First in the Convention Game Series
Spirit of the convention Game
FFoS is not a war game in the sense of sailing around just
shooting each other and sinking ships. It happens but rarely does it lead to
any substantial points scored by a blood thirsty player. Piracy isn’t warfare;
it’s economic. Simply put, a balance of evaluating risk versus reward and
seeking opportunity. In the end gold & titles are the only things that
matter for winning.
Orientation
There is no limit on the size or shape of the set up for
Fist full of Seamen convention game. We currently run a primary ocean board
consisting of three 24ft by 8ft tables that total 576 square ft. These contain
three primary island colonies consisting of the Dutch, French, and English trading
ports. Other smaller Islands about the table contain various encounters and
disrupt navigation around the board. Surrounding that table are location that
can be reached by meeting other conditions such as knowing the location of the secret Pirate port or having the map to the Lost Mayan Temple on Adventure Island. If you’re building your own
map scale and terrain are your choice.
Navigation, Board edges, & Board perimeter.
On the diagram below you will see the area between the
tables is marked with Blue arrows. For the movement of the ships the area
between those tables is nonexistent and should be treated as if no gap were
there. When a ship crosses the gap, even if it doesn’t have not enough movement
for it to securely be placed on the new table, adjust the ship so the hull is
completely on the new table it occupies.
The areas outlined in red are the board perimeter. Some
ships treat these borders differently.
Unless specified by your ship’s crew type, when you leave
the board at one of these areas you end up at the Cannibal Island board. Once
there you may interact with the Cannibals, depending on the Cannibal player's mood
could be quite dangerous. To leave the cannibal board you must sail the length
of the board to appear at your last point of exit from the main board.
Cannibal Island is a good reason why guys don't stop for directions. |
Pirates may leave
the board from the perimeter and choose between visiting the Cannibal Island or
making port at the Pirate Island board. Once
at the Pirate board they are required to pay a gold to port and then take two
port actions. Anyone not paying tribute to the Pirate Island may be fired on by
the Islands cannons at the GM’s discretion. Nonpaying players can take no port
actions. But must remain for one movement plot before leaving the board.
The Merry Caye, home of the Pirate Governor provides a safe port of call for the exchange of illegally seized goods. |
Cannibals may exit all red perimeter areas and appear back at the Cannibal Island or the Pirate Island. The canoes must remain there for a movement plot before they can leave. Cannibals don’t have to pay to make port at the pirate island and the GM at the pirate Island is not required to let them port.
Ghost Ship may never enter a harbor area and if it leaves the board on a perimeter area it reappears back at its starting Location. It can’t travel to any off the main table locations such as cannibal, Adventure or Pirate Island.
The Petite Mort roams the high Seas searching to capture the souls of the Naughty. |
Smugglers may travel off the perimeter areas as the pirates do but are never required to pay tribute to make port at the pirate island. Each time a Smuggler moves to Pirate Island he must remain for a single movement plot before leaving.
To enter a harbor the attention of the GM running the port
must recognize your request and allow you in to make a port action. This
includes attacking the town and Sneaking into town. Once a player is in the
port as long as he isn’t in hostilities with the governor or another ship, the
governor will see to your request at his given opportunity. The Governor is not
required to see anyone in any particular order or at all for that matter. This
may require you to wait through a turn or two.More on Port Actions Later.
Some places like Adventure Island are only accessible by
collecting Rumor Cards to reveal its location. When you have collected the
necessary requirements the captain must sail to the nearest board perimeter and
contact a GM for passage. A GM will run a private game for you in a location
not accessible by the other players. Any ships you want to make the journey
with must make the voyage when you do at the same point of departure.
One rule stands firm
for all ships; when entering the main board from off board the bow of your ship
must be pointed perpendicular to the edge you entered from. NO Surprise
BROADSIDES!