User Tools

Site Tools


boards:pirates_of_the_caribbean:pirates_of_the_caribbean

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
boards:pirates_of_the_caribbean:pirates_of_the_caribbean [2013/11/30 23:14]
Ozyman
boards:pirates_of_the_caribbean:pirates_of_the_caribbean [2023/04/05 12:03] (current)
Ozyman
Line 1: Line 1:
 Yarr! Weigh anchor! Hoist the mizzen!   Let's send these landlubbers to Davey Jones' locker! Yarr! Weigh anchor! Hoist the mizzen!   Let's send these landlubbers to Davey Jones' locker!
 +{{:boards:pirates_of_the_caribbean:5308.png |}}
 +**NOTE:   This image is out of date.**
  
 =====Gameplay===== =====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.  +A fairly straightforward map.  Lots of chokepoints.  Lots of bonuses. The only tricky thing is the one-way borders leading to and from the pirate ships.  
-{{:boards:pirates_of_the_caribbean:5308.png |}}+ 
 +===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===== =====Background=====
Line 10: Line 17:
 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 "Pirates of Malta" on ToS.+Inspired by "Pirates of Malta" on ToS and [[http://www.wargear.net/forum/showthread/1500/Pirates_of_Malta_Map|this thread on wargear]]
  
 =====Strategy===== =====Strategy=====
Line 21: Line 28:
  
 ====duel==== ====duel====
-  * 1st player gets 3 units. 2nd player gets 6. C+  * 1st player gets 3 units. 2nd player gets 6.
   * Cards go 6,9,12,...    * Cards go 6,9,12,... 
-  * Heavy Neutrals. +  * High Neutrals. 
-====3-players==== +====3-players==== 
-  * units for each player+  * 4-6 units for each player (later positions get more)
   * Cards go 6,8,10,12...    * Cards go 6,8,10,12... 
-  * Light Neutrals +  * Low Neutrals 
-====8-12 players==== +====7-12 players==== 
-  * 6 units for each player+  * 4-6 units for each player (later positions get more)
   * Cards go 6,7,8,..    * Cards go 6,7,8,.. 
   * No neutrals (except scenario ones).    * 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 "Pirates of Malta" on ToS and [[http://www.wargear.net/forum/showthread/1500/Pirates_of_Malta_Map|this thread on wargear]].  I'd been thinking of a good analogue to the Mediterranean, where there was some dead space in the middle, and territories around the edges, and one day I was looking at a map of the Caribbean and noticed it had a similar setup.  Making "Pirates of Malta" into "Pirates of the Caribbean" seemed like too good an opportunity to pass up.
 +
 +Gameplay is straightforward, so map development is not too interesting.  Primarily I wanted to make a simple map that wouldn't take me months to make and test.  I was very happy with this map in that regard, because I made the entire first map in just a couple of days.  The graphics are some of my best, and considering how quickly they came together, I feel like my photoshop skills are improving.
 +
 +I did make one additional change to the map after release, when I added 'circles of influence' to the pirate ships.  I feel like on any 'standard' big map wargear map, the best fog/view levels are medium+ fog with view borders.  None/Light fog tends to lead to stalemates on big boards (although I think Pirates of the Caribbean will not suffer from this too greatly, due to the very tight chokepoints), and Medium/Heavy/Total fog can be too influenced by luck because as a player you often have very little idea what your opponents are doing.  Medium fog with view borders straddles these two extremes, allowing enough fog to help keep the crab game in check, but enough view borders in strategic locations allows players some idea of the global state of the board.  This 'medium+view' is something that I use in almost all of my big standard style boards.
boards/pirates_of_the_caribbean/pirates_of_the_caribbean.1385871273.txt.gz · Last modified: 2013/11/30 23:14 by Ozyman