There were also 4 jokers in the deck and should any of these jokers be drawn in the initiative phase, it would spark off a random event, from cannibals turning up closest to the pistol holder that turn, or quicksand appearing or good stuff like buried treasure being found. 

Pirates on the move
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Right table. French had to escort the governor from far end of table to the fort. RN had to snatch the governor, find Pirates hideout. Spanish wanted their gold back and wanted to snatch the Governor. Both Pirates needed to Snatch the Governor, find Blackbeard and get the Spanish Gold.
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Similar missions on this table except The French needed to find Governors daughter and the Pirate to find was Jack Rackham. (and Dave is back from making tea)
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Spanish (AWI figs repainted)
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Shots during game
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The French on their way to the fort. Pirates on the other side of the building trying to cut them off
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I made national flags for when spotted. The RN are trading blows with The French as the Goveror gets away.
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The East India Co. are trading shot with the French to the top of pic and Pirates form the top right.
The Dutch West Indies Co. have all taken refuge in the bottom left building as the Privateers hold back the cannibals who are attacking them from the bottom left of pic.
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I hope all had a good game. I certainly enjoyed running it, as it was played in the true spirit of Piracy.....Garrrrrrrrrrrrrrrrr. Parting shot some eye candy Ships from members taking part.
Mostly Kiddie toy ships, painted and tarted up.
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2 comments:

Mr. Lee said...

Thats pretty cool.. and nice to have such easy rules for quick games that involve pirates!

Phil Portway said...

Mr Lee,

If you overcomplicate party games with the traits form the book, "gamey" players will take advantage of the novices and that then makes for a bad game. I use some of the traits and bits form the rules and the players could only use them once if they had that card.
I made a two sided playsheet with all they needed on it. I only use courage test for figures who are shot at, and not the figs within 3".