Tuesday, 5 August 2025

Port Royal, the customs house

I'm continuing my Port Royal games, with a new mat I had printed from the Firelock games game board file.  I'm going to blog this in great detail as part of my learning curve.  In effect it will act as a reminder to allow me to review and relearn the rules in future.

My Pirate crews remain as dedicated named figures.

Control the Ruins.

The Game, Control the Ruins: Secure the Customs house and it's warehouses of valuable goods.  The French Boucanier of Rathboné de Mayonnaisé are currently lurking in this area so Fat Errol and his Jamaican Pirates have their work cut out for them.  

The Jamaican Buccaneers

"Fat" Errol Thynne an his crew.  Not really hero material!

FACTION RULES

Intimidation: Once per game, after rolling for initiative but before starting the Activation Phase, the player controlling this Company may spend 2 Fortune Points to give all Characters in this Company the Terror Special Rule for the remainder of the current turn only.

Well Armed: When creating a new Company, every Officer Character in this Company may add a single weapon at no cost.



The Pirates

Fat Errol Thynne (Captain) @6 EXP5. F6/6. S6/6. Res 5,  Fated (1). Command.  Rapier, pistol
Darragh Matey. Boatswain  @4. Exp5. F6/6. S6/7. Res 5.  Marksman. Blunderbuss
Gallows. Old Buccaneer.  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler, Markskman.  musket
Jasper. Sea Dog  @3.  Exp 5.  F6/6  S7/7.  Res 5. Brawler. Cutlass
Cyrus.  Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5. Marksman musket
P'water Freebooter @3.  Exp 5.  F6/6  S7/7.  Res 5 Marksman musket 

Force total:

Six figures,  30 Points. Infamy rating 33.


French Boucanier


The suave Rathboné de Mayonnaise, and his crew of ill smelling Buccaneers.

FACTION RULES

Well Armed: When creating a new Company, every Officer Character in this Company may add a single weapon at no cost. 

Buccaneer Tricks: Once per game when you become the Active Player, you may spend 2 Fortune Points to have every Character in this Company immediately take a free Reload action.

CAPITAINE Rathboné de Mayonnaise
Cost 6. Experience 4. Fight 5/7. Shoot 6/7.  Resolve 5
Special » Command. » Fate (1) 
Sword, pistol. 7 points
"Le Loup" Boucher. QUARTERMASTER
Cost 4. Experience 5 Fight 5/7. Shoot 6/7.  Resolve 5
Special » Hard Charger. Sword, pistol, floppy hat, 5 points
Maurice Le Coq,, Sailor Cutlass, pistol
Cost 3. Experience 5. Fight 5/7.  Shoot 7/7.  Resolve 5
Special » Hard Charger, @4
Lafarte, Sailor Cutlass. Points 4
Cost 3. Experience 5. Fight 5/7.  Shoot 7/7.  Resolve 5
Special » Hard Charger
Claude, musket, BOUCANIER
Cost 4.  Experience 5. Fight 7/7.  Shoot 5/6.  Resolve 6
Special » Marksman
Jacques musket. BOUCANIER
Cost 4.  Experience 5. Fight 7/7.  Shoot 5/6.  Resolve 6
Special » Marksman

6 figures,  30 points,  33 Infamy points

Control the Ruins: the crew of the Saucy Nancy plan to secure the Bridewell, a key location, and the city Prison (now a crumbled shell). The former Captain of the Sea Serpent, Blackheart Blackwell. Bart to his friends. (although actually he has none) 

Blackheart was arrested with a chest of silver and a map to the wreck of the Sea Serpent.  Fat Errol, my Jamaican Pirate Captain wants to free Bart for the silver and the map.  The Caribs want Bart as revenge for his constant raids.

This is a solo game, so I don't even know if Bart is inside the Bridewell or even still alive.

The Caribs. Team Carib are not scheduled to appear but any random encounters will be drawn fim their ranks.

The Caribs

The Cacique (Big chief Cackypants). @6.  Exp 4.  F5/7  S6/6.  Res 5,  Command, Fate, Hidden, Scout. Musket dagger
Shaman @3.  Exp 5.  F6/7  S7/6  Res 5. Hidden,  Scout. Stinkpot
Wayai. Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout.  Bow
Haway  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow
Divn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout
Bow
Kudn't  Warrior. @3.  Exp 5.  F6/8  S6/6.  Res 5. Hidden,  Scout. Bow

The Game Setup


Scenario variations
Dangerous territory
Before deployment, each player selects one piece of ter-
rain to gain the Dangerous terrain trait.   For this solo game I'll dice to randomly allocate two.  Maybe add Colin the Croc!

The Game

The side with the lowest infamy are the Boucanier.  They place the first plunder token, and alternately four more are set down.
The deployment draw is distant approach.  The two sides are in opposing table quarters no closer than 8" to the centre point.  The Boucanier elect to deploy the first figure.

Scenario Variations
Vendetta.  Two officers in opposing companies have bad blood between them. 
Random selection by dice.  Turns out that the Boatswain, Darragh Matey, has a special hatred for the French Quartermaster "Le Loup" Boucanier.  If either is removed as a casualty the other side gains two additional strike points in addition to the point normally given for the figure's removal.

6 turns then, with the objectives being the plunder tokens.

Bidding for initiative
Six fortunes each and 0-3 bid per turn on and initiative opposed test, 3 dice each (one a primary) with the pass at 7+.  Critical s go on primary dice only.
Ties generate an event roll

Port Royal from an odd angle 

The Jamaican Pirates deploy first 

And initiative rolls for the first turn.  The Jamaicans again.

Fat Errol gets the lads settled after an advance.  A Frenchman managed to get to some loot after reacting but he seems incautious at best.

Cyrus fires at La Loup.  

Three dice each.  Cyrus needs fives. (Base 6, Blunderbuss means -2, but +1 for the cart cover) The Loup needs sevens.  Three hits one save.  But damage rolls are hard to get in this game.  The target is a ten.  

Loup rerolls but still fails.  Cyrus rolls a ten in damage rolls and La Loup is out.  And now I remember the Vendetta scenario.  Two extra strike points!

Cyrus gets a reload marker.


Errol charges La Farte.  Big sword!


Three hits, the Frenchman three fails.  He spends a fortune and rerolls.  Fails again


Errols sword is -1 pon the damage roll so that nine is a kill.  Bad luck.

My favourite move of the game.  Matey the Boatswain runs up the steps and fires directly downwards into Rathboné himself.

And Rathboné spends a fortune to reroll too.

Passed the damage rolls but it's three fatigue one for each damage roll and one for the fail.

Fatigue rolls against exp of 5.  The fail gives him three fatigue because of the two damage rolls.

Matey can't believe his luck.  He'd dance a jig but he has a wooden leg.

A reaction shot at Matey.  Missed.

Gallows prepares to charge Claude.  Claude fails his reaction roll.

And Gallows charges home.

Two hits, one successful defence.


Claude is killed.  The French have five strike points and 50% of their force lost.

Errol is attacked by Maurice.

And this time it's Errol spending to reroll.

Better

And Errol reacts with a fight back.  The 6 passes his exp of 5 easily 

Three hits two defence passes.

Maurice earns two fatigue and brown trousers.

End of turn. Rathbone rolls his strike test, eight points down.

Run away, run away!

The Boucanier leg it.

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