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Author Topic: Need help with rules for running a big multiplayer Pirate game  (Read 11202 times)

Offline gamer Mac

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Need help with rules for running a big multiplayer Pirate game
« on: February 04, 2015, 02:11:13 PM »
As the title say we are thinking of running a large multiplayer pirate game and we are after rules and/or helpful tips on how to go about it.
Is there anybody who has been involved in this type of game who can give us some pointers?

Offline M.P.

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #1 on: February 04, 2015, 02:41:25 PM »
I'd suggest Argad (free rules) or Flashing Steel from Ganesha Games. Both of them are easy to learn and characterful rules.
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Offline gamer Mac

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #2 on: February 04, 2015, 02:55:14 PM »
I'd suggest Argad (free rules) or Flashing Steel from Ganesha Games. Both of them are easy to learn and characterful rules.
How would these rules work in a big multiplayer game?

Offline Andrew Rae

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #3 on: February 04, 2015, 03:10:16 PM »
*vested interest alert*

How about Pulp Alley? It handles multiplayer well and the combat system gives a really nice 'swashbuckling' feel. That was what first got me interested in the game.

Offline Mason

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #4 on: February 04, 2015, 03:16:07 PM »
The intent is to have a (very large) tableful of ships and dozens of pirates all having a huge kick-off over some islands.

I envisage at least ten players.

Suggestions would need to bear this in mind.
 ;)


Offline Cherno

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #5 on: February 04, 2015, 03:18:18 PM »
Steve Jackson (THE Steve Jackson, but NOT the Steve Jackson of the Lone Wolf books!) has developed a game called Evil Stevie's Pirate Game (ESPG):

http://sj.sjgames.com/PirateGame.html

It was commonly played with LEGO ships, but can be used with any models. I never played it myself because it seems to be more suited to convention-type games where one of several umpires guide lots of players through a scenario or free game, with players droping in and out all the time and games going on for hours. Still looks like fun!

I tried assembling my own fleet for ESPG (and succeeded!) but never managed to play it so far. Maybe you can find wisdom in some links of resources I saved back in the day:

http://www.flagshipgames.com/html/pirates.html
http://www.boardgamegeek.com/boardgame/34305/legends-high-seas
http://greywolf.critter.net/pirates.htm
http://jason.wumple.com/Interests/Lego/resources/games/ships.html
http://leadadventureforum.com/index.php?topic=3855.0
http://theminiaturespage.com/boards/msg.mv?id=210154

Offline M.P.

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #6 on: February 04, 2015, 03:36:09 PM »
Depends how big games you'd like to play. With my experience Argad easily manages 30-40 minis a side. Flashing Steel is better for games of 30 minis or so and than bogs down a bit. For big multiplayer games Argad would runs smoothier.

Here're the rules:
http://www.argad-bzh.fr/argad/en.html

It seems that the author of this game mostly runs big multiplayer games.
« Last Edit: February 04, 2015, 03:41:16 PM by M.P. »


Offline Hu Rhu

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #8 on: February 04, 2015, 03:54:35 PM »
I second Evil Stevie's rules as the basis of the game.  I had previously explored using them when our club was planning to run a similar event (which in the end got canned).  However even they will need some trimming as they are predominantly a large participation convention game and whilst they might appeal to a cross section of players at a convention they might not meet the exacting (?) demands of the BLAM membership!!

Offline NurgleHH

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #9 on: February 04, 2015, 08:08:48 PM »
The intent is to have a (very large) tableful of ships and dozens of pirates all having a huge kick-off over some islands.
I envisage at least ten players.
Suggestions would need to bear this in mind.
 ;)
Mason, your WildWest-Rules (with fisting) are fantastic. Simple, fast, but great. Maybe you can modify it for pirates.
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Offline Andym

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #10 on: February 04, 2015, 08:52:08 PM »
What about travel in these games? Do we say the ships move 6" (for example) and just measure across the room as we go or do we say the distance between the islands isn't represented by the distance shown and we make some sort of random roll? Then what happens when a fight goes on in one corner while someone, somewhere else is travelling?

Offline Elk101

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #11 on: February 04, 2015, 09:02:17 PM »
What about travel in these games? Do we say the ships move 6" (for example) and just measure across the room as we go or do we say the distance between the islands isn't represented by the distance shown and we make some sort of random roll? Then what happens when a fight goes on in one corner while someone, somewhere else is travelling?

Maybe we use abstract distances such as '8 moves between Isle de Mort and St. Buteo'. A fast ship might move 3 moves per turn, a slow ship 1 if the wind is right.  If the islands were mapped on a sheet of paper, an umpire could determine when ships came into sight of one another (3 moves line of sight in good conditions, etc?). Captains could decide whether to fight or flee. Cannon range in 1 move at long range or maybe just in contact? Just some thoughts!


Offline Mason

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #12 on: February 04, 2015, 09:03:20 PM »
Mason, your WildWest-Rules (with fisting) are fantastic. Simple, fast, but great. Maybe you can modify it for pirates.

I have already kind of figured out how I would run it, simple and fun  rules are best for this, I reckon.

Lets just see if anyone comes up with a suggestion that appeals to all before I go sticking my foot in it...... ;)


Offline NurgleHH

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #13 on: February 05, 2015, 07:20:21 AM »
I have already kind of figured out how I would run it, simple and fun  rules are best for this, I reckon.

Lets just see if anyone comes up with a suggestion that appeals to all before I go sticking my foot in it...... ;)


Sounds a little Bit Lazy, right?

Offline Eric the Shed

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Re: Need help with rules for running a big multiplayer Pirate game
« Reply #14 on: February 05, 2015, 08:06:52 AM »
I have just added my three pages of thoughts to the other thread...given that this is specific to BLAM

 

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