Friday, June 5, 2009

League Week 7 Scenario: 6/8 @ Knightfall Games

Hey there sailor,

Now that we're past the halfway point in Season 2, things ought to get mighty interesting. At the top of the standings be yours truly. Hot on me heels be Drakestongue, the curmudgeonly Dogan and M.F.B. Hpred (he of the most righteous beard). Of course, we all will be required to drop our lowest four scoring weeks, so there is still plenty of time for the rest of you scallywags to catch up!

This week's scenario is presented by Sven Forkbeard, a new addition to PDXYAR's ranks. Though Sven's exploits in the icy northlands are well chronicled, his journey into Port Land is just beginning. Judging from this scenario, old Sven might have more than a few tricks up his longcoat!

Scenario: Colonies! (We're a Long Way From Home)
Privateer: Sven Forkbeard, Emperor of the North
Location: Knightfall Games - Beaverton, OR
Time: 7:00 PM - 9:00 PM

REQUIREMENTS:
  • 50 point fleets
  • 3 islands, 3 terrain per player
  • 9 treasure coins totalling 20 gold per player

SETUP:
  • There are no home islands in this scenario - players begin the game with their ships at the edge of the table.
  • Players roll for first player as normal.
  • In order, players place their ships with each ship's stern touching the edge of the play area. Ships can start together or spread out, but may not start within 6L of any other player's ships. Ship placement occurs BEFORE island and terrain placement. Mercenary ships are placed the same way as all other ships for this scenario.
  • Each player places 3 islands and 3 terrain pieces normal. Islands may not be placed within 3L of any player's ships. Terrain may not be placed within 1S of any player's ships. Islands may be placed closer than 3L to each other (but never closer than 2L) ONLY if necessary in order to keep all islands at least 3L away from all players' starting ships. All other island and terrain placement rules are as normal. All islands are considered wild islands. Place 3 treasure coins per island.

PLAY:
  • Once per game, if a player has explored a wild island and all Mysterious Island text and unique treasures that stay face up on the island have been resolved, that player may declare that island his Colony, and should place a marker on the island to indicate this. The player who has the most gold on his Colony island and/or aboard his ships at the end of the game is the winner.
  • COLONIES ARE NOT HOME ISLANDS. Any and all game text that refers to a home island DOES NOT apply to a Colony island. Your ships may be attacked while docked at your Colony, and you may not give your ships repair actions (so bring a Shipwright!). Home island thieves have no effect on Colonies, and ships with the Eternal keyword do NOT appear at your Colony island when sunk. Unique Treasure that refer to your home island, such as Jail, have no effect.
  • Mercenary ships may dock at Colony islands.
  • COLONIES ARE NOT WILD ISLANDS EITHER. Any and all game text that refers to a wild island does not apply to a Colony island, either. Once an island has been declared a Colony, any Mysterious Island text becomes inactive for the rest of the game. You may not explore an opponent's Colony and steal their treasure,
  • RAIDING A COLONY. If your ship docks at an opponent's Colony, you may attempt to raid as a free action. This works sort of like a boarding party: the attacker and the defender each roll a d6. The attacker adds the number of masts on the ship whose action is instigating the raid, plus any boarding bonuses provided by game text of the ship or crew. The defender adds the total point value of all crew on the island (NOT on ships docked at the island, they have to be on the island itself). The high roll is the winner and may either kill an opponent's crew or take a treasure coin (if available). There may be only one insitgating ship per Raid, and the same Colony may only be raided once per turn.
  • MUSKETEERS. For this scenario, as a free action a Musketeer crew may fire their 3S cannon from any point on their player's Colony island if they are present on the island (not on a ship docked at the island). Multiple Musketeers will offer no additional shots (only 1 per Colony island). If you have a Musketeer and a Marine on your Colony island, they may each fire once per turn.
  • Please note that declaring a Colony island is optional. If you want, you can try to keep all your gold on your ships and hide in fog banks until the end of the game, but your opponents will no doubt tease you mercilessly for it. Also note that gold on ships in fog banks DOES NOT count towards the winning total at end of game.
  • The game ends when the last piece of treasure is picked up from a wild island and unloaded at a Colony island, or if over half of the starting ships are derelict or sunk (as in a normal game).

ADDITIONAL NOTES:
  • You may not establish a Colony on an island where a face up Unique Treasure (such as Altar of the Loa) is in play.
  • If a face down Trees Unique Treasure is in play on a Colony island, it is discarded without effect (however, Trees may be used before declaring the island your Colony).
  • Abandoned Crew have no point value and as such will not contribute to Colony defense (although you may kill an Abandoned Crew to satisfy losing a Colony Raid, and Abandoned Crew Musketeers function the same way normal Musketeers do in this scenario).

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