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Pirates CSG House Rules(show)
Daniel's House Rules for Pirates CSG (2 Players)
Pirates Constructible Strategy Game is a collectible tabletop game centered around the classic age of piracy. Players create fleets of Ships made of plastic cards and use those fleets to dominate the tabletop by collecting Treasure, firing cannons, and using powerful Crew.
This document is a set of modified rules that make the game way better.
Treasure is the goal and currency of the game. They are governed by the following stats: Gold Value: Higher values indicate more valuable pieces of Treasure Treasure Affect: Some Treasure is special and affects the game with a special ability
Ships are used to find Treasure and prevent the opposing player from finding Treasure. They are governed by the following stats: Point Value: The price of each Ship in gold Mast Count: The maximum masts that a Ship can have Cargo: The maximum number of Treasure pieces that a Ship can carry at one time Movement Speed: Shows the number of S and L segments that a Ship must move each turn Cannon Values: The range (as L or S) and accuracy (as a die value) of each cannon (mast) Ship Abilities: Special properties of the Ship that affect gameplay * Nationality: The faction that a Ship belongs to
TIP: L AND S
The measurements of L and S refer to the long side of a deckplate and the short side of a deckplate, respectively.
The deckplate is the first card in a series of cards that are used to build a Ship. It contains all the stats listed above.
Crew augment Ships and help players edge out their opponents. They are governed by the following stats: Point Value: The price of each Crew in gold Crew Ability: A special property that affects the Ship that the Crew is stationed on * Nationality: The faction that a Crew belongs to
Creating A Fleet
A fleet consists of Ships and Crew that add up to a point total of 50. That point total can be adjusted as desired. Before the game, each player should bring their own fleets that meet that point count requirement. There are a few special rules:
- Only one of each type of Crew may be chosen per fleet.
- The lowest-cost Ship must be less than 10 points.
In addition, each fleet should fly the flag of one of the various nations in the game: England, Spain, France, etc. This becomes the nationality of the fleet. All Ships and Crew must be either Pirate or of that fleet's nationality.
Use a large flat surface as the playing area.
To begin setup, each player should roll a die. The highest rolling player becomes Player 1, and the other becomes Player 2.
For a 50 point game, use 7 islands. This island count can be adjusted as desired.
Start by placing an island in the middle of the table. This is the Seed Island. Player 1 then places Player 2's Home Island within 3L - 5L of the Seed Island. Player 2 then does the same for Player 1's Home Island.
Player 1 and Player 2 then take turns placing the remaining 4 Wild Islands. They must be more than 1L from all other islands and no farther from the Seed Island than either Home Island.
Both players place only their lowest point value Ship next to their Home Island with the bow touching the island. Place all other Ships aside. They will be purchasable during gameplay. If more than one Ship share the lowest point value, roll a die for each Ship. Repeat for ties. The Ship with the lowest die roll shall be placed at the home island.
If either player has any Crew, place all of them face-up next to the player's purchasable Ships. They too will be purchasable during gameplay.
For a 50 point game, use any number of Treasure pieces totaling 120 gold. Mix these pieces together face down. Place 40 gold worth of coins on the Seed Island. Evenly distribute the rest of the coins (not coin cost) to each of the 4 Wild Islands.
Feel free to add any special Treasure pieces to the mix, but they count as 0 gold towards the gold total.
Finally, give Player 2 a 3 gold piece before the game starts. They may not use that gold until the start of their first turn.
Players take turns giving each of their Ships actions starting with Player 1. Each turn has two phases: Ship actions and Ship/Crew purchasing. These phases are done in order.
Free Action: Unless a game effect specifically requires one of the three actions, that effect is a free action. Free actions happen automatically and immediately; they do not count towards a Ship's action for the turn on which they occur.
Every Ship that a player owns that is in play can take 1 of the following actions per turn: move, attack, or scavenge.
A Ship moves in lengths of S and L as dictated by its deckplate, Crew, and special Treasure. The player must move their Ships the maximum available distance. Combinations of S and L may be done in any order.
Derelicts: A Ship is derelict (cannot move) if she has no masts. A derelict can only be given Scavenge actions. A derelict can still carry Treasure and Crew. Derelicts that are shot sink to the bottom of the sea, taking their Treasure and Crew with them. Those pieces are removed from play.
Docking: A Ship is docked if its movement action ends with its bow touching an island. It cannot dock at an enemy island.
Ramming: When a Ship ends its move with its bow touching another Ship, then ramming has occurred. This is a free action. The rammer loses a mast of the owner's choice. The rammed player cannot move until the ramming Ship moves away or is destroyed.
Towing: When a Ship ends it's move with its bow touching a derelict Ship, that derelict may be towed as a free action. To tow a Ship, move the derelict behind the towing Ship such that its bow touches the towing Ship's stern. For all subsequent moves, the derelict stays attached to the towing Ship's stern. While towing, the movement speed of both Ships is locked at S, and cannot be modified. Towing can be terminated at any time, at which time the towed Ship is left where it was.
A Ship can fire its cannons at any enemy Ship. Each cannon is associated with a mast and has both a die value and a range value. Red dice have a maximum range of L and white dice have a maximum range of S. The dice indicate the die roll that constitutes a miss.
Roll a single die for each mast on the attacking Ship that is in range. If the die value is less than or equal to the value on the mast, then the shot misses. Otherwise, the shot hits.
When a hit is registered, the defending player chooses a mast to eliminate. Eliminated masts can no longer fire.
A Ship that is docked at any non-enemy island can gather resources and gold from the island as well as repair eliminated masts. Each turn it can take 1 Treasure from a Wild Island AND repair 1 mast. A Ship can only carry as much Treasure as it has Cargo for and it can only repair as many masts as it has masts. All gold Treasure pieces must be carried to the player's Home Island, where it can be spent on Ships and Crew. All special Treasure is stored face-up on the deckplate of the Ship that found it.
Ship and Crew Purchasing
Any gold that has been delivered to a player's home island is able to be exchanged for Ships or Crew in a player's fleet. Ships and Crew that are purchasable are stored in the player's Shipyard. Only Ships or Crew from the Shipyard are purchasable during the game. 1 gold equates to 1 point value. During this phase, any amount of gold may be exchanged.
Ships that are purchased are first spawned at the player's Home Island with their bow touching the island. They cannot take an action until the next turn. Ships that are sunk to the depths are returned to the Shipyard, and are re-purchasable.
Crew that are purchased can be delivered to a Ship that is docked at either the player's Home Island OR any Wild Island. Their effect is applied immediately. They are stored face-up on the deckplate of the Ship they are serving on. Each Ship can only carry one Crew at a time. Crew that are destroyed during the course of the game are removed from the game, and are not returned to the Shipyard.
Gold that is spent on Ships or Crew are flipped over to reveal their value and kept separate from the player's secret, usable Treasure stash. They may not be used to purchase Ships or Crew any longer. They will only count towards the final point total.
Moving Crew: Crew can be moved from Ship to Ship only when they are docked at the same island or when one Ship is towing the other.
Basic Crew Effects
There are some standard Crew that are available for all nationalities.
- Cannoneer (2 points): Once per turn, one of this Ship's cannons may shoot again if it misses.
- Captain (3 points): All cannon rolls and boarding parties get +1.
- Explorer (2 points): Any Ship that docks at a Wild Island with an Explorer can take an alternative action instead of Scavenge: they can leave a Trap for enemy Ships. This Trap is shown by placing a die on the island. This Trap will remain there until an enemy Ship destroys it by rolling higher than a 2. While present on the island, enemy Ships can't Scavenge at that island. There can only be one trap per island.
- Helmsman (2 points): This Ship gets +S added to her base move.
- Musketeer (3 points): This Ship gains one cannon that may not have its range or cannon roll adjusted. It can shoot from any mast, including eliminated masts.
- Oarsman (1 point): If derelict, this Ship gains a base move of S.
- Shipwright (2 points): This Ship may use its scavenge action at sea. It cannot take Treasure from Wild Islands when not docked. If this Ship is docked at a Wild Island, it can repair 2 masts instead of 1 per turn.
Once all of the Treasure on all Wild Islands has been claimed, the game is over. Each player reveals their un-spent Treasure and adds their value + 1 to their spent Treasure. The player that collected the most Treasure wins.