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Created by: Gavin Atkinson
With assistance by: Oliver Auth
It is 1666 and the Spanish dominions in the New World are crumbling. Once the sole domain of the King of Spain, the sea faring nations of England, France and the Republic of Holland have grabbed many former Spanish lands across the Caribbean. But the European powers are not alone in their endeavors. Pirates sail the high seas plundering at will. To counter rival nations and the pirates, each European power has granted letters of marque to a privateer - men authorised to steal and attack pirates and foreign naval vessels at will.
The Pirates! variant places you at the helm of a fleet comprising either a European power, a privateer or a pirate. This variant has many variables:
Special rules
) and frigates (
). Clippers cut through the seas in next to no time and can move two places. Frigates can only move one place, but have an extra 50% strength. This means unlike normal Diplomacy when one navy tries dislodging another navy and fails (stand-off), in this variant a single frigate attacking a clipper will succeed. A clipper being held by another clipper though will result in a frigate attack failing etc (strength of 1.5 can't defeat a defense of 2.) Please note, due to the offensive nature of frigates, their attacking bonus only applies when they are the moving unit ie Player 1's frigate (strength 1.5) attacking Player 2's frigate (strength 1 because defending not attacking) will result in Player 1 winning. But if they attack each other at the same time this would be a stand-off (1.5 vs 1.5.) Likewise two clippers (strength of 2) will defeat a single frigate (strength of only 1 when defending.) Also remember a frigate supporting a moving clipper does not give any bonus to the attack. If a clipper is dislodged it can only retreat to an adjacent territory. It does not move two places when retreating. This is meant to simulate the clipper being defeated and being damaged it can't sail as far in the retreat phase. The first phase allows players to choose what units to build - frigates or clippers or a combination.
) forms randomly on any unoccupied territory. The hurricane will then randomly move to an adjacent territory in spring and again in autumn. If you have a unit in the vicinity of the storm, watch out! The hurricane's strength in spring is still relatively weak and won't destroy units, but the storm's intensity by autumn is devastating, blowing away any units with its destructive winds. If the hurricane hits an SC in autumn (whether occupied or not) its devastating power destroys all value of that SC to the player who controls it, with the SC becoming neutral in the build phase. As a result this can impact on your ability to sustain units (eg a hurricane hits your undefended SC in autumn, destroys the value of the SC by turning it neutral and results in you having to disband a unit elsewhere as your SC count is now less than your unit count.) After the autumn phase (ie entering the next build phase) the hurricane has lost its strength and disappears. However, a new storm will then form somewhere else on the map the following year.
Players
European powers, privateers and pirates have distinct starting positions:
The players and their starting positions are:
European powers:
Privateers:
Pirates: