Pirates of the Spanish Main Review
Pirates
of the Spanish Main is a game in the spirit of Hero
Clix and Discwars. Which, in turn, were birthed in a marriage
of collectible card games, pogs, and miniature games. The goal was
to create portable games you can play with simple rules and game
mechanics but deep strategy.
First Impression - Shipbuilding fun!
Pirates
has coined the label "Constructible Strategy Game" and
really impressed me with the first assemblable "cards"
I've seen since Hyborean Gates... and the first ones I've ever seen
made out of neatly-cut, well-designed rigid plastic. It was really
fun to (slice) open the reasonably-priced packs and then assemble
my ships.
Putting my fleet together (four ships from the two packs I got,
two four-masted ships of the line, one three-masted pirate vessel,
and one two-masted raider) was fun in and of itself. Each ship was
constructed flawlessly with tabs that only fit into their perfectly
snug slots. The first card of each ship (I saw ships spanning up
to three die-cut cards) is the one you hold on to... on it is listed
the vital statistics and a nice bit of "historical" flavor
text.
In
addition to the ships, the packs included one treasure sheet each
(containing doubloons ranging in value from 1 to 6) with a random
"basic" crew type on it. These range from the impressively
overpowered Captain to the situationally useful Oarsman. In our
limited set, the crew seemed either a frivolous expense in fleet
points (more on that later) or an amazing buy (like the captain).
Also, and this isn't a knock, the picture you're looking at is probably
two to three times larger than the little chit used to represent
him in the game. The same goes for the unique crew (who come on
cards of their own with an accompanying basic crew chit). You'll
need to hold onto a description of what they do for future reference.
That means you'll be collecting a pile of punched-out cards until
everyone has memorized their contents.
Also included in each Game Pack is a flimsy little island punch-out
card made of some kind of laminated cardstock. The islands, at this
point, seem to be a minor part of the gameplay but it's possible
that the various shapes and configurations could be part of a grander
design. Suffice it to say, I was neither impressed or disappointed
in the generic design of the little cardboard islands. They are
just scenery to be maneuvered around.
Unfortunately,
Pirates is one of those game systems that includes dice-based random
chance (but, fortunately, a very tiny 6-sided die). Ever since I
experienced diceless game systems (Magic: the Gathering, for example)
I've been attached to the concept of self-contained randomness.
I loved the poker-like system of shoot-outs in DeadLands CCG, the
force-drain complexity of the Star Wars CCG, and even the counter-based
economy of Vampire: the Eternal Struggle. While I can't think of
any way to make Pirates work without dice, I can't help but
wonder what sort of interesting innovation its designers could have
come up with otherwise.
Well, after building the fleet and figuring out what the other
cards were there for, it was time to crack open the rules and puzzle
them out.
The Rulebook - Adequate but not the clearest
The first thing I do when playing these new games is devour the
rules. I enjoy trying to uncover both the intent and the gist of
a game from its framework. The
rules for Pirates span roughly 12 pages of the mini-book...
counting pictures, credits, and the covers. My favorite line is,
"These rules describe the two-player game; multiplayer rules
will be posted later at wizkidgames.com."
I did not find them there but I'm sure they're coming... probably
in an expansion if the game is successful enough.
There is no clearly-shown turn sequence anywhere either. Granted,
there are only so many things you can do in a turn but it would
have been nice to have it laid out in a quick "at-a-glance"
table somewhere just for reference. You'll also be amazed at how
often you'll open the book looking for something about docking and
treasure you swear you read on page seven only to find it buried
on page nine.
Still, the rules are very straightforward once
you've found them and the pacing is quick in all but the most
tangled circumstances. The simple turn structure has alot to do
with it.
An Interesting Combat Game - Fire at Will!
The
instant I saw the sleek lines of my four-masted, death-dealing juggernauts
I just knew I wouldn't have the patience or the will to play the
game as it was originally intended. You see, the stated goal of
the game is to find and return, to your home island, half of the
treasure scattered throughout the islands. I just wanted to see
my shot rip through the rigging of my honorable opponent's future
hulks.
This is where we discovered the world of haves and have-nots. In
our limited set (two packs each), the HMS Dover crewed by a captain
became an unstoppable (well, not totally) machine. The normal turn
sequence for each ship of your fleet is a: Perform an action
(move, shoot, explore, or repair) then b: Perform any "free
action" (usually secondary actions associated to your primary
action). A captain allows you to add a free Shoot action on the
back of your Move action granting first strike and a continuous
advantage in maneuvering against any opponent that must choose to
either move or shoot back.
Furthering
this divide is the relative cost-effectiveness of a captain for
any serious combat vessel. The rules suggest that a contest between
30 point fleets is the standard. A small ship costs, roughly, five
points while some of the larger ones get up to 12 or 15 points.
A captain costs only three points and grants a significant
(I'd almost say overpowering... wait, I already did) combat advantage
to any ship he's on. I dislike any one thing that grants a bonus
whose only counter seems to be another of its kind. It's possible
this "problem" is just a symptom of our small set but
not even extended what-if speculations came up with any other answer.
Rant aside, it was pretty fun to plow my fleet into Laserfish's.
I won my engagements due to a superior draw (while, at first, his
ships seemed an even match for mine, we discovered otherwise through
trial by combat) but, unfortunately, did not get to experience much
of the potential strategic depth the game does promise. For the
record, ramming and boarding are not a great idea as far as I can
tell. The pinning of the rammer and the limited effect of boarding
(you can't capture the ship) argue strongly for death from a distance.
I'd say the combat is a nice representation of wooden ships and
iron men-era naval warfare without the complexity that usually accompanies
the games that have come before. Still, there were some glaring
oddities (boarding parties without the ship-grabbing melee you'd
expect, for example) that took away from the overall enjoyment.
The Strategic Game - Isn't it about finding treasure?
I
really enjoyed building my fleet, maneuvering them into position,
and opening fire... but that's not entirely what the game's all
about. In fact, "Sink your opponent's fleet" isn't even
listed as a victory condition in the rulebook! Furthermore, the
game is Pirates of the Spanish Main... and everyone knows pirates
are all about getting the booty.
And the treasure. As I mentioned before, the islands are placed
by the players and then three random treasure tokens are placed
face-down on them. These treasure tokens (6 of them per player totaling
12 gold divided at their discretion) represent the true goal of
the game. Explore the islands and take the cash home to finance
your retirement.
I shudder to think of the pacing the game would take if both players
simply shuttled to and fro hoping they find the big treasures, dancing
around their opponent's ships and avoiding combat (or kiting them,
which, crazily enough, my fleet could have done just as well...
ok, more effectively, than my preferred strategy of close and broadside!).
It certainly sounds like the more elegant and cerebral path but
I don't think I'd like it very much.
I'm certain the treasure-hunting portion of the game can be deep
and rewarding. After looking at the official site, I see that there
are unique treasures with special effects that can be found. Maybe
that will make a difference in the appeal of island-crawling but,
until then, damn the torpedoes... full speed ahead!
Conclusion - A fun diversion
Weighing
in at roughly $4 (USD) per "Game Pack", which is enough
to get started if you have some island-shaped coasters (or maybe
some sliced potatoes) handy, Pirates of the Spanish Main is a really
interesting way to kill an hour or two. Only time (and moderate
investment) will tell if it's got what it takes to become a "hey,
come over and play this instead of plugging into something online"
adventure but indications are good that, regardless, there will
be some little plastic sailing ships decorating my desk for a while.
Read the Deeper Look
or discuss it in the forums!
Note: All images were borrowed from the official
Pirates
of the Spanish Main site.
back to top
|