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 Post Posted: Thu Apr 20, 2017 8:55 am 
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A question regarding weather reports: Rules say we have a 25% chance to predict the weather for the following turn. What happens when we fail that chance? Do we just not get a prediction? Do we still make a prediction, but it'll be wrong? If the latter, how do we discern a wrong prediction from a correct one?

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     Post Posted: Thu Apr 20, 2017 8:59 am 
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    I've gotten a wrong prediction saying Fair Weather, and was surprised by the Light Blow this past turn.

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     Post Posted: Thu Apr 20, 2017 9:01 am 
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    WurmD wrote:
    I've gotten a wrong prediction saying Fair Weather, and was surprised by the Light Blow this past turn.

    The very same happened to us, which is why I'm asking. : p

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     Post Posted: Thu Apr 20, 2017 9:04 am 
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    Yeah, you'd need some kind of special or magic to increase that chance, I think. What would cover weather? I mean, maybe luckamancy could futz the odds... but what magic is even in the game? Are all the schools available in some capacity?

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     Post Posted: Fri Apr 21, 2017 12:19 am 
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    Turn 4 complete, turn 5 started

    Weather report for turn 4: a storm happen in sector seven, where sector 7 is you have no idea.

    Combat report: battle on a few Resource islands An a lone sloop was destroyed barbarian forces.
    Turn 5 started for 2 sides. Right now there will be 3 Phases.

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     Post Posted: Fri Apr 21, 2017 1:23 am 
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    cypermancer wrote:

    To preform boarding actions 1 of three things must happen

    1) an attacking ship has the boarding action special
    2) An enemies ship has its move is reduced to half
    3) An enemies ship total crew is below half.
    Hmm, a ship being damaged but still at full crew has move penalties? Which?

    (And would you add the boarding details to the doc? And turn on Comments in the doc?)

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     Post Posted: Fri Apr 21, 2017 6:26 pm 
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    Some more reveals for you all. Just so you know just haw bad it can be.


    Critical table
    1) 1 crew killed
    2) 2 crew killed
    3)Ships move reduced by one
    4) yard destroyed
    5) 1 crew killed, ships move reduced by 1
    6) 1 crew killed, 1 yard destroyed
    7) 2 crew killed, ships move reduced by 1
    8) 2 crew killed, 1 yard destroyed
    9) 3 crew killed
    10) 3 crew killed ship move reduced by 1
    11) 3 crew killed ship 1 yard destroyed
    12) Demasted move reduced by 2 lose 2 Yards
    13) Leader Incapacitated (will recover next turn)
    14) Move reduced by 4 (to one outside of combat if at 0)
    15) Leader Incapacitated (will recover next turn) 2 crew killed, ships move reduced by 1
    16) Leader Incapacitated (will recover next turn), 2 crew killed, 1 yard destroyed
    17) Leader croaked
    18) Ship takes 30 damage or half remaining hit whichever is greater
    19) Roll twice
    20) Roll 3 times


    1 Light blow
    2 Light blow
    3 Light blow
    4 Storm
    5 Strom
    6 Tsunami

    Light Blow
    1-60 no damage
    61-80 Light damage 1d8
    81-90 Light damage 1d8, move reduced by 1
    91-100 mod damage 2d8 move reduced by 1

    Storm
    1-50 no damage
    51-60 light damage 1d8
    61-70 light damage 1d8, 1 crew lost
    71-80 light damage 1d8, 2 crew lost
    81-90 mod damage 2d8, 2 crew lost
    91-96 Leader lost or 4 crew, heavy damage 3d8
    97-100 ship lost

    Tsunami
    1-15 blow of course 1 hex light damage 1d8
    16-30 blow of course 2 hexes moderate damage 2d8
    31-45 blow of course 3 hexes heavy damage 3d8
    46-60 blow of course 3 hexes heavy damage 3d8 2 crew croaked
    61- 70 blow of course 3 hexes heavy damage 3d8 2 crew croaked leader incapacitated
    71-80 blow of course 3 hexes heavy damage 3d8 2 crew croaked leader croaked
    81-90 blow of course 3 hexes  2 crew croaked, leader croaked, ship takes 30 damage or half its remaining hit whichever is greater
    91-100 ship lost

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     Post Posted: Sun Apr 23, 2017 4:00 pm 
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    Turn 5 summary

    Weather: none

    Combat: small battles on a few resource sites with overwhelming victories. A sloop was attacked by a pirate ship named The Jolly Dodger. The fate of the ship and crew is unknown.

    Turn 6 has started

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     Post Posted: Fri Apr 28, 2017 1:25 am 
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    Turn 6 summary

    Weather none

    Combat: Several minor fights on resource islands, no major losses. Sea forts destroy 1 sloop

    The side of Sippi takes a special resource site.

    Trade hub is now open to three sides

    Turn 7 starts soon.

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     Post Posted: Wed May 03, 2017 6:57 am 
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    Turn 7 summary? :)

    Also, were there some rules about a port being blockaded? I can't find them (would you put them in the doc? :) )

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     Post Posted: Thu May 04, 2017 12:02 am 
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    Turn 7 summary

    Weather All casters felt a magical pulse reducing the effects of a storm in area 1

    Battle
    The Green Tide Attacks a level 1 barbarian port capturing the port.

    Clock work orange Attacks a level 1 barbarian port capturing the port.

    The Jolly dodger attacked and destroyed a sloop belonging to Sippi, before heading off to another part of the ocean.


    Blockade info will come up when a side is able to start a blockade, but a hint. Its not good.

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     Post Posted: Sun May 07, 2017 9:49 pm 
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    Turn 8 summary

    Weather All casters felt a magical pulse reducing the effects of a storm in area 6

    Battle- a few minor battles with no real losses. However ISS Bite was destroyed by a sea port. All hands were lost. Including the brave Captain Clark.

    Turn 9 has started.

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     Post Posted: Mon May 08, 2017 5:34 am 
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    Some relatively general combat questions.

    Are ships capable of moving post-combat?

    Does all combat happen in one distinct phase, or is it possible for combats to take place at different parts of the turn? E.g. if ship 1 wants to attack hex A, but in order to reach hex A, it needs ship 2 to attack hex B, to clear away some obstacles, can both of those things happen in the same turn? That'd result in a turn order of: Ship 2 moves, ship 2 fights in B, ship 1 moves (through B), ship 1 fights in A.

    Is there a kind of overrun mechanic, wherein a huge disparity between forces will allow for the larger side to defeat an enemy force without needing to battle?

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     Post Posted: Mon May 08, 2017 2:12 pm 
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    GJC wrote:
    Some relatively general combat questions.

    Are ships capable of moving post-combat?

    Does all combat happen in one distinct phase, or is it possible for combats to take place at different parts of the turn? E.g. if ship 1 wants to attack hex A, but in order to reach hex A, it needs ship 2 to attack hex B, to clear away some obstacles, can both of those things happen in the same turn? That'd result in a turn order of: Ship 2 moves, ship 2 fights in B, ship 1 moves (through B), ship 1 fights in A.

    Is there a kind of overrun mechanic, wherein a huge disparity between forces will allow for the larger side to defeat an enemy force without needing to battle?


    All movement happen before combat, but if the out numbrrs the defenders by a wide enough margin. They may attack and keep moving

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     Post Posted: Sat May 13, 2017 8:19 pm 
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    Turn 9 summary

    Weather a storm in area 4 damaged several ships

    Battle: A brave captain lost his life in a battle against ferals, but his sacrifice was not in vain, because the battle was won.

    A Seafort destroyed an uncaptained sloop belonging to Sippi.

    The end boss has been awakened. By popular vote a side has been selected to be targeted.

    Side note The Sea of Wonder Is very protective of its area you have been warned.

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     Post Posted: Fri May 19, 2017 3:04 pm 
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    Turn 10 summary

    Weather: A storm in area 4 did minor damage to 1 ship

    Battle: The Jolly Dodger Razed a resource site to the ground

    A seafort destroyed a Sloop belonging to inlaid
    I expected to have at least 1 PC fight by this time.

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     Post Posted: Fri May 19, 2017 7:57 pm 
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    cypermancer wrote:
    Turn 10 summary

    Weather: A storm in area 4 did minor damage to 1 ship

    Battle: The Jolly Dodger Razed a resource site to the ground

    A seafort destroyed a Sloop belonging to inlaid
    I expected to have at least 1 PC fight by this time.

    A seafort? I thought I was fighting ferals.

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     Post Posted: Wed May 24, 2017 2:50 am 
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    Turn 11 summary

    Was a big turn and we lost our first player, Deck of card you will be missed.

    Spoiler: show
    Well Deck of card is working with another side now so maybe not


    Little peek at the fight!
    Spoiler: show
    Before the start of your turn.

    Attacking force (Clockwork orange) 11 sloops, 1 qualish, two casters, 2 captains, 6 teddies

    Defending force (Sippi) 6 defense batteries, 1 ruler, 2 infantry, tower 1/5



    Sippi goes first. Combat summary

    1)The tower releases its one charge on clockwork orange sloop Alpha six damage dealt. (carrying two casters and captain)
    1) Sloop A takes 10 damage from Defense battery 3. 1 crew croaked
    1) Clockwork orange caster uses spell contact high. reducing the attack of 4 defense batteries.
    3) Defense battery #1 takes 11 damage 1 crew croaked from sloop C
    3) Defense battery #5 9 damage from Sloop Theta 1 crew croaked
    4) Defense battery #3 takes 9 damage from sloop eagle 1 crew croaked
    5) Sloop 3 takes 11 damage from Defense battery #1 1 crew croaked
    5) Defense batter #2 take 10 damage from sloop alpha 1 crew croaked
    5) Defense battery #1 destroyed by sloop Omega critical hit
    6) Sloop Betta takes 11 damage from Defense battery #2
    6) Effects from contact high end
    6) Defense battery #2 destroyed by critical from sloop A
    7 Eagle take 9 damage from D.B. #3 1 crew croaked
    7) Sloop Theta take 9 damage form D.B. #6 1 crew croaked
    7) Sloop 3 croaks defense battery #3
    7) Sloop 2 Croaks defense batter #4
    8) Sloop C croaks Defense battery # 6
    8) Sloop Alpha croaks Defense battery #5

    Bombardment phase skipped

    Clockwork orange lands 6 cloth teddies. After Clockwork orange's caster makes 2 more teddies

    6 of the teddies are croaked in the landing party. As the ruler Mark Twain leads the defense with two infantry. Mark is croaked during the fight.

    The Side of Sippi has no Heir. The side ends.

    Other battles

    The side of New thundermark attacks a level 1 barbarian port. The port is taken, but Captain Kellzo was croaked in a boarding action.

    Weather report: Storm in area 4 no damage taken

    New public info. This information is being shared, because Deck of card will still be playing the game.
    Spoiler: show
    hex 2341 level 1 barbarian port
    Hex 1442 silk camp
    Hex 2649 Trade camp
    Hex 1650 Sippis old capital site
    Hex 0756 Oil wells ( Oil well allow sides to build fire ships)

    Fire Ship
    0/12/50/4 crew none
    Production 2+ oil
    Upkeep 1
    Armament (special)
    Special- explode- Fire ships are dangerous to both friend and foe, use with care.  self guided
    Description- A once use attack ship used to destroy or damage enemy ships. The fire ship has no crew and must be pulled by other ships. The fire ship can set other ships on fire.

    Spell info
    7)Carnymancer
    Trick fire- All yards on the casters ship may fire in the same direction and at the same target. If cast in a port all defense platforms focus one target. Caster must be in the same hex.

    Bending light- Caster makes her ship immune to Yard attacks for one round. If cast on a port. Makes yards miss four defense platforms for one round. Caster must be in the same hex.

    Trick of the wind: Makes casters ship immune to the effects of weather for the turn. Caster must be in the same hex.

    Trick of the seas: Casters ship may ignore the move penalties or limitations for one hex. Caster must be in the same hex.

    8)Healamancer
    Back in the game: The caster restores the fallen crew of a ship. Must be cast the same turn the crew was lost. Maybe cast while the crew is involved with a boarding action. May also be cast on infantry, but will only restore up to four units. Caster must be in the same hex.

    Fallen hero: Heal one fallen Leader. Must be cast the same turn the leader has fallen. Caster must touch the fallen leader.

    Breeding program: Double the yield from any fishing, shellfish, or Whaling grounds. Cant be cast on the same grounds twice in a row.

    Patch job: Restore all the allied fallen crew and any leaders you want in a hex the units last until the start of next turn then croak. this includes any fallen leaders. Casting back in the game or fallen heros will stop the croaking.

    Will start turn 12 tommorow

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