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A jam submission

Pirates of the Black GulleonView project page

Arrggh, mateys! Time for plunderin'!
Submitted by SparkyTheHappyGiraffe — 10 minutes, 26 seconds before the deadline
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Pirates of the Black Gulleon's itch.io page

Results

CriteriaRankScore*Raw Score
Use of This Year's Theme#64.2354.235
Creativity/Uniqueness#74.3534.353
Clarity of Rules/Mechanics#302.7652.765

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Includes Law of Root?

No

Includes PnP?

Yes

Includes TTS files?

No

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Comments

Submitted

Nice idea, I really like the vibe. Big shoutout as well for the setup (“just flip it and play on”), that’s genuinely fun.

So the ship can’t turn back, right? Does that mean it can only move forward until it eventually leaves the map? In that case, the +1 movement bonus feels a bit useless, especially on maps with only three river clearings.

I also don’t think making the ship a token is the best choice, since it doesn’t really behave like a token mechanically. Maybe a pawn would make things clearer?

And maybe I’m just tired, but I can’t figure out from the board how they actually get warriors onto the map (do they move them from the quarters?)... and… how they score victory points!

Developer

Thanks for the feedback!

1.  Correct, the ship can't turn back and eventually needs to leave the map.  I was trying to force the ship to more through the map instead of just showing up, turning around and leaving (plus, how easy is it to turn around a pirate ship in a river?).  I thought I had looked at all the maps, but realizing now that the Mountain and Gorge maps only require 3 movement to leave.  You are right that "Helm" and "Main Sails" are essentially redundant; I might look at changing one of those actions, or removing one altogether.

2.  I like the idea of the ship being a pawn.  It hadn't crossed my mind when I was designing, but it would certainly stand out better on the map.  The only hangup was that I did intend the ship to be considered defenceless if there weren't Pirates in the clearing itself.  If all the Pirates are in the Crew's Quarters, they aren't prepared to defend the ship.  

3.  It's all good; I took some big swings with some aspects of this faction, and I might need to review how it's presented on the board.  Hopefully the following helps clear up some of the basics:

Warriors: Yes, you have that correct: warriors can be moved between the Crew's Quarters and the map (similar to the Duchy's Burrow).  When the ship arrives in the Woodland, it's carrying a bunch of Pirates that can either be used to trigger actions (on the Upper Deck, in Daylight) OR moved to the map to rule/move/battle etc.  You don't have a true Recruit action, so what you start with is all you get.  

Points: Unfortunately, this was a mechanic I was cooking up that doesn't really fit on the board (you'll see why in a minute).  It's explained in more detail in my Law of Root, but I didn't get that finished before the deadline.  It's posted on Discord if you want to take a look, but I'll try to summarize it here:

When playing with the Pirates, a new mechanic is introduced for the whole table: loot tokens.  On any player's turn, they can "convert" one of their Victory Points into a loot token and give it to the faction that rules a clearing (giving loses one point, receiving gains one point).  In exchange, the giving faction gets to act as if they rule that clearing for the rest of the turn.  You're essentially bribing the rulers to let you do what you want on your turn.  The loot token remains on the map (tucked underneath a warrior to show who it belongs to) and can be moved, battled, removed, or given in a future bribe.   If a faction loses all of their warriors in a clearing but still has loot tokens on the board, those are transferred to the attacking player.

The Pirates can also generate loot using two actions:

- "Plunder" (in Daylight): spend a card, create a loot token, and gain a point (need to fix that last bit on the board).  This is supposed to be the Pirates extorting the denizens of the Woodland directly, instead of the other factions.

- "Parlay"  (in Evening): In each clearing they rule, the Pirates choose one faction with pieces there and make a demand: give me [a warrior, two cards from hand, or a crafted card] or a loot token.  The generation of loot is very dependent on other players, but I hope that the tradeoff makes people think twice.

 The goal of the Pirates is to come to the Woodland, gather this loot, throw it in their Cargo Hold, and sail back to wherever they came from.  Because they are so dependent on the volatile loot tokens for scoring, they need to be able to sail off the map to secure their score.  Otherwise, they accumulate a bunch of wealth and become a target for the other factions.

Sorry for the long response, but you asked some good questions!  Let me know if there's anything else I can clear up.

Submitted

Thanks for the detailed breakdown, it makes total sense now! Sorry I skipped over that entirely. It’s definitely a cool idea to work on. From my limited experience writing rules for Root, changing how a specific piece category behaves can be dangerous. Maybe the loot shouldn't be tokens, especially if they can't be removed in battle. What about making them items? 😅

Also, I'd suggest making movement between the box and the board its own separate action (if you leave it as a standard move, because it gets easily tricky because of so many mechanics affecting movement).

One final thought: starting the game with (kinf of) unlimited actions is risky. I only say that because I’ve fallen into that trap before. Even if boardwiping the Moles T1 isn't the goal for your pirates, just having the option open can feel game-breaking.

Hope this helps, and I'm excited to follow the faction on Discord after the jam!

Developer (1 edit)

As of right now, loot can be removed in battle; whatever doesn't take damage gets transferred to the attacking faction.  I am considering changing that, though, since it's more fun when the points stay on the map.

I'll think about the ship-to-map move (something like "Embark/Disembark"?), but since you always rule the clearing with the ship, I don't think there would be a problem.   They'd still be stopped by the Corvid's Snare, but it's nice to let other factions have their fun ;-)

The balance is certainly the biggest issue going forward.  I've avoided the board wipe in my multi handed play testing, but I can see how it might happen.  Not sure how "thematic" this is, but the Pirates actually want to Parlay (to generate loot) more than they want to destroy everyone else.  Might need to reduce the number of warriors or tweak some mechanics, but hoping that the faction gives players a new way to approach the game.  

Thanks for taking a look; I really appreciate having another set of eyes taking a look at everything!

Submitted

How do you even come up with this stuff, it's genuinely gotta be one of the most creative factions mechanically and perhaps even thematically I've seen in quite a while. 

The piracy idea story wise and even mechanics wise is so fun and implemented so well. And there's so many fresh ideas packed into them that it would be such a blast to play them and essentially just ignore everyone else :P

Insanely cool submission, genuinely mean that. Would be so cool to see what kinda art would support your ideas 

Developer(+1)

Wow, thanks so much!  Really glad you liked them.

Unfortunately, I'm not an artist, but I have a friend who said they'd take a crack at some artwork.  If that doesn't work out, I might come knocking your way ;-)

Submitted

Haha no worries, if your friend takes it up I genuinely cannot wait to see what they create. I really mean that

Submitted

Really cool and very unique with the way the faction acts. So it looks like the faction cannot recruit outside Arrive and Parlay. So you start with 15 warriors and these get kind of whittled down until your ship is destroyed? Then a new ship arrives (and the woodland sighs "Here we go again!"). It seems to me there is a point where the faction might be nearly wiped and can't recover unless the ship is destroyed? Did you find that when playtesting? Also bribing seems like it would happen rarely as you are losing a point and giving someone else a point. Do i have that right? 

Developer(+1)

Yep, you got both rules right!  In an ideal scenario, the Pirates are able to arrive in the Woodland with a big force, gather some loot, put it on the ship, and then sail off the edge of the map to secure their stolen treasure.  They could get hampered by heavy losses in battle, but the warriors that stay on the ship for your Daylight actions are never "in" the clearing (i.e. they wouldn't be removed in battle) and should be able to sail the ship to safety (and reinforcements).  I haven't had them fail in play testing, but I'd be curious what a new player tried to do with them.

As for Bribing, you do give someone 1 of your points.  My hope was that factions would do it to take advantage of the rule (e.g. maybe the Eyrie doesn't rule a clearing to Build, but they can pay off another faction to let them continue their Decree).  Plus, the token doesn't ever go away, which just means there's a "floating" point available to take back on another turn.  It's definitely a player-dependent mechanic that I'll want to work on with other people at the table.

Submitted

I love the flavor so much ! I relly like the pirate theme, and you incorporated it very well in the game !!!!

If I understand it well, you choose how many warriors of your crews' quarter and place them on the upper deck to take as many actions ?

Developer

Thanks for taking a look!  Glad you enjoy the theme :-)

Yes, you can choose how many warriors go on from the Crew's Quarters to the Upper Deck.  The tradeoff is that those same warriors are also the only ones you can put on the map, since there is no Recruit action (you can try with Parlay, but it's easily defended by the other factions).  You have to have some kind of balance between warriors pillaging the Woodland and those working on the ship.  Arriving with 15 warriors might sound like a lot at first, but they get divided between the tasks pretty quickly.

Submitted

I love these! The idea of a faction that can’t craft or draw organically is insanely flavourful for pirates, and the loot adds really interesting interactions between players other than the faction just because it is in the game. Great work all around!

Developer

Thanks for taking a look!