Our Game is a Handful.

Our Game is a Handful.

Tuesday, February 23, 2016

Convention Rules part 9, The odd Merchants.

Chinese Junk

The Chinese Junk is welcome in all harbors. It peddles opium to all ships and ports that can pay the steep price. They may also buy and sell goods from each port including the pirate port. There are two unique things with the Chinese Junk. First it can never replace crew in a port. The cultural barrier is to much to overcome so their starting crew is all they have. If they run out of crew the Captain is welcome to join another crew and the boat is left at the nearest port. Second if they get boarded, the other ship is immediately set on fire (fireworks in the sails). Money is traded for buried treasure which is hidden on your boat. If any one takes your ship you fore fit the treasure. You may never claim land grants.
1) You have no national enemies so attacking you is only for treasure gain.  All ports are open.
2) Your ship sails at nearly the same speed in all points of sail. 
3) your ship moves like a smuggler. 
4) Your immune to the ghost ship.  (wind chimes)
5) Never need to sneak into town, no one pays much attention to your crew.
6) You always start maximum crew.

Note about Opium: 
Opium, starts on the Chinese Junk, fetches a high price, As long as another crew has it they don’t make morale checks. If you ever sell the opium at port after being used to ignore morale checks, the entire crew must be replaced in port.  

Portuguese Merchant

 The Portuguese Merchant sloop starts out with a cargo of fine Portuguese wine from the old world. The cargo is limited but it sells at a high price, particularly at the French port. Once you begin to peddle it, you may fill your hold with goods and start the trade triangle. You have no true home port but may repair in any port you choose. You may also collect land grants from any port including The Ship wreck Island which serves as a safe haven in Spanish/Portuguese waters. Sell goods and keep moving, see merchant entry.
1) You have no national enemies so attacking you is only for treasure gain.  All ports are open.
2) Sailing in a merchant convoy can make a scary target for Pirates but if your not the person being boarded run like hell! 
3) Being the first into port is much better than last. If your not the East Indiamen, don't be behind it when you make port, the amount of cargo it sells to the port can wreck the local economy and leave nothing to buy for your cargo hold.    
4) Never sail along the perimeter of the board. Pirates enter from here and can ambush you before you can fire a shot. 
5) Parley if your boarded. Pirates only have so much cargo room and showing up in port with less cargo than in a long boat is always preferable. 
6) Don't trust Pirates, Governors, the Navy or smugglers to keep their word in negotiations. 
7) If your a small cargo ship buy rumor cards! you may just hit extra swag, more valuable cargo or a chance at adventure Island. 
8) Make sure to buy Land grants as soon as you can. Land grants can't be taken away from you. 
9) you are immune to the Spanish War Ship

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