Monday, 27 April 2009

Glossary

(meanings applicable in this game, but not necessarily anywhere else)

A.B.

Able Bodied Seaman. One possessed of a certificate of their nautical prowess, or at least of their possession of a limb, (or recognised substitute), at each corner.

Abaft

Behind, toward the hinder part of the ship.

Abeam

Side on as in the wind blowing at right
angles to the ship.

Aloft

In the rigging.

All in the wind

Generally, at right angles to the wind, more specifically, when the wind is just catching the edges of the sails, (the leeches), and making them shake.

Amidships

Halfway between stern and prow of the
ship. The waist of the ship.

Articles

Pyrates often had quite detailed contracts and lists of rights and obligations that they jealously guarded, especially when it came to the distribution of loot.

Astern

Behind, from behind. The ship is Running
when the wind blows from astern.

Backing

Wind changing heading in an
anti-clockwise direction.

Beating

Making headway against, but not into, the wind or tide. In this game it has a specific meaning of making headway upwind, or upstream.

Beam

Breadth of the ship, imaginary line running
abreast the ship amidships.

Bermuda Rig

Yacht fashion, developed in the 17th Century Bermuda from Lateen rigs via the Leg-o-Mutton rig.

Bilges

The ship's sump

Boatswain

Pronounced and often spelled "Bosun", frequently with additional emphasis. The crew member in charge of ropes, rigging and boats, and often, discipline.

Boom

Yard defining the bottom of e.g. a spanker,
or a Bermuda rig mainsail.

Bow

Front of ship, as Prow.

Bow Chasers

A small number of cannon placed in the bows so that ships can fire ahead when in pursuit.

Bowsprit

The long mast at a shallow angle sticking
out of the front of the ship.

Box Hauling

Three point turn manœuvre using
sternway.

Brail

Rope used to gather up the foot and leeches of a sail before furling, or gathering up using the brails.

BtB

Base to Base. Figures touching or as near as dammit. Due to the vagaries of manufactures, scenery etc. they may not literally be in base to base contact, but reasonable players should agree when BtB is intended and applies.

Careening

Heeling the vessel over on the beach, to scrape weed and barnacles off the hull.

Caught in Irons

Stuck in the eye of the wind while changing
tack.

Chance Cards

Special events and rules that add spice,
distributed on handy little cards.

Close Hauled

Pointing as near as possible into the wind
without getting Caught in Irons.

Close Quarters

Situations where longer weapons put you at a disadvantage, e.g. in a confined space.

Club Hauling

Dropping an anchor to swing the bow round, much trickier than a hand-brake turn. Can lead to dismasting or even capsize.

Cornered Rats

Reluctant fighters left with no other option

Coxswain

Crew member in charge of a boat, usually
with hand on the tiller.

D6

An ordinary six-sided dice(1). Also found
in multiples e.g. 2D6 means two dice
and 3D6 means roll three dice, etc.
D6/2 means a roll of 1..2 = 1, 3..4 = 2
and 5..6 = 3.
When giving odds of an event occurring,
1:6 means "one chance in six" or a one
on a D6.
D6:1..2 means a roll of one or two on a
single dice.
So 2D6:7..8 would mean a roll of seven
or eight on two dice.

D6"

A dice roll of inches.

Engaged

Figures in hostile base to base contact.

Eye of the Wind

Pointy end pointing straight into the wind.

Figure

Models which depict the actors in our drama. Note that while each Model may represent one character, a character may be worth two or more of their fellows hence an officer may be worth "two figs" and a Captain "three figs" e.g when determining MQ (Mêlée Quotient).

Fo'csle

Arbitrarily apostrophised, short for fore castle – a raised deck at the front of the ship if there is one.

Foot

Twelve inches. If this is archaic,
read thirty centimetres.

Fore&Aft Sails

Sails that are rigged in line with the keel of the ship, with the edges fore and aft rather than the big square sails hanging down from the yards.

Gaff

Yard supporting a fore&aft sail
such as a spanker.

GBH

Grievous Bodily Harm

Gunwale

Pronounced gunnel. The projection of a ship's sides forming a low fence or wall round the deck that stops things rolling overboard, like cannons, or rum- sodden surgeons.

Gyb

Heaving the fore and aft sails over as the ship turns its stern through the wind. If a ship is going to cross the wind then the fore and aft sails, (e.g. Jibs and Stays, Drivers 0r Spankers), will swap face. Sheets and booms will have to be hauled over.

Hailing Distance

Maximum distance for a sensible conversation. Four inches in this
game.

Headway

Sharp end first

Heave To

Deliberately head to wind
to bring the ship to a standstill.

Hold

The Hold of a ship is where the supplies,
cargo and Loot are stored.

HtH

Hand to Hand.

Inch

If this is archaic, for an inch read
two-and-a-half centimetres.

Inch Rule

No figure should bypass an unengaged antagonist unless they can do so by at least an inch.

Initiative Action

An action you can make if you hold the
initiative.

Jib

Staysail off the stay supporting
the fore mast.

Knot

One nautical mile per hour (a nautical mile being about 1852 metres). Knots were tied about forty-seven feet apart on a line that was paid out by a moving ship and Captains judged their ship's speed from the number of knots that passed through the hands in half a minute as timed by a big hourglass, (egg-timer). Also a way of securing ropes to things or other ropes.

Landlubber

Almost the worst term of abuse
in the lexicon.

Larboard

The left side. Replaced by the term Port in the latter 19th Century, though previously Port was only used at the helm, where confusion was least desired.

Lateen Rigged

Big triangular sails on a sloping yard, e.g. on sloops, the mizzen mast of galleons, xebecs or dhows.

Leeches

Perpendicular edge of a square sail
and the back edge of a fore-and-aft sail.

Leeward

Pronounced "loo-ard". Downwind.

Leg-o-Mutton Rig

Development of the Lateen Rig by Dutch. Imagine the lower end of a lateen yard extended to the deck, replacing the masts. Invented by Dutch in the Caribbean, who called it a "bezaan jacht" rig. This later develops into the Yacht Bermuda Rig

Levels

Structural height is measured in levels of roughly one-and-a-half inches, i.e. a figure plus "head-room", or about eight to ten feet in real money.

Load

Rule of thumb measure representing the average carrying
capacity of a figure.

LoS

Line of sight.

Lubber

Someone who is incapable of performing their duties due to lack of skill or experience.

MA

Movement Allowance, to be spent on distance, manœuvres and overcoming obstacles.

Mêlée

Hand to hand (or hook) combat. Parties are in mêlée when figures are engaged and a mêlée is resolved when no figures remain engaged.

Mizzen Mast

Smaller mast at the back end of
a three mast ship.

mm

Millimetres.

MQ

Mêlée Quota - the count of figures involved in a mêlée taking into consideration variations in 'worth' depending on status and circumstances.

Nautical Mile

c.1852 metres. See Knots.

Parley

Truce period in which time negotiations may occur, and binding treaties made.

Party

Group of figures and a leader forming
a shore or boarding party.

Poop Deck

The smaller deck sometimes found at the back of the quarterdeck, for even more senior officers.

Pooping

When a ship gets kicked in the
hindquarters by a heavy sea.

Port

The Left. O.K., we appreciate that you're not total landlubbers. It replaced Larboard as the general term for left in the latter 19th C. Also a place where convenient anchorage has encouraged a settlement to develop. Also a pleasant, rich, fortified red wine much favoured by Naval Officers and others.

Purse
Loot set aside for spending on the ship.

Quarter

The rear part of the ship between the main chains and the stern. Among many other meanings, an offer or request for terms, mercy or surrender, often found in the phrase "No Quarter!!! Aargh!". Square riggers sail best when the wind is coming on a quarter i.e. between Abeam and Astern, when they are Reaching.

Quarterdeck

The Quarter being the hinder part of the ship, the Quarterdeck is the big deck at the back, where all the gentry stand and the steering wheel or tiller is usually to be found.

Reaching

Sailing with the wind blowing on the quarter. For the purposes of this game we include abeam as in the quarter.

Running

Sailing with the wind directly astern.

S/B/S

Ship, boat or structure

Sheet

Rope used to control a sail.

Ship Oars

Order to rowers to retract their oars,
usually as collision is imminent.

Shroud

Ropes holding mast firm from side to side.

Spanker

Fore and Aft gaff sail projecting back from the rear mast. May have a lower boom, or, if not, it is known as a Soft Bottom Spanker. Imperfectly overheard conversations in dockside taverns have led to all sorts of inappropriate speculations concerning the maritime life.

Standstill

Holding the ship stationary in the water without anchoring. I.e.
compensating for wind, drift etc., but not making way.

Starboard

Right, See Port and Larboard.

Stay

Rope used to hold masts firm fore&aft.
Can also support Staysails.

Staysails

Fore&Aft sails suspended from stays.

Stern

Back of the ship.

Stern Chasers

As Bow Chasers, but to discourage pursuit.

Sternway

Blunt end first.

Swivel Gun

Very light cannon or big blunderbuss, usually attached to a rail or gunwale and used to deter borders or mutineers.

Tacking

Turning the prow of the ship
through the wind.

Tiller

Previous to the wheel and pulley system, and on simpler craft, a simple bar or beam arrangement allows the rudder to be turned.

Turn Action

An action declared this turn that is to be a fait accompli at the beginning of next turn.

Veering

Wind changing its heading in a
clockwise direction

Waring

Turning the stern of the ship through the wind, possibly to avoid
tacking.

Whip-Staff

A vertical attachment to a tiller that may contrive to allow a helm to stand in a position to see where the ship is going.

Yard(arm)

The spars which the square sails, (and less
savoury items), hang on.



(1) We here apologise to the grammatically minded for following popular custom in referring to a singular "dice" rather than a single but distasteful and confusing "die" and plural "dice".

© Baggins Wood Ltd. 2009

Philosophy and Requirements

"High Seas Adventure on a Tabletop."

Yes indeed, we venture here to offer a brief set of rules of deportment by which wouldbe Captain Flynnts and their ilk might essay their debauched craft without getting their sea boots wet, and without the necessity for either a table the size of a small village, or ships that require movement with tweezers. Our era is post-gunpowder and pre-steam, (unless we get really carried away). We present nautical and tropical adventures that retain some of the flavour of the sea, (seaweed, fish, ex-pyrates(1) and so forth), and have room for a dash of phantasy. The aim is entertainment not competition and the game pitches towards the histrionic rather than the historic, so if some dog of a sea-lawyer starts to quibble about the rules, resolve the issue in favour of the most narratively satisfying outcome.

This game might be summed up as Adventure/Skirmish, and is eminently suitable for either a Quick Game or Campaign Play. At every step the player should have a choice of several strategies.

  • Naval engagements are never predictable slogging matches but are instead dynamic encounters, swiftly responsive to the ingenuity of cunning Captains.
  • The sailing rules reward canny and authentic sea-faring without getting too bogged down in the minutiae of ship handling.
  • Boarding actions and other mêlées keep the feel of individual swashbuckling cut and thrust in a maelstrom of activity, but without the need for excessive record keeping.
  • Chance cards add spice and provide options that expand one's strategic horizons.
At all times the quick witted will have the edge, but there is enough residual chance to punish complacency, to allow for desperate million-to-one chances, and to stop formulaic routines stifling the game. The game mechanisms actively stimulate the imagination of the players and prevent games becoming jaded.

These rules are scaled for models about an inch high, but if using another scale then just adjust dimensions as you see fit.

Apologies in advance to the genuinely Nautical for any historical or technical mangling.

Requirements
Pyratical and other Exotic figures, Ships and/or templates, tokens, Playing Cards, 6-sided Dice, (poker dice if you have 'em), a prepared pack of chance cards (see appendix), measuring devices, magnetic compasses (optional), a bit of cotton wool would come in handy, a few square feet of playing space, (e.g. at least 4'x4'), scenery, Tropical Islands, Strongholds, Steamy Jungles and Seamy Waterfronts, Mysterious Ruins, the Deep Blue Sea, Cannons, Treasure, the odd bottle of Rum, (purely for medicinal purposes). Quill and parchment would be useful, and, of course, a Plank …in case of Lawyers.

(1) We call them Pyrates rather than Pirates because Defoe did, and he knew more of them than we do.

© Baggins Wood Ltd. 2009

Sunday, 26 April 2009

Sequence of Play

Setup

This is where the adventure starts. Usually, each player will either have at least one Ship or a Stronghold, (Pyrate's Lair, Smuggler's Den etc.), which is their base and rendezvous. They will have a Captain figure, (a noble, stern but just, figure, the soul of generosity and repository of all finer qualities), and, in the first game, a fund with which to personalise their ship/stronghold and recruit their motley Crew, some of whom will be the Captain's "Officers", or other Specialists. All players should make these figures known to the other players. Between twelve and thirty-six figures for each player make for a good game. (See Officers). Players should individually or collectively be given their objectives.

The game may be overseen by an role-playing-game style umpire, or one player can act as player/umpire, (playing not to win but to provide an entertaining game), or all players can agree a scenario beforehand and amicably settle any unforeseen situations that arise. This is not a competition, sirrah, but an amusement. (For some scenario ideas see Scenarios). The responsible party or parties set up the table or other play area, (omitting any initially hidden features), and give players their starting positions.

Before the game proper starts Captains usually recruit, (see Spending it Wisely), and resupply, (see Supplies). In an ongoing Campaign, or sequence of games, this is the point where Captain's lose Crew who have been disappointed in their rewards, (see Loot). In the case of an open water adventure it is assumed that the ship has not long left a port and these preliminaries took place in the recent past.

Each player draws or is dealt, (face down), three cards from the shuffled and cut Chance Card pack. See Chance Cards to see what the cards mean.

The Initiative deck should be shuffled and cut, this is usually just an ordinary playing card deck, though special decks could be provided by the keen and artistically gifted. Or tokens could be concealed in a pot.


If ships are involved then the wind direction and strength must be determined, (see All At Sea).

The Game Turn
In real-world terms, a turn doesn't equate to any absolute period of time, but does represent minutes rather than hours. Roughly, it's the time taken to throw a ship about, or reload and fire a cannon or musket, or launch a boat or trek a few hundred yards up a jungle path or cross a rope bridge.... Time becomes especially elastic when resolving mêlées. Think of many recent films where the action slows down in moments of extreme excitement.

A turn consists of the following steps:

1) Action
  • Someone Draws an Initiative Card
  • Do Something, or Pass Up theInitiative, if you have the Initiative
  • Pass the initiative to Port.
  • Repeat the above two steps until everyone has passed or done as much as they can or want.
2) It Just Happens
  • Momentum
  • Drift
  • Prisoners, Poisons, Pestilence
  • Fires
  • Swimmers & Sharks
  • Recovery
3) Take a Chance
4) The Ticking Clock, (probably inside a crocodile).

Draw an Initiative Card or Token
You could use an ordinary pack of cards. If there are two players then one is Red and the other Black. If three or four players then allocate a suit to each player. If there are more players then be imaginative. Prior to the first turn they should be shuffled and cut.

  • The top card is turned and the designated player has the initiative.
  • Initiative can be Seized or Interrupted by another player.
  • Each time the pack is exhausted it should be shuffled and cut again.

The Player with the initiative may make an Action. Granted, in real life many things would be happening simultaneously. That is quite complicated to translate into a game. One way of looking at it is to imagine a series of cinematic shots and cuts of the "Meanwhile, back on the Island…" variety.

Do Something
The player with the initiative announces that one or a group of their figures/models are going to perform an action. If the action is not listed explicitly in the rules then another player might give a convincing reason why an action sequence should be decomposed into several smaller steps, each requiring their own initiative. More likely, another player might suggest that said figure/model is already occupied this turn. Hearken to the jolly cry of "Well who's bl**dy sailing the thing? Eh?". It should be clear in the rules which activities are mutually exclusive, but just in case, use tact, discretion and reason before resorting to belaying pins.

If a figure has already been employed and then something else happens that ordinarily would have prevented the deed, then so be it, previous actions stand, e.g. a ship has moved and steered, it has then been boarded and the helmsman engaged in a little light cutlass play. Had the boarding preceded our ships move, then obviously no steering would have been permitted, but as it's already been and happened it can't be undone. Such are the joys of Initiative. The message is "do the important stuff first".

Actions
This is not an exhaustive list, nor should it ever be, as the inventiveness of the players is to be encouraged, and any Action not catered for in the rules should be carefully and impartially judged according to the Pyrate code, (more guidelines really), and then perhaps added to the list.

  • Move a Ship, or Boats (see All at Sea)
  • Move a Shore Party (see Shore Leave)
  • Order Figures to Fire Cannons (See Cannons)
  • Order Figures to Fire Small Arms (See Small Arms)
  • Order a general Open Fire on a given target – this is one initiative action, but weapons of different range/calibre might be diced for independently.
  • Order Crew aloft, (and in the next turn the Captain can gain any advantage from the extra sailors). Note that Crew in the rigging need not be sailors – e.g. sharpshooters in the tops.
  • Take the Helm or order someone to do so
  • Order Crew to the Guns
  • Order Crew To Stations
  • Order All Hands on Deck!!
  • Order figures to Grapple or ungrapple (See Making Contact)
  • Order figures to Board another vessel (See Making Contact)
  • Order Crew to Abandon Ship.
  • Order Figures to engage in Mêlée (See Mêlée)
  • Signal a Combined Attack (See Shore Leave)
  • Order some Breaking & Entering (See Shore Leave)
  • Order a Party to Form Up or Break Ranks.
  • Order a Party to Stand and Fire
  • Order a Party to Hide.
  • Order Figures to fight fires (see Cannons)
  • Order Figures to Lower or raise the Anchors
  • Order Figures to Lower/raise/tie-up/unloose/load or unload a Boat
  • Order Figures to Embark on/disembark from a boat
  • Order Figures to Set fire to something.
  • Order Figures to Shoulder or drop burdens.
  • Order Figures to Mount/dismount steeds.
  • Assign Duties to Lookouts, Guards, Scouts or Messengers.
  • Ship/Unship Oars
  • Call for a Parley (see Parley)
  • Try to rally a demoralised Party or Crew (see Morale)
  • Hold an Election (see Officers)
  • Break out the Rum (see Mutinous Dogs)
  • Distribute some Treasure (see Loot)
  • Make an escape attempt (see Prisoners)
  • Try to liberate prisoners
  • Trade/negotiate with other players or non-player figures, (this is not Parley)
  • Deliver the Black Spot (see Mutinous Dogs)
  • Etc……
Multiple Actions
Figures and models can perform more than one action in the same turn in some combinations, e.g:
  • A party can move cautiously and then shoot in the same turn, or shoot and then move, but carefully.
  • A ship can move as often as MA will allow, and can fire available firearms at any point in the turn, but any individual cannon or small arm can usually be fired once in a turn, if that.
  • Crew could help grapple another ship and then swarm/swing over on the ropes as part of a boarding party.
Each step of these actions may require a separate Initiative, but some combinations involve special Initiative Seizing actions – e.g. a grappling action can be followed by an immediate initiative seizing Boarding action if the circumstances permit (see Making Contact).

There are also Special Situations i.e. Ambuscade, Fire As She Bears! , or En Passant attacks that allow multiple actions or interrupted actions to take place in one initiative.

Turn Actions
Many actions are designated Turn Actions. These take effect in the following turn. For Example, lowering a boat can be ordered at any time in the action phase, the two figures who carry out the action cannot perform any other action, and if they are not interrupted then the boat will be lowered by the start of the next turn.

Passing the Initiative
Initiative moves, like the port, (bottle of), to the left of the current player, unless "seized" or interrupted by a player, (who might be a player who has previously moved), invoking a chance card or special rule.

A player can "pass up" the initiative, without having taken an action, to the player on their left, (e.g. to see what the other player(s) will do). A player who passes cannot take the initiative again until another player has taken it, and if all players choose to "pass up" then the Action Phase is over.

A Player who has nothing that they can do must "pass".

The Action phase continues until all units of each player have had a chance to Act or all players have passed.

It Just Happens
  • Momentum If ships or boats still have momentum (see All at Sea) to use up when theAction phase ends then they are moved now, on their current heading.
  • Drift Any Drifting Ships or Boats are moved.
  • Prisoners - See if Prisoners turncoat or escape.
  • Poison - Check for the effects of e.g. Poisoned Darts.
  • Pestilence - Check to see how any Fever progresses.
  • Fires - See how any Fires are getting on.
  • Swimmers & Sharks - Check that any swimmers are still afloat. Move any sharks towards them.
  • Recovery - Wounded figures that rested this turn recover.

Take a Chance
If players have less than three chance cards they may Draw a Chance Card. Players with three cards in hand may elect to discard one before the draw in order to draw a new card. Draw cards in age order, oldest first, (optional). The humming of airs from Carmina Burana is also optional.

Increment the turn marker.
(One of those new Harrison Chronometers looks nice).

End of the Game
According to the scenario objectives, or as agreed by the players: e.g. last player still standing, player standing on biggest pile of loot after a fixed time/number of turns, first player to reach scenario objective etc.

© Baggins Wood Ltd. 2009


Officers

“There were gentlemen and there were seamen in the navy of Charles the Second. But the seamen were not gentlemen: and the gentlemen were not seamen.”
Thomas Babington Macaulay

There are two types of leader in this game. One is the Captain, (referred to as the Captain regardless of actual rank or title), a breed apart. Please note that if a player is playing a Spanish Garrison Commander, or a Colonial Governor's Military Lackey, or the representative of an Official Navy, then these rules should be tailored slightly to fit.

Other leaders are here called "Officers" whatever their official status, (Quartermaster, Boatswain, One-legged Cook…etc.). As a rule of thumb, at the beginning of the game, each player should have at least one Officer figure for about every twelve crew, and the Officer figures should be pointed out to the other players. A player's Officers and indeed, the Captain, may change in the course of a game.

Aboard ship the Captain and Officer figures mostly live on or under the Quarterdeck. Swabs usually inhabit fore of the main mast. Ordinary crew can also be placed on the quarterdeck, (if there is room with all that brass), and there is nothing to stop officers or even the Captain taking the helm. Traditionally, in crisis or pursuit, the Quartermaster might take the helm.

Reputations
Captains can acquire, or be assumed to possess, Reputations that effect elements of the game. Players or the scenario can dictate whether their Captain has a reputation for being:-

  • Savage. A reputation for savagery can work both ways - either inducing victims to surrender quickly, fearful of rousing the wrath of a merciless Pyrate, or exhorting them to fight with some desperation as surrender is less appealing. Before a boarding or charging action, a savage Captain can challenge a crew/stronghold/party to surrender without a fight, roll a d6:1..4 and their resolve is weak, any morale rolls have a -1 modifier but d6:5..6 and they will fight desperately, any morale rolls have a +1 modifier. Note that a reputation for savagery does not mean that a Captain has to be Ruthless in actuality - just convince any survivors that it would be in their best interests to maintain that there were no survivors. Reputations are hard to build if no one is left able to talk - or at least gesticulate wildly.
  • Disciplinarian. A bully who rules their own crew through fear and harsh discipline. A disciplinarian can cajol or cudgel sailors to greater efforts. Roll a d6/2 when calculating MA and gain that MA, and take a Mutinous Dogs point. But if they do eventually summon up the courage to mutiny a Disciplinarian Captain must re-roll the highest dice roll of the three. A Disciplinarian may also be Savage, and never Beloved.
  • Gallant. Victims are more inclined to seek quarter from a gallant Captain, but such a code of conduct might get in the way of the Captain's selfish interests at times. If an opponent has a reputation for gallantry then victims from the Mercantile Classes, (not military or Pyratical types), will automatically surrender when they reach their Morale Threshold. But opponents may also have the opportunity to surrender pre-emptively, in which case, the Gallant victor must both respect the life and limb of the surrenderees, leaving them at liberty and in no imminent danger 'though perchance having relieved them of any unnecessary burdens, also, should a player come up with a convincing reason why a trinket or treasure should not be lifted - especially if the current owner is of the opposite gender - (e.g. of the "Oh Brave Signor! This little Ring is the only heirloom I have of my late lamented Father!" type of reasoned argument)- then the Gallant Captain is obliged to leave it with them, or take a Mutinous Dog Point and lose their reputation for gallantry. Note that "Brave Signor! This little cargo of coffee is the only memento of my dear departed business partner that remains to me!" is unlikely to win sympathy points.
  • Beloved. A Beloved Captain has won the loyalty of their crew beyond ordinary measure. They must distribute treasure as soon as practicable. But they may also retain crew when there is not enough treasure to share out - rolling 2d6 worth of "goodwill" enticements with which to pay off the crew. They also get a save against replacement if a morale check is failed. A Beloved Captain may also be Gallant, but not Savage. However, they may be taken as an "easy touch" by the wrong element so a beloved Captain discards the lowest of the three dice if mutiny does strike.
Players are cordially invited to devise other characteristic Reputations and apply them.

Parties, and Dissenting Parties
Groups of figures can be selected from the main Crew to carry out independent missions, (e.g. boarding party, shore party). Figures are 'organised' into a Party commanded by the Captain or an Officer. Parties act as independent units under the control of their Leaders. A party can have more than one Officer in it, but one of them is the Leader. Parties usually need leaders in order to Act.

If the Captain figure leaves a crewed ship or manned stronghold to lead an away party they must appoint one of their Officers as an Acting-Captain who is magically imbued with the charisma and authority of his gadabout chief, or, if the crew is going ashore/out en masse they could leave a guard, or everyone could go and they could just lock it up and leave it until they return, (… or leave a skeleton crew).

A Pyrate Officer's "command level" is twelve figures, i.e. a Pyrate Officer can command a party up to 12 figures, (including themselves), without problem. If a party becomes larger than twelve figures, (fifteen is considered downright unlucky … yo ho ho…(1)), then, each time the leader wants to make an initiative action, roll a dice for each extra figure beyond the command level. This represents the additional disputation and general pyratical sense of discipline. If any ones are rolled then initiative is immediately lost and passed to the left.

Note that if the other player(s) now pass then the turn is over.

Note that if members of a party become separate units as a result of being assigned duties that rely on the figure acting on its own initiative, (e.g. lookout, guard or messenger), then they no longer count toward the headcount.

Military types may show more discipline, so a veteran Sergeant of the Marines or an up and coming Midshipman of the Royal Navy might handle up to fifteen swabs without danger of dissent in the ranks e.g. command level 16.

Pyrate Captains, (and Acting-Captains), or similar high ranking types are considered capable of handling as many figures as may appear in a game. For these Masters and Commanders mutiny, (see below), is handled in a different way. In fact, it is when their command shrinks that they are in danger.

Losing one's Head
"In this country it's a good thing to kill an Admiral now and then to encourage the others."
Voltaire 1694-1778

If a morale test is failed then a pyrate leader, (or leader of similarly independent thinkers), is instantly deposed in a typical display of pyratical democracy, unless they are beloved (see below), in which case they have a save of d6:4..6. A deposed leader figure must save against two wounds (roll 2d6: 4..6 saves).

If a crew or party becomes leaderless it is effectively inactive until a new leader is chosen. Figures can fight if attacked, or shoot back if shot at, but will not move to engage, or initiate shooting. A shore party can move towards ship or stronghold.

A new leader must be found:

  • The player may appoint another Officer, if present, as new leader. If it was the Captain who is now indisposed, then this Officer is now the new Captain.
  • A Born Leader card can be played. This new leader must be a different figure than the old leader and promoted "out of the ranks".
  • In the next Action phase, if none of the party are engaged and morale is restored or unshaken, a leaderless party will try to elect a new leader. This is an initiative action. They remain stationary and shake a D6:3..6 = a new leader has been chosen. This may be the old leader reasserting their authority. 1..2 = discussions will continue into next turn, 1 means that debate was heated and someone has been wounded in the political process, player decides who. Note: A party who has lost it's leader due to Morale Failure must rally before trying the election option.

When a shore, raiding, boarding etc. party returns to their ship or stronghold they are reabsorbed into the general crew under the Captain's command. The Captain will accept a new leader as the new officer if the party has had cause to make a replacement.

(1) Blackbeard's final action initially consisted of himself and fourteen others against Lt. Maynard and his twelve men.

© Baggins Wood Ltd. 2009

Parley!

"To the Depths of the Sea with the Muttonhead who invented this blessed Parley!!" A Pyrate
" …That would be the French." J. Sparrow. (Cptn.)

Parley is part of the pyrate code of honour, (more guidelines really). It is how players can come to mutually beneficial arrangements, often to the general detriment of third parties.

If you play the Parley rules then Players cannot cooperate until the Players have had a little in-game tête-à-tête. In a Campaign setting of course, this can carry over from a previous game. Players might barter, negotiate and connive quite happily over the table, but why not make such negotiations an integral part of the game? Perhaps a scenario could depend on two or more Captains holding a successful Parley. Perhaps two players have fought their way to an impasse, now they need to talk.

  • A Captain figure in hailing distance of another can call Parley! or, if not in hailing distance, a Captain with line of sight of another Captain could request a Parley, (e.g. run up a signal, wave a white "flag" etc.), or could send a messenger to arrange a Parley, perhaps several Captains might be involved.
  • A call of Parley! or a request to arrange Parley may usually only be refused by an opponent if they take a Mutinous Dog Point (If they refuse parley and shoot the messenger they take two Mutinous Dog Points). However, if a Captain calls for another Parley with the same Captain within six game turns of the last one finishing, then they can refuse it without penalty. It is assumed that everything important has already been said.
  • If a Parley is accepted a ceasefire is established immediately between the Players involved. This ceasefire lasts at least until the Parley is over or Base Treachery rears its ugly head. A treaty wrought through Parley is binding, until terms are met, or the treaty is reviewed in a new Parley, or Base Treachery occurs. A Parleyed treaty between two players is not binding on any other players who might belong in the same faction under the terms of another arrangement, unless they were in on this Parley. If the Captain figure who represented a player dies or is demoted, the treaty also goes with them. If out of earshot (4"), the parleying Captains must move, (as soon as they are able), to within hailing distance of each other. They can move either cautiously or boldly. They can attend alone or in company and are under a flag of truce.
  • The Parley lasts through the turn in which which the involved Captains come into four inch hailing distance, and the following turn. I.e. from the time that the Captains come into hailing distance they are considered to be parleying, and they continue to be in parley (ceasefire) all next turn, even if one or more participants is/are "withdrawing to consider the offer", (unless Base Treachery is played).
  • It is up to the participants to decide if the Parley negotiations are made in public or not.
Of course, figures can talk to other figures, as a trade/negotiate initiative action, if within hailing distance e.g. to offer guards an Enticement or two, but players can only engage in formal, binding, Parleys between Captain figures, and there is no compulsory ceasefire in ordinary negotiations.

Hailing Distance
Players should only swap information, artefacts, infectious diseases etc. if they have figures within the "hailing distance" of four inches. Though allowance might be made for signals e.g. flags when in LoS, (Line of Sight), or ingenious use of cannons, smokes and flares. In other words, a player must be able to justify how a figure acquired information etc., preferably without recourse to telepathy, unless the scenario involves, for example, Voodoo Queens, Witch Doctors, Rosicrucian Brotherhoods and so forth.

© Baggins Wood Ltd. 2009

Mutinous Dogs

"You've gone and cut this out of a Bible. What fool's cut a Bible?"
J. Silver


Mutiny was an ever-present threat among Pyrates. After all, most of them had a taste for disobedience and a powerful streak of independence or they wouldn't have become Pyrates in the first place. Pyrates were generally more "democratic", "liberal", and "political" than those of their contemporaries who were bound to more or less despotic and corrupt regimes. They had frequently entered the Free Fraternity, (or Sorority), with a keen sense of Injustice and desire for Fairness. Pyrate Captains found themselves ruling by Consent and Article, or even by… Committee.

This said, only a Landlubber would think that a Ship could run without someone in charge and once the Crew had put their faith in a Captain they would obey fairly unflinchingly, until things started to go breadfruit shaped…

Pyrate Crews accrue Mutinous Dog points if things start to go badly. The crew takes a Mutinous Dog point every turn that they lose a figure and various other events and actions will bring the Mutinous Dogs out of their kennels, or send them back. (See throughout).

If a crew has more Mutinous Dog points than surviving figures, then the Black Spot (1) may be presented at any time.

Rum
Break out the Rum to restore morale. Lose a Mutinous Dog point but d6/2 figures are wounded (no save) due to excessive morality.

Loot
Nothing cheers the crew up like distributing Treasure.

Black Spot
The player of the Black Spot card chooses a figure in the surviving pyrate crew, (can be an officer). This is the Ringleader. The Captain must make a 3D6 throw and score a number greater than the number of Mutinous Dog points they have. If the throw fails the Captain is ousted and is either -

if at sea d6:
  • 1..2 tossed overboard, perhaps with the aid of a plank.
  • 3..4 cast adrift in a boat if available, or else a makeshift raft.
  • 5..6 clapped in irons for marooning as soon as a convenient coastline presents itself.
if ashore d6:
  • 1..2 exhibited post-mortem as a dire warning to future tyrants/rebels
  • 3..4 banished and forced to flee into the wilderness
  • 5..6 clapped in irons to await their fate
The Ringleader now has command of the ship or stronghold. (Note: in the hands of the original player, not the card player). If the Captain wins through then an example must be made and the Ringleader is treated as above.

"Uneasy sleeps the head beneath the crown…" etc. and any new Captain starts their reign with two Mutinous Dog points. (A generous distribution of Rum can do wonders for morale). After the Black Spot has been played, shuffle it with all the other discards back into the chance card pack.

Note that it is not only the actions of the Captain that sow the seeds of mutiny. Officers who act with insufficient bravado or honour, (for a pyrate), by e.g. maltreating prisoners after Quarter has been offered or accepted, might upset the crew.

Short of actual mutiny, mutinous dogs can cause trouble:

  • Whenever a unit faces a morale test, a crew with Mutinous Dog Points has a point deducted from the roll.
  • Whenever a unit is ordered to charge an enemy, the crew's Mutinous Dog Points are deducted from the charge move bonus dice. This can reduce a charge "bonus" to zero.
  • When resolving a draw in a mêlée, the number of Mutinous Dog Points can be taken into consideration.
An act of conspicuous bravery, generosity or panache, by Captain or other Officer will usually redeem a Mutinous Dog Point or two, (see throughout for instances, or write into a scenario).

Note that a Pyrate Captain may be summarily deposed if a morale test has been failed, as per any other leader. In this instance it is believed that the Black Spot has been presented by a "Depytation", and the effects are not necessarily as severe for the potentially "depposed". Long John himself talked his way into re-election after the Black Spot was used to depose him.

(1) This is supposed to be a device invented by R.L.Stevenson, but it's now so firmly associated with Pyrates that we find it apt as a mechanism for mutiny.

© Baggins Wood Ltd. 2009

Morale

"He who fights and runs away, lives to fight another day" Demosthenes the Swift

The morale threshold of a ship's crew, or stronghold's garrison, or shore party etc., is usually half its original figures, (including the leader, round halves up).

Once a unit has reached its morale threshold, if it loses a figure as a result of:
  • enemy fire mêlée by a unit that outnumbers it, (losing figures but still having a numerical advantage is not so demoralizing)
  • "accident", (e.g. beasts, fevers, traps or politics)
  • capture
then morale is shaken, and so must be the dice, and again after each subsequent loss.

Note that if a figure is "lost" to the group because of "straggling" or being assigned an independent duty, then morale is not shaken, (though such a reduction in headcount may make the party susceptible to morale throws by reducing the headcount to the threshold).

E.g. A party of twelve pyrates has one way or another been reduced to six figures and is now susceptible to morale throws. If the leader now sends one of them off on an errand then the Party is now five but they do not have to role for morale as the figure loss was not due to something demoralising.

This half-the-original figure limit is the usual but a particularly timorous mob might have a threshold of half-the-original +1 figures, or a well-disciplined and stalwart bunch might have a breakpoint of half-the-original -1 figures. Fanatics might only worry when reduced to half-the- original -2 figures or even fewer. These limits should be agreed by all concerned beforehand, or be scenario determined.

If the scenario or a card dictates that something unexpectedly terrifying has occurred then morale is tested.

Test morale by casting a d6.
  • - solitary figure 1..5 fails, 6 holds
  • - without leader 1..4 fails, 5..6 holds
  • - with leader 1..3 fails, 4..6 holds
  • - with Captain 1..2 fails, 3..6 holds
Bonuses/penalties:
  • Should a group being tested include an unengaged musician, or a figure with a mascot, or a figure carrying colours/a totem, (e.g. the Jolly Roger, or a gharstly heathen idol), then there is a +1 morale bonus. Note that the categories are not cumulative. Ten pyrates with banjos, or a nautical string quartet would still only give a +1 bonus, even if being cheered on by the ship's monkey, waving a Union Jack.
  • If a party has been paid in this adventure, (see Loot and Spending It Wisely), then they receive a +1 bonus
  • If the Crew has Mutinous Dog Points then deduct a point from the morale dice.
  • If the ship or stronghold has a bona fide Cook then add a point
  • If a ship or lair has not been adequately provisioned, (see Spending It Wisely), yet in this adventure, then deduct a point.
Other factors, (cards or scenario features), may influence the roll either negatively or positively, but a natural one will always fail and a natural six will always succeed.

Results:
The Party Leader or Captain is deposed (see Leaders and Parties)

If a shore or boarding party fails the test, each figure in the party must flee away from the danger. Fleeing is an extra, bold, move carried out as soon as the morale test has been failed. Some figures may become stragglers as a result of a flight. If possible, flight is toward ship or stronghold.
  • In the case of a boarding party, survivors are returned to their own ship/boats if possible.
  • If figures cannot flee because they are surrounded or blocked in by impassable terrain figures will surrender or will jump overboard if land or a friendly vessel are within sight.
  • If a unit's morale fails while figures are still engaged then these figures will attempt to break off and flee, and if that is not possible because they are surrounded or backed up against something impassible, they will surrender or fight like cornered rats if surrender is unwise.
  • Until morale is restored a party can only move either toward their ship or stronghold, via the shortest possible route. (If due to previous calamity they don’t have a ship or stronghold then they can't move until they rally). Being pyrates they keep hold of whatever loot has been collected, but abandon other burdens, including any cannon.
  • During this retreat the figures will bypass antagonists. They cannot take any offensive action.
  • Figures will try to stay in cohesion, within four inches of each other.
  • If the party suffers further casualties it will automatically flee, (or surrender etc.), and this time will drop any loot still being carried.
  • If fleeing figures come within hailing range (4") of a friendly party then that party must take a morale test to see if the panic spreads and it too must flee. If morale holds then the fleeing party will automatically rally and join up with the stalwarts under the leadership of the larger group's leader, if there is one, or the smaller groups leader if there isn't. This party may split up again in the next Action phase. As it is likely to be a bit over-sized, a dice-roll may be necessary before any other action is possible.
  • Once back in their stronghold or aboard their ship, morale is automatically restored, unless the ship or stronghold is itself already gripped by panic, in which case they cower with their comrades until they rally, etc.
A ship's crew or a stronghold's garrison are treated differently.
  • If the stronghold or the ship is under attack by an enemy that will accept surrender then the survivors must strike their colours and surrender.
  • If surrender is not practical then a ship's crew will attempt to Abandon Ship. This can be by boat, or by jumping and swimming if in sight of land or friendly vessels. Once aboard another friendly ship they are absorbed into that crew, or once ashore will try to group around the Captain or an officer, electing one if necessary.
  • If unable to Abandon Ship, or in a stronghold, then the survivors will just cower until they manage to rally, or are contacted by the enemy in which case they surrender or fight like cornered rats if surrender is not the healthy option.
Rallying
Units with broken morale can be rallied in subsequent turns by re-rolling the morale test as an initiative action, if they are otherwise unoccupied.



© Baggins Wood Ltd. 2009