176 Open Daily games
1 Open Realtime game
  • Status: Live
  • Version: 10.0
  • Designer: Ozyman
  • Rating:
  • Rating Score: 8.29 out of 10 [17 ratings]
  • Difficulty: Beginner
  • Created Date: 10th Jul 2017
  • Release Date: 11th Dec 2013
  • Games Played: 652

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
3 4 5 6
Card Sets Worth 8,10,12,14,16,18,20
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 4 Default
2 Green 4 Default
3 Blue 5 Default
4 Black 5 Default
5 Orange 6 Default
6 Purple 6 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!?

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Pirate Vision

Pirate ships can see into all territories in their circle of influence. Any territory that overlaps at all, no matter how little can be viewed from the ship.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values8,10,12,14,16,18,20,22,24,26,28
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
7 8 9 10
11 12
Card Sets Worth 6,8,10,12,14,16,18
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 4 Default
2 Green 4 Default
3 Blue 4 Default
4 Black 4 Default
5 Orange 5 Default
6 Purple 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 6 Default
10 Yellow 6 Default
11 Navy 6 Default
12 Brown 6 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!?

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Pirate Vision

Pirate ships can see into all territories in their circle of influence. Any territory that overlaps at all, no matter how little can be viewed from the ship.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,12,14,16,18,20,22,24,26
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 15,18,21,24,27,30,33
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 3 Default
2 Green 6 Default
3 Blue 5 Default
4 Black 5 Default
5 Orange 5 Default
6 Purple 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Pirate Vision

Pirate ships can see into all territories in their circle of influence. Any territory that overlaps at all, no matter how little can be viewed from the ship.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values15,18,21,24,27,30,33,36,39,42,45
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
3 4 5 6
Card Sets Worth 10,12,14,16,18,20,22
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 4 Default
2 Green 4 Default
3 Blue 5 Default
4 Black 5 Default
5 Orange 6 Default
6 Purple 6 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!?

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values10,12,14,16,18,20,22,24,26,28,30
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
7 8 9 10
11 12
Card Sets Worth 6,8,10,12,14,16,18
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 4 Default
2 Green 4 Default
3 Blue 4 Default
4 Black 4 Default
5 Orange 5 Default
6 Purple 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 6 Default
10 Yellow 6 Default
11 Navy 6 Default
12 Brown 6 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!?

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,12,14,16,18,20,22,24,26
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 15,18,21,24,27,30,33
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 3 Default
2 Green 6 Default
3 Blue 5 Default
4 Black 5 Default
5 Orange 5 Default
6 Purple 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values15,18,21,24,27,30,33,36,39,42,45
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
3 4 5 6
Card Sets Worth 10,12,14,16,18,20,22
Territory Selection Simultaneous
Unit Placement Simultaneous
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 4 Default
2 Green 4 Default
3 Blue 5 Default
4 Black 5 Default
5 Orange 6 Default
6 Purple 6 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!?

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values10,12,14,16,18,20,22,24,26,28,30
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionSimultaneous
Unit placementSimultaneous
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
7 8 9 10
11 12
Card Sets Worth 6,8,10,12,14,16,18
Territory Selection Simultaneous
Unit Placement Simultaneous
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 4 Default
2 Green 4 Default
3 Blue 4 Default
4 Black 4 Default
5 Orange 5 Default
6 Purple 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 6 Default
10 Yellow 6 Default
11 Navy 6 Default
12 Brown 6 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!?

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values6,8,10,12,14,16,18,20,22,24,26
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionSimultaneous
Unit placementSimultaneous
Neutral countNone
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 95
Continents 35
Advanced Features One-way Borders
View Only Borders
 
Board Settings
Gameplay Turn Based
Available Players
2
Card Sets Worth 15,18,21,24,27,30,33
Territory Selection Simultaneous
Unit Placement Simultaneous
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Light
Fog Override Enabled
Open Games 0
 
Cards
West
Center
East
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red 3 Default
2 Green 6 Default
3 Blue 5 Default
4 Black 5 Default
5 Orange 5 Default
6 Purple 5 Default
7 Cyan 5 Default
8 Lime 5 Default
9 Pink 5 Default
10 Yellow 5 Default
11 Navy 5 Default
12 Brown 5 Default
13 Violet 5 Default
14 Khaki 5 Default

Board Description

The wiki page contains all this information in a more readable format:

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Yarr! Weigh anchor! Hoist the mizzen! Let's send these landlubbers to Davey Jones' locker!

Gameplay

A fairly straightforward map. Lots of chokepoints. Lots of bonuses. Bonuses are explained on the map. The only tricky thing is the one-way borders leading to and from the pirate ships.

Background

The era of piracy in the Caribbean began in the 16th century and died out in the 1830s after the navies of the nations of Western Europe and North America with colonies in the Caribbean began combating pirates. The period during which pirates were most successful was from the 1660s to 1730s. Piracy flourished in the Caribbean because of the existence of pirate seaports such as Port Royal in Jamaica, Tortuga in Haiti, and Nassau in the Bahamas.

In the latitudes of the Caribbean, the prevaling winds are the Trade Winds, which blow from East to West. The captain of a sailing ship seeks a course along which the winds can be expected to blow in the direction of travel. During the Age of Sail the pattern of prevailing winds made various points of the globe easy or difficult to access, and therefore had a direct impact on European empire-building and thus on modern political geography. For example, Manila galleons could not sail into the wind at all.

Inspired by "Pirates of Malta" on ToS.

http://www.wargear.net/wiki/doku.php?id=boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOff
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationBordered
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeLight
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOn
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed5
Card values15,18,21,24,27,30,33,36,39,42,45
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned3
Minimum bonus units per turn4
Elimination bonus4
Capturing of reserves on eliminationOn
Maximum reserve units0
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Seat
Allow seat selectionNone
Number of units per Territory3
Territory selectionSimultaneous
Unit placementSimultaneous
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone