Pirates House Rules

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Pirates - House Rules and conversion to a hex grid

Copyright Alex Self 2006

Game turn

A game turn has ended when all ships from both sides have completed an action. Actions are - Move - Explore - Weigh anchor - Repair.

Movement

A ship normally moves one hex forward and changes face by 1 hex side to port or starboard for free. A ship must use all its movement unless docking or making contact with friendly/enemy ship.
Ships base move Move in hexes/inches Ships base move Move in hexes/inches
S 2 (2.25) L+L 6 (6.5)
L 3 (3.25) S+S+S 7 (6.75)
S+S 4 (4.5) L+S+S 8 (7.75)
L+s 5 (5.5) L+L+S 9 (8.75)

Change of face in same hex (at start of move)

Turning in place in a hex reduces the number of hexes available for forward movement
All ships except Galley and SchoonerGalley and Schooner
Change face 1 hex side -1 hex Change face 1 hex side -1 hex
Change face 2 hex sides -3 hexes Change face 2 hex sides -2 hexes
Turn about -5 hexes Turn about -3 hexes

Weigh anchor

It takes a ship 1 action to weigh anchor. When weighing anchor ship is placed in the sea hex occupied by the ships stem and turned to face in any seaward direction. A ship that weighs anchor is considered to be at sea, it just hasn't moved very far.

Firing

A ship can move and fire OR return fire. Firing is considered a "free" action. Only a ship that has not yet fired this turn can return fire. Return fire takes place after enemy hits have taken effect. A ship cannot return fire if docked at a wild island. It can fire or return fire when weighing anchor. A ships fire arc is 120º to port and starboard (include half hexes - ignores forward firing cannons). A ship with a crew figure that allows a ship to "move and fire" can move and fire AND return fire (fire twice). If both attacker and target ship have a crew figure that permits "move and fire" then the target returns fire as above. If only the target ship has the crew figure then the target ship can fire first. A ship such as the "Beys Revenge" that can shoot and then make a free move, can after all ships have been activated make a free move. The ship must have either "moved and fired" or "return fired" during the current turn. If more than one ship qualifies decide randomly which ship moves first etc.

Dock and move

A ship that can dock and move "S" can dock (unload treasure) and weigh anchor, taking one action.

Towing

The towing ship must end its move in the hex adjacent to the derelict, in front of the derelicts bow. To achieve this the towing ship can move less than its maximum move. On following turn derelict is placed behind the towing ship (bow to stern). If bow hex not accessible then hex adjacent to derelict to either port or starboard can be entered to perform towing. A ship moves 2 hexes when towing. When ship towing docks, towed ship can also be moved to a docking position adjacent to towing ship.

Docking

When docking either at home port or an island a ship must have enough movement to enter the land hex adjacent. Place ship across land/sea hex side to indicate ship is docked. When docked at an island the ship has actually dropped anchor in the bay. A ship in its home port cannot be attacked, when docked at an island it can be fired at, it cannot be boarded. A docked ship cannot fire. A ship that has weighed anchor can fire. For all game considerations treat a ship that has weighed anchor as if it where at sea.

Ramming

As per the rules the ramming ship causes the rammed ship to lose a mast. This raises the question as to why the ramming ship did not also lose a mast.. We are not talking about ancient galley warfare only about a violent collision. Therefore "Ramming" will be replaced by "making contact with".

Pinning

All ships can move even when an enemy ship ends its move in contact with its bow, under the original rules and these house rules. As to why this rule applies I have no idea, it seems difficult to apply as the rules stand and could cause friction between players, therefore pinning no longer applies.

Making contact

To make contact a ship must first enter one of the two hexes to either port or starboard of the enemy ship (not bow or stem hex). If the ship still has one hex of movement left it can enter the target ships hex and make contact. (physically the ship remains in the adjacent hex)

A ships fighting ability

The rules use the masts of a ship to reflect not only the firepower of the ship but also the crews fighting ability when fighting a boarding action. This is a simple and effective method and is one of the games redeeming features. With this in mind the mast lost to "ramming" in the rules will now be incorporated into the boarding action.

Derelict

A derelict can only be sunk by gunfire or by scuttling. A derelict that is boarded cannot fight (roll a dice). A derelict galley cannot explore or board. A Musketeer cannot fire from a derelict.

Boarding

A player in contact with an enemy ship can make one boarding action (free action) per turn.
  1. Attacker makes contact with enemy ship as described under "Making contact".
  2. Each player rolls one die and adds to the result the number of masts remaining on his ship. The player with the highest total may eliminate one crew on or, steal one treasure from the other ship. If the score of the player with the lowest total is two lower, he looses one mast.
The looser of a boarding action that is not "derelict" can on his movement turn initiate another round of boarding or move out of contact. Although boarding is a free action player cannot board and move. A ship in contact with a derelict can make an "explore" action to transfer crew or treasure, the amount only being determined by available cargo space. If contacted by two enemy ships that both initiate boarding actions during the same turn, fight the first enemy ship as normal. When fighting the second enemy ship do not add the masts. If a third enemy ship makes a boarding action then the fight is automatically lost.

Crew

Crew abilities can only be used on a ship of the same nationality and take up cargo space. Unwanted crew can be unloaded at home port or wild island similar to cargo.