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boards:pirates_of_the_caribbean:pirates_of_the_caribbean [2013/11/30 23:10] Ozyman |
boards:pirates_of_the_caribbean:pirates_of_the_caribbean [2023/04/05 12:03] (current) Ozyman |
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Yarr! Weigh anchor! Hoist the mizzen! | Yarr! Weigh anchor! Hoist the mizzen! | ||
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- | ===Gameplay=== | ||
- | A fairly straightforward map. Lots of chokepoints. | ||
{{: | {{: | ||
- | ===Background=== | + | **NOTE: |
+ | |||
+ | =====Gameplay===== | ||
+ | A fairly straightforward map. Lots of chokepoints. | ||
+ | |||
+ | ===Bonus Details=== | ||
+ | Every island or country earns units at a rate equal to the number of territories in it. Pirate ships are worth +3, and double that if you own all 3 (i.e. +18 total for all 3). | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ | =====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. | 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. | 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 " | + | Inspired by " |
+ | |||
+ | =====Strategy===== | ||
+ | |||
+ | Be aggressive! | ||
+ | |||
+ | =====Scenarios===== | ||
+ | There are slight differences in the gameplay depending on how many players you have. | ||
+ | |||
+ | |||
+ | ====duel==== | ||
+ | * 1st player gets 3 units. 2nd player gets 6. | ||
+ | * Cards go 6,9,12,... | ||
+ | * High Neutrals. | ||
+ | ====3-6 players==== | ||
+ | * 4-6 units for each player (later positions get more) | ||
+ | * Cards go 6, | ||
+ | * Low Neutrals | ||
+ | ====7-12 players==== | ||
+ | * 4-6 units for each player (later positions get more) | ||
+ | * Cards go 6,7,8,.. | ||
+ | * No neutrals (except scenario ones). | ||
+ | ====Simultaneous ...==== | ||
+ | Same setup as the scenarios above, except light fog and simultaneous territory selection and simultaneous unit placement. | ||
+ | |||
+ | |||
+ | =====Dev Journal===== | ||
+ | It was inspired by " | ||
+ | |||
+ | Gameplay is straightforward, | ||
+ | I did make one additional change to the map after release, when I added ' |