1. Crews.
The participation game will have between 2 and 4 crews of 4 figures each. Each crew having a designated Captain/Leader.
2. Start Points.
The points of access for the teams are:
a) The Grey Tower.
b) The harbour.
c) The Cove.
d) The Grey bridge.
e) The Gates at the bottom of Governors Road.
f) From the large pool by the waterfall.
The umpire will decide the chosen point of access for each team.
3. Initiative.
There will be NO rolling for AU (Initiative). Each turn each team will start with 4 AU Points. In order to determine who goes first each turn the roster sheets will be numbered 1-4 and the umpire will roll 1d4 to determine the starting crew the order of play for each turn, each player rolls a d20. The player with the highest value starts the turn and the sequence will then move from clockwise round the players. When position 4 is reached and any actions completed, play will move to position 1 and continue from right to left until the crew that started the turn is reached. At this point the recovery phase will begin.
4. Crew Armament.
All crew members will be armed with either a ships pistol and a cutlass, a musket and bayonet or brace of ships pistols and a dagger. Arms will be determined by the roster sheets and are not up for negotiation.
5. The Loot.
NB. The marines must always play.
4 players:
Loot is hidden in one building in the central area of town, all crews will be told where the loot is at the start of the game. To grab the loot a member of a crew will need to enter the building (Special Move Action) and Search the building (Special Move Action). With each search action there is a 50% chance of finding the loot (1-3 on a d6). When the loot is found, it needs to be carried back to start location of the crew. The carrying crew member cannot sprint, shoot or fight whilst carrying the loot. They are allowed to drop the loot at any time.
Less than 4 players:
The marines start with the loot and must get it from the gates at the bottom of Governors road to the waiting ship in the harbour. The other player(s) must try and get the loot of the Marines and then get it back to their respective start positions.
6. Searching.
Whilst in the building another crew member may enter the building and the current searching player can try and react to the entering player. Normal move reaction rules apply. If the searching player reacts successfully, they can either move into melee, hide or shoot. Whilst hiding a crew member cannot search for the loot. Only 1 player from any crew can be searching for the loot at anytime.
7. Victory Conditions.
Each game will last a maximum of 90 minutes. Within this time a crew will automatically win if they either manage to get the loot back to their start point or are the last team standing. If the game runs out of time, the crew which has a crew member holding the loot is declared to be the winner. If the loot is not being actively held by any member of any crew, then the crew with the most crew members standing is the winner. If no crew has an overall majority the game is a standoff.
8. Parlay.
If 2 crew captains are within 4" of each other they can parlay (Special Move Action). The initiating Captain moves into base contact with the other Captain. Any suggestions for collaboration can then be made. If the Captains agree on suggestions made then the crews become Allies. The alliance is broken when one crew shoots or initiates melee with another allied crew. If the Captains cannot agree on the Parlay, then a round of melee between the Captains takes place. Parlay is useful, but there can only be one winner!
8. The umpires decision is final!
The participation game will have between 2 and 4 crews of 4 figures each. Each crew having a designated Captain/Leader.
2. Start Points.
The points of access for the teams are:
a) The Grey Tower.
b) The harbour.
c) The Cove.
d) The Grey bridge.
e) The Gates at the bottom of Governors Road.
f) From the large pool by the waterfall.
The umpire will decide the chosen point of access for each team.
3. Initiative.
There will be NO rolling for AU (Initiative). Each turn each team will start with 4 AU Points. In order to determine who goes first each turn the roster sheets will be numbered 1-4 and the umpire will roll 1d4 to determine the starting crew the order of play for each turn, each player rolls a d20. The player with the highest value starts the turn and the sequence will then move from clockwise round the players. When position 4 is reached and any actions completed, play will move to position 1 and continue from right to left until the crew that started the turn is reached. At this point the recovery phase will begin.
4. Crew Armament.
All crew members will be armed with either a ships pistol and a cutlass, a musket and bayonet or brace of ships pistols and a dagger. Arms will be determined by the roster sheets and are not up for negotiation.
5. The Loot.
NB. The marines must always play.
4 players:
Loot is hidden in one building in the central area of town, all crews will be told where the loot is at the start of the game. To grab the loot a member of a crew will need to enter the building (Special Move Action) and Search the building (Special Move Action). With each search action there is a 50% chance of finding the loot (1-3 on a d6). When the loot is found, it needs to be carried back to start location of the crew. The carrying crew member cannot sprint, shoot or fight whilst carrying the loot. They are allowed to drop the loot at any time.
Less than 4 players:
The marines start with the loot and must get it from the gates at the bottom of Governors road to the waiting ship in the harbour. The other player(s) must try and get the loot of the Marines and then get it back to their respective start positions.
6. Searching.
Whilst in the building another crew member may enter the building and the current searching player can try and react to the entering player. Normal move reaction rules apply. If the searching player reacts successfully, they can either move into melee, hide or shoot. Whilst hiding a crew member cannot search for the loot. Only 1 player from any crew can be searching for the loot at anytime.
7. Victory Conditions.
Each game will last a maximum of 90 minutes. Within this time a crew will automatically win if they either manage to get the loot back to their start point or are the last team standing. If the game runs out of time, the crew which has a crew member holding the loot is declared to be the winner. If the loot is not being actively held by any member of any crew, then the crew with the most crew members standing is the winner. If no crew has an overall majority the game is a standoff.
8. Parlay.
If 2 crew captains are within 4" of each other they can parlay (Special Move Action). The initiating Captain moves into base contact with the other Captain. Any suggestions for collaboration can then be made. If the Captains agree on suggestions made then the crews become Allies. The alliance is broken when one crew shoots or initiates melee with another allied crew. If the Captains cannot agree on the Parlay, then a round of melee between the Captains takes place. Parlay is useful, but there can only be one winner!
8. The umpires decision is final!