The continuing Convention Primer
Time & Turns
Time & Turns
The Sand Timer
On average the game will run for twenty Full turns which consist
of a 3 minute plot phase and two 5 minute move-shoot-Board-duel phases. This
may sound like a ridiculous amount of stuff to execute in 13 minutes but is
quite doable. Remember the timer is running constantly, except for a 15minute
break mid game so pay attention.
Missing a turn!
There are no catch up turns if you miss a turn, phase or movement you just sit.
This is why we assign a ship to two players. A Captain and a first mate. If
someone needs to go to the HEAD or Grab a drink the other player takes over.
Paying attention is critical.
Caught in the action.
Sometimes you are in the middle of combat when the next
phase or turn starts, well your stuck until it is resolved. All combat from
cannon to duels must be complete before both ships sometimes more, can move or
plot again. Getting in combat is time consuming and should be avoided if you’re
on a pressing schedule. If another ship
joins the Battle they too must complete all the required combat phases before
they can break away and move or plot. If a ship is just sailing by and shooting
this isn’t a problem but if committed to a grapple you’re stuck until an
outcome is resolved.
The Bell
The Bell is a critical part of communication to the players, it can be heard all over the playing area and sometimes obnoxiously beyond.
One ring means to plot (3 Minutes)
Two rings Means 1st move-shoot-board-duel phase
Three Rings means 2nd move-shoot-board-duel phase
Rapid ringing (announcement)
The
Ship's bell, |
Turn sequence
(3Minutes to complete)Plot Phase: Everybody writes down movement orders for two phases. Every one Checks for reoccurring damage, leaks, repairs, Spread of Fires. All ships going to port plot two port actions taken from the port actions chart.
(5 minutes to complete)
1st move phase: All ships move at the same time according to order written on sheet. When collisions occur, roll Hull class against hull class, any un-canceled dice do damage to the other ship.
1st Combat phase: Combat happens in the following steps. Each step has a step by step flow chart to follow. Each side completes this before proceeding to the next phase. Casualties are taken at the same time at the end of each step. It is possible for a crew to strike before a phase is complete.
1) Cannon Fire
2) Musket Fire
3) Repel\Grapple Phase
4) Melee
5) Honor Duel
(5 minutes to complete)
2nd Movement phase: All ships move at the same time according to order written on sheet. When collisions occur, roll Hull class against hull class, any un-canceled dice do damage to the other ship.
2nd Combat phase: Combat happens in the following steps. Each step has a step by step flow chart to follow. Each side completes this before proceeding to the next phase. Casualties are taken at the same time at the end of each step. It is possible for a crew to strike before a phase is complete.
1) Cannon Fire
2) Musket Fire
3) Repel\Grapple Phase
4) Melee
5) Honor Duel
Next Turm!