Pirates of the Spanish Main : Deeper Look
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.
The first part of this review can be found here...
and if you haven't read it yet, I suggest you give
it a go.
Further Playtesting - More Than Just a Gimmick
At
first glance, Pirates comes across as a cute little tabletop game
with nice three-dimensional pieces that are pretty fun to put together.
In the annals of game design, there are tons of these. Like Milton
Bradley's "The
Omega Virus" (board game with a talking box in the middle)
or any one of a dozen X-Men licensed games with "authentic
miniatures cast in rubbery plastic."
Alot of the rules seemed, at first, a little shallow and there
were several instances of "how in the world did that
get past the playtesters?" I'm both happy and unhappy to say
that most of those anomalies vanished as our fleets grew and we
tried out different strategies. There is still a feeling of haves
and have-nots but, at least, some of the more glaring problems resolved
themselves. Oh, and they did post the multiplayer rules.
You can download them right
here.
Balance - Captain on the Bridge
In
a small set, the player with a Captain is unstoppable. Plain
and simple. Laserfish
and I went over scenario after scenario with the ships we had at
hand and, in every instance, the Captain came out on top.
How is that balanced? Why is this 3 point crew so incredibly powerful
and so impossibly cheap as well? We found out when a pair of our
experimental fleets went head-to-tail. A fleet without a Captain
has almost no chance of fighting a "light and fast" fleet.
Without Captains, every game would devolve into "grab the treasure
and avoid each other" since moving into anyone else's firing
range is asking for pain and failure... since doing so gives them
the first shot (assuming equal or near-equal ships). Unless, of
course, you're faster and...
Tactics - Ramming Speed!
Another
maneuver that made no sense in our smaller set was ramming (and
the subsequent pinning and boarding). With our eyes newly opened
to a Captain's balance, we learned about how vulnerable they really
are.
Ramming requires that the bow of your ship be in contact with any
non-bow portion of your enemy ship. Ramming pins the rammer (unless
the other ship goes derelect)... rendering it immobile - but leaves
the rammed ship free to move and fire. Originally, this was
obviously the height of lunacy. You ram a ship and, if you roll
higher than the number of masts it currently has, it loses one mast.
Afterwards, boarding actions can bring about the death of a crew
or the stealing of a treasure (each player rolls and adds his remaining
sails - highest roll wins).
The question was... why ram someone when, at most, you will eliminate
one mast while most likely being pinned (and in great range for
a full broadside the next round). The answer is: when you're looking
to assassinate dangerous crew, steal a unique treasure, or cripple
a key ship (a 3-master or smaller) with an un-Captained ship. On
at least two occasions, ramming has taken a ship with the capacity
to be a deadly menace and transformed it into a crippled, crew-less
hulk. While, on paper, it looks like lunacy, it's actually a smart
tactic in the right hands and strikes fear into the heart of smaller
ships who can ill-afford to lose a mast.
Due
to ramming, we've determined that no ship with 3 or fewer masts
should, as a general rule, be assigned a Captain. It is too easy
to kill him while eliminating his bonus through ramming. There is
probably a counter to this somewhere but, until we find it, the
Captain goes onto the big boys where those extra masts can protect
him from scurvvy sea dogs!
Not a Card Game - A Board Game in Disguise
In many card-based games, it's easy to distill the value of a card
because they are almost universally based on abstracts. Some of
them (Deadlands CCG, for example) utilize the concept of location
but rarely takes maneuverability into account. But most, like Magic:
the Gathering, use the general "attack," "defense,"
and "block" system.
That's why Pirates is not a CCG, despite its packaging and the
fact that its parts all come from cards. Pirates of the Spanish
Main is, for all intents and purposes, a board game. While it's
pretty obvious to most, it was not so to me at first. In fact, after
a half dozen or so games, I'm starting to think of it, almost exclusively,
as a board game. The next two points are possibly unforseen flaws
in the design... when you consider it a board game.
Maneuverability & Speed are King
For
starters, there's a minor imbalance. More important than almost
anything else is maneuverability. The game is fast-paced and the
goal is to uncover all of the treasure, returning it to your home
island. That means there's an elegant dance of ships jockeying for
position, trying to corner each other into firing range, and screening
cargo-laden ships.
That means any ship which sacrifices speed for any other advantage
is probably getting the short end of the deal. Furthering the have/have-not
divide are some point costs that simply do not justify their actual
value in practical gameplay. This does not only matter for treasure-grabbing
fleets but any ship that wants to be proactive (read: wants to sink
other ships or grab treasure better) will need to be equally fast
or faster than its opponent.
Which One is That?
The
second is that, the more ships we add to our fleets, the more we
can see which are duds and which are great... but only by looking
at their statistic cards.
Many of the ships look identical aside from their nameplates. The
only difference being the tiny dice represented at the bases of
their masts. Now, if this were a Collectible Card Game, this would
not be a terrible issue. After all, each card holds a unique value
and everything is spelled out on it. It sits in your hand and in
your deck which makes proxies (or forgeries) a very, very bad thing.
In a board game, however, all you need is a game piece which looks
close enough to authentic to represent the stats on a sheet (or
card) in front of you. What is the difference between the H.M.S.
Dover and the H.M.S.King
Edward? A quick visit to the Pirates of the Spanish Main website
and a printer... or even a pencil.
As
our fleets bulk up with nondescript ships we never intend to use,
the option of sort-of refitting the useless hulls becomes more and
more attractive. We've already done it with the basic crew (ignoring
the nationality limits on the back due to our limited set and a
desire to test them all out)... is it such a bizarre thing to logically
trade a situationally useful (and ungodly expensive) hull like La
Furia for the inexpensive but almost identically-cut El
Picador if your fleet calls for it?
Even further... since the game is so unmoorable from its card-based
foundation... why not just design stats and abilities for your hulls
and build on the foundation this board-game-style system has provided?
If you stick to the posted types, the point cost is relatively easy
to estimate.
Verdict - Fun to Play
In
the end, Pirates
of the Spanish Main is a really fun game to play every once
in a while. It's not demanding of time (matches take anywhere from
half and hour to 45 minutes with a 30 point fleet) and, as long
as we keep on feeding the beast a couple of packs before each round,
it stays fresh. It's relatively inexpensive and the ships are still
pretty fun to assemble and display but I would suggest a collection
of no less than six packs and a relaxed stance on (generic) crew
and mixed-faction ships to make it flexible and enjoyable without
the need to purchase a box or two. But I'm afraid a full collection
could be formed from ten packs if you choose to do it on the cheap.
Discuss it in the forums!
Note: All images were borrowed from the official
Pirates
of the Spanish Main site.
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