Our Game is a Handful.

Our Game is a Handful.

Sunday, August 12, 2012

The Basic Mechanics

Fist Full of Seamen has been under development for about two years now. We've play tested it, modified, and rewritten parts of it. I'm posting a few things here for those curious about the rules we use. The hardest thing to grasp for long time gamers is there is no target number to roll. For a success you just need to roll a number that isn't blocked by an opposing roll. It really makes combat deadly and decisive. This is why the best captains avoid combat till a clear advantage presents itself. When we started writing we looked at many games out there and most made Piracy into a war-game. Piracy is more about survival and risk evaluation so we developed a pretty simple convention game that really runs itself, a solo game, and a campaign and character system. This game is not for the simu-holics out there who crave immersion in minutia but a smooth game with acceptable results by all players. Be warned battles have been known to last as long as 5 minutes with reasonable results.




The Idea here is to post some of the rules so our players at Fall Recruits can look over the mechanics in advanced.
The Focus of the convention game treats the ships like a skirmish unit. The captain and crew are integrated into the statistics for the ship. We have separate skirmish rules for miniature figure combat but only use them when dueling in the convention game.
On the example ships below the movement distances are modified for a 24ft by 24ft playing area. Scale is adaptable to both table size and scale. We increased movement rates to keep the game moving.