Thursday, 16 July 2026

The Pipe-leaf Downs



Hairfoot Jousting, the league continues.

The Teams

The Crumblewick Jousters

Team Captain: Dildo Shaggins
Mount: sheep (soft)
Cookpot, rolling pin
Bingo Bumfoot
Mount : Dog (energetic)
Felt hat and broomstick
Ponto Puddles
Mount: Goose (Aggressive)
Stick.


The South Meadow Thistles

Team Captain: The Gaffer


The Gaffer, Mount: Turkey (bouncy)
Walking stick

Nobby Pailhat
Mount Pig ((Deliberate)

Rumpo Rumpfoot, Mount Giant Weasel helmet and fence post.

The Game

Crumblewick vs the South Meadow Thistles 

South Meadow win initiative.

The South Meadows go for the joust target

Round 2.  South Meadow ring the bell 

Shaggins performs poorly.  He has lost three endurance by the end of turn two!

Turn three.  The South Meadow call it right and ring it three times in round three!  Shaggins picks up another endurance.

Bumfoot collides with fence after fence.

Shaggins is knocked off the sheep. The South Meadows ring the bell for the fifth time in round 5.  It's a comprehensive defeat for Crumblewick.

With the joust target still ringing everyone goes for a half pint of ale.

The venue are serving "Old Short and Stout," 9,% abv.  Very hoppy, perfect for enjoying by the foot ( the Hairfoot version of a yard of ale."



Saturday, 11 July 2026

The Sea Peoples ship project

 

I asked an online AI what a paper model Sea Peoples ship would look like, after showing it representations from the Mefu Habinet reliefs and modern reconstructions, such as the Cypriot museum versions.


And so yes that's what it would look like.  After loads of planning, and measuring, I constructed my templates.

And actually I had to print it on two separate A4 sheets to get all of the parts.

And it went together almost perfectly, thanks to a bit of last minute MS Paint fudging.
Quite pleased with the result.

I used an elderly paint brush handle as the mast.  Didn't want it too tall.  And I kept the sail smaller to enable access to miniatures on the deck.

The steering oar was a bit of a nice touch.  I hand measured the fore and aft castles to fit.

The complete model

It occurs to me that I could use this as a Barbary Xebec. Give it a lateen sail and pretend that's what it was intended for all along.

The miniatures are Foundry.  They fit pretty well.

Just three more to build.

More representational than Christopher Nolan's Bronze age ships I think.


Thursday, 9 July 2026

"Quick Notes” for Blood & Plunder

I made these notes and quick reference sheets to help me in game.  


⚔️ BLOOD & PLUNDER — CONDENSED LAND RULES (NEW EDITION + BTL FORTUNE)

(Beginner cheat sheet for land battles)



1. TURN SEQUENCE (Land Game)

(The core loop — memorize this and the game flows.)

Start Phase

  • Draw Activation Cards = one per unit in the force.

  • Resolve Events immediately as they are drawn.

Action Phase

  1. Initiative Step

    • Both players reveal an Activation Card.

    • Highest suit wins.

    • If suits match → highest number wins.

    • If still tied → roll off.

  2. Activation Step

    • Winner activates a unit and takes its actions.

    • Loser activates a unit and takes its actions.

    • Repeat Initiative → Activation until all units have activated once.

End Phase

  • Check scenario victory conditions.

  • Check Strike Points & Strike Tests.

  • Discard leftover cards.


2. ACTIONS (Land Units)

(What units can actually do.)

Standard Actions

  • Move

  • Charge

  • Shoot

  • Reload

  • Rally (if not Shaken)

  • Go Prone / Stand

Dedicated Actions

(Must be the only action taken this activation.)

  • Fight (melee)

  • Dismount

  • Spike Artillery

  • Start Fire

  • Repair

  • Rally (if Shaken)


3. ACTIONS PER CARD SUIT (Training Level)

(How many actions your unit gets when activated.)

Training

♠ / Highest

♣ / Lowest

Inexperienced

1

1

2

2

Trained

1

2

2

3

Veteran

2

2

3

3

Use this table constantly — it determines your tempo.


4. SHOOTING (Small Arms)

(Most common attack in land games.)

Range Penalties (4" bands)

Range

Penalty

0–4"

+0

4–8"

+1

8–12"

+2

12–16"

+3

16–20"

+4

20–24"

+5

24–28"

+6

28–32"

+7

Shoot Sequence

  1. Pick target.

  2. Check range → apply penalty.

  3. Roll Shoot Test.

  4. If hit → target makes Save (usually 9+ unless in cover).

  5. Apply Fatigue if required.


5. FATIGUE (Core Morale Mechanic)

(This is where beginners struggle — here’s the simple version.)

Fatigue Levels

  • 1 Fatigue: No effect.

  • 2 Fatigue: Unit loses 1 action when activated.

  • 3 Fatigue: Unit becomes Shaken immediately.

  • 7 Fatigue OR double models: Unit Routs (removed).

Shaken Units

  • Cannot act normally.

  • Must take Dedicated Rally to recover.

  • Often forced to go prone or fall back depending on situation.


6. MELEE (Fight Action)

  • Must Charge to enter melee.

  • Melee is resolved with Fight (Dedicated Action).

  • Units remain Engaged until one side breaks or is destroyed.


7. COVER & BUILDINGS

Cover

  • Hard cover = –1 to Save Target Number (better protection).

  • All models must be in cover to benefit.

Building Fortitude & Integrity

Type

Fortitude

Integrity

Shanty

2

2

Wooden Building

2

3

Large Wooden

3

3

Stone Building

3

3

Large Stone

3

4

Very Large

4

4

Buildings are tough — use them.


8. CRITICAL DAMAGE (Land Structures)

(Only matters when artillery hits buildings.)

Building Critical Table (Simplified)

  • 10: Total Collapse

  • 8–9: Fire

  • 2–7: Debris

  • 1: No Effect


9. STRIKE POINTS & STRIKE TESTS

(Army‑level morale.)

Gain Strike Points for:

  • Every 25% casualties (rounded down)

  • Catastrophic critical damage

  • Scenario objectives completed by enemy

  • Commander’s flagship deck occupied (naval only)

  • Flagship hull/rigging halved (naval only)

Strike Test

If you have 2+ more Strike Points than opponent:

  • Roll vs Commander’s Resolve.

  • If commander is dead → auto fail.

Failing usually means you lose the game.


10. FORTUNE (New Edition)

(Optional in old rules — now fully integrated.)

Fortune is your heroic resource pool.

How Much Fortune You Get

  • Determined by scenario or commander.

  • Usually 3–6 points.

What You Can Spend Fortune On

Use

Effect

Re‑roll a Test

Re‑roll any test except damage or initiative

Boost Actions

Gain an extra action (max 3 total)

Boost Initiative

Add successes to initiative

Trigger Special Abilities

Some commanders/units have Fortune‑powered abilities

Fortune Limits

  • Max 3 uses per activation.

  • Fortune cannot re‑roll both initial hit and damage dice — choose one.

Fortune makes commanders feel like heroes — use it wisely.


11. SIMPLE LAND TURN WALKTHROUGH

Use this as your mental script:

Start Phase

  • Draw cards

  • Resolve events

Action Phase

  1. Reveal initiative cards

  2. Winner activates a unit

  3. Loser activates a unit

  4. Repeat until all units activated

End Phase

  • Check victory

  • Check strike points

  • Discard cards


12. Beginner Land Tips

  • Always track fatigue — it wins games.

  • Reload often — muskets fire slowly.

  • Use cover — saves go from 9+ to 8+.

  • Don’t blob — grenados punish clumps.

  • Rally shaken units immediately.

  • Charge only when necessary — melee is brutal.

  • Spend Fortune early to swing key moments.



🌊 BLOOD & PLUNDER — CONDENSED NAVAL RULES (NEW EDITION + FORTUNE)

(Beginner cheat sheet for sea battles)


1. TURN SEQUENCE (Naval Game)

(Same as land, but ships move in the End Phase.)

Start Phase

  • Draw Activation Cards (one per unit).

  • Resolve Events immediately.

Action Phase

Initiative Step

  • Reveal Activation Cards.

  • Highest suit wins.

  • If suits match → highest number wins.

  • If still tied → roll off.

Activation Step

  • Winner activates a unit → takes its actions.

  • Loser activates a unit → takes its actions.

  • Repeat until all units have activated once.

End Phase

  • Move ships (residual movement).

  • Check Critical Damage spread.

  • Check Victory Conditions.

  • Check Strike Points & Strike Tests.

  • Discard leftover cards.


2. SHIP MOVEMENT (PG. 82–84)

(The heart of naval play.)

Every ship moves 3 times per turn

  1. First activation of controlling player

  2. Last activation of controlling player

  3. One activation in between

Speed Formula

Sail Setting ± Wind ± Rigging Damage = Speed

Sail settings: 0, 1, 2, 3
Wind direction matters (Windward, Large, Wind’s Eye).


3. BASIC MANEUVERS (No Action Required)

Move Forward

  • Move full current speed straight ahead.

Turn

  • Turn up to the ship’s Turn Value (in inches).

  • Turn must be at start or end of movement.

  • If no models on stern deck → Turn Value –1.


4. ADVANCED MANEUVERS (Dedicated Action)

(Require a unit crewing Sheets & Braces.)

Target Numbers

  • 7+ normally

  • 5+ Sailors

  • 4+ Expert Sailors

Box Haul

  • Must start within 45° of wind.

  • Move backwards at sail setting or 3" (whichever is lower).

  • If failed → ship drifts + lucky hit to rigging.

Tack

  • Must start within 45° of wind.

  • Move forward 3" or sail setting.

  • Must turn fully through the wind.

  • If failed → drift + lucky hit to rigging.

Wear

  • Turning away from wind.

  • +1 to Turn Value.

  • If end facing windward → lucky hit to rigging.

  • If failed → turn normally (no +1).


5. DRIFTING

If drifting:

  • Bow toward wind → move backwards

  • Bow away from wind → move forwards

  • Drift speed = Wind Speed + 1"

Drift happens at the same times as normal ship movement.


6. ARTILLERY (PG. 77)

(Cannons and swivels.)

Artillery Types

Gun

Min Crew

Move Penalty

Initial Dice

Damage Dice

Reload

Swivel

2

–1"

3

2

Light Cannon

2

–1"

1

2

4

Medium Cannon

3

–2"

1

3

4

Heavy Cannon

4

Immobile

1

4

4


7. ARTILLERY RANGE PENALTIES

4" Bands (Swivels, Small Arms, Grapeshot)

0–4" +0
4–8" +1
8–12" +2
12–16" +3
16–20" +4
20–24" +5
24–28" +6
28–32" +7

8" Bands (Roundshot & Chainshot)

0–8" +0
8–16" +1
16–24" +2
24–32" +3
32–40" +4
40–48" +5
48–56" +6


8. SHOOTING WITH CANNONS

Initial Hit

  • Roll Base Target Number + Range Penalty.

  • If hit → apply damage.

Damage

  • Units in open: automatic hit, no save.

  • Structures (hull, rigging, buildings): roll vs Fortitude + Range Penalty.

Shot Types

Roundshot

  • Unlimited range

  • Half damage to rigging

  • No saves for units in open

Chainshot

  • Anti‑rigging

  • Half damage to hull

  • +2 rigging fortitude if not at highest sail setting

Grapeshot

  • Anti‑personnel

  • Uses small‑arms range penalties

  • Roll initial + damage dice together


9. TARGETING SHIPS (PG. 90)

Targeting Hull

  • Add hull fortitude to shoot penalty

  • Units on deck take 1 hit per hull hit

  • Hull usually gives hard cover

Targeting Rigging

  • Min range 10"

  • Add rigging fortitude

  • Units in rigging take hits

  • Every 2 rigging damage → 1 hit to deck below

Targeting Units

  • Small arms & swivels as normal

  • Hull often gives hard cover


10. BOARDING ACTIONS (PG. 90)

  • Ships must be touching and fouled or grappled.

  • Units may Charge across 1".

  • Fight as melee in structures.

  • If all enemy units removed → ship is captured.


11. GRAPPLES (PG. 88)

  • Must be within 3".

  • Roll 5+.

  • Smaller ship moves toward larger.

  • Grappled ships drift as one.

  • Cut grapples with an action.


12. COLLISIONS (PG. 88)

Ship vs Ship

1–5 Hulls collide
6–9 Rigging collides
10 Rigging collides + ships fouled

Ship vs Terrain

  • Bow/stern → run aground

  • Side → run aground on 6+


13. RUNNING AGROUND (PG. 87)

1–14 No effect
15+ Run aground hard → D5 hull damage + immobilized


14. FATIGUE (PG. 46)

(Same as land.)

1 Fatigue → no effect
2 Fatigue → lose 1 action
3 Fatigue → Shaken
7 Fatigue or double models → Rout


15. STRIKE POINTS (PG. 133–134)

Gain Strike Points for:

  • 25% casualties

  • Catastrophic critical damage

  • Ship immobilized

  • Ship destroyed or captured

  • Enemy completes scenario objective

  • Enemy on flagship deck

  • Flagship hull/rigging halved

Strike Test

If you have 2+ more Strike Points than opponent:

  • Roll vs Commander Resolve

  • Commander dead → auto fail


16. FORTUNE (New Edition)

(Heroic resource pool.)

What Fortune Can Do

  • Re‑roll a test (not damage or initiative)

  • Gain an extra action (max 3 total)

  • Boost initiative

  • Trigger special abilities

Limits

  • Max 3 uses per activation

  • Can re‑roll initial hit OR damage, not both


17. SHIP DETAIL SECTION (Beginner‑Friendly)

(Pure Blood & Plunder profiles — no hybrids.)

Small Craft

Longboat

  • Fast under sweeps

  • No cannons

  • Great for boarding & landing troops

Canoe / Pirogue

  • Very fast sweeps

  • No cannons

  • Coastal raiding, ambushes


Light Ships

Sloop

  • Excellent turn value

  • 2–4 cannons + swivels

  • Great for boarding and maneuver warfare

Bermuda Sloop

  • Best windward performance

  • 4–6 cannons

  • Elite precision ship

Shallop

  • Hybrid boat‑ship

  • Good sweeps

  • Swivels only


Medium Ships

Brigantine

  • Balanced all‑rounder

  • 6–10 cannons

  • Great for mixed artillery + boarding

Fluyt

  • Tanky hull

  • 8–12 cannons

  • Broadside slugfest ship

Corvette

  • Fast warship

  • 8–12 cannons

  • Aggressive broadsides


Heavy Ships

Frigate

  • Heavy warship

  • 12–20 cannons

  • Long‑range artillery duels

Galleon

  • Huge flagship

  • 20+ cannons

  • Slow but devastating

Man‑of‑War

  • Ultimate warship

  • 20–30 cannons

  • Scenario/campaign play only


18. Beginner Naval Tips

  • Crew Sheets & Braces early — you need advanced maneuvers.

  • Chainshot cripples enemy movement — use it.

  • Roundshot into hull = panic on deck.

  • Grapeshot at close range = brutal.

  • Don’t sail into the wind’s eye unless forced.

  • Board only when enemy is weakened.

  • Spend Fortune early to swing key artillery rolls.




⚓ BLOOD & PLUNDER — SHIP COMPARISON MATRIX (NEW EDITION)

(Beginner‑friendly, practical, and sized for printing)

Ship Class Matrix (Performance, Guns, Crew, Role)

Ship

Speed

Turn Value

Artillery Capacity

Crew Requirements

Best Use

Canoe

Very fast (sweeps)

Excellent

None

4–8

Ambush, shallow water, boarding

Pirogue

Fast (sweeps)

Excellent

None

6–10

Hit‑and‑run, coastal raiding

Longboat

Moderate (sweeps)

Good

Swivels only

8–12

Landing troops, boarding

Shallop

Moderate

Good

Swivels

10–14

Hybrid boat‑ship, boarding

Sloop

Fast

Excellent

2–4 cannons + swivels

12–20

Maneuver warfare, boarding

Bermuda Sloop

Very fast

Best in game

4–6 cannons

14–22

Elite precision gunnery

Brigantine

Good

Good

6–10 cannons

20–30

Balanced artillery + boarding

Corvette

Fast

Good

8–12 cannons

20–30

Aggressive broadsides

Fluyt

Slow

Poor

8–12 cannons

24–36

Tanky hull, broadside slugfests

Frigate

Moderate

Poor

12–20 cannons

30–40

Long‑range artillery duels

Galleon

Slow

Poor

20+ cannons

40–60

Flagship, fortress at sea

Man‑of‑War

Very slow

Poor

20–30 cannons

50–70

Massive battles, scenario play


📏 Key Stats Explained (What Actually Matters in Play)

Stat

Meaning

Why It Matters

Speed

Sail setting + wind + rigging

Determines ability to reposition and control engagement

Turn Value

Max inches you can turn

Controls ability to line up broadsides or avoid them

Artillery Capacity

Number/type of cannons

Defines your broadside strength and long‑range threat

Crew Requirements

Minimum effective crew

Determines how many units you need aboard

Role

Tactical identity

Helps you pick the right ship for your fleet


🎯 Tactical Comparison (Quick‑Pick Guide)

Fastest Ships

  • Bermuda Sloop

  • Sloop

  • Canoe (sweeps)

Best Turning

  • Sloop

  • Bermuda Sloop

  • Canoe

Strongest Broadsides

  • Frigate

  • Galleon

  • Man‑of‑War

Best Boarding Ships

  • Sloop

  • Brigantine

  • Shallop

Best Shallow‑Water Ships

  • Canoe

  • Pirogue

  • Longboat

Best All‑Rounder

  • Brigantine


🔥 Recommended Ships for Beginners

  • Brigantine — easiest full ship to learn

  • Sloop — best maneuver ship

  • Fluyt — simplest artillery platform



Tuesday, 7 July 2026

Bluebeard Scenario 4. The Hanging of Captain Moreau

Bluebeard Scenario 4.  The Hanging of Captain Moreau

    • Public execution and a rescue attempt.
    • Moreau claims he was Bluebeard—or knew him..

Nassau, Bahamas – 1715


Background

Captain  Jacques Moreau was captured in game two.  Justice works swiftly and he faces public execution in Nassau. 

The Governor has declared that he will hang at noon as an example to every rogue in the Caribbean.

Rumours spread through Nassau:

"Moreau sailed with Bluebeard."

Others insist:

"He was Bluebeard."

Others whisper:

"Bluebeard never existed... it was several captains using the same name."

Only Moreau knows the truth.


The Forces

Government

  • Marines
  • Militia
  • Sheriff
  • Governor
  • Executioner

Their objective: Hang Moreau before he escapes.




Raiders

A mixture of:
  • Moreau's former crew lead by his girlfriend 
  • Unknown masked pirates
  • Mercenaries hired by a mysterious patron

Their objective: Free Moreau—or silence him forever.


Special Rules

The Crowd

Every turn place D6 civilian markers.

Units cannot fire through civilians without risking panic.

If civilians are hit:

  • Crowd scatters
  • Visibility changes
  • Units may become separated

The Noose

Beginning Turn 4 the execution starts.

Each turn:

  1. Priest finishes prayer.
  2. Final confession.
  3. Hood placed.
  4. Rope tightened.
  5. Trap opens.

If Moreau survives to Step Five...

...he dies.


Moreau's Port Royal card




Campaign Rewards

If Moreau survives:

  • Gain The Captain's Testimony clue.
  • Learn the location of the next scenario.

If he dies:

The Militia Officer finds a scrap of paper sewn inside his coat.

On it is written only:

"Dead Men Tell No Tales. The Bell Tolls at Devil's Reef."

That clue leads naturally into Scenario 5.

I particularly like making Moreau a genuinely charismatic rogue. As he's led to the gallows he laughs at the crowd and calls out:

"You've all come to watch the wrong pirate die!"

Government Forces

Lieutenant Blessington

Officer: Veteran Royal Marine

  • Excellent Leadership
  • Steady Under Fire
  • May reroll one failed Morale test for Marines each turn.

Commands

  • 6 Royal Marines (muskets & bayonets)

Role: Hold the gallows and maintain discipline.



Lt Fairweather RN

Officer: Royal Navy Sailing Master

  • Reliable
  • Inspires Sailors
  • Skilled with pistol and cutlass


Accompanied by:

Surgeon Crane

  • Loyal
  • Tough fighter
  • Adds +1 in boarding or melee actions involving sailors.

Commands

  • 4 Royal Navy Sailors

Role: Flexible reserve. They reinforce weak points, pursue escaping pirates, or escort Captain Moreau.


Militia Group A

  • 8 Colonial Militia
  • Muskets
  • Green troops

Militia Group B

  • 6 Colonial Militia
  • Muskets
  • Green troops

Role: Guard streets, escort civilians, and provide supporting fire.


Civilians

Treat the crowd as several groups of unarmed civilians.

Suggested special rules:

  • Civilians block line of sight.
  • Panic if fired upon.
  • When panicked, they move randomly each turn, potentially blocking movement or exposing hidden troops.

This makes the square feel alive and unpredictable.


Pirate Forces


Mad" Nell Rackham
– The Widow of the Wind
Officer Type: Pirate Captain (Cunning)
Traits
Master of deception.
Once per game may redeploy one pirate group before it activates.
Nearby pirate units may ignore one failed Morale test.
Preferred Troops:
Sailors
Militia
Buccaneers
Weapon:
Brace of pistols
Fine cutlass

"Pirate Group 1

  • 4 Pirates
  • Cutlasses & pistols

Role: Assault the gallows.


Pirate Group 2

  • 4 Pirates
  • Cutlasses & pistols

Role: Support the main attack or rescue Captain Moreau.


Pirate Group 3

  • 4 Pirates
  • Muskets

Role: Rooftop marksmen or covering fire.


Pirate Group 4

  • 4 Pirates
  • Muskets

Role: Ambush from alleyways and suppress the Marines.


Victory Conditions

Government Victory

  • Captain Moreau is hanged or remains securely in custody when the game ends.

Pirate Victory

  • Captain Moreau escapes via one of the table edges.

Major Pirate Victory

  • Moreau escapes and Lieutenant Blessington is killed or captured.

Major Government Victory

  • Moreau is executed and Mad Nell Rackham is killed or captured.

A sunny day in Nassau.  Bressington and the Marines march the prisoner from the Gaol.

The Militia parade under "Major" Elias Crawley.  He appointed himself and gave himself that rank.  He has 14 men in three groups.

The Sergeant at Arms leads Captain Moreau to the gallows.  It's turn one so the prayers start.

Four pirate groups dice to come on table, 8" from the baseline

And the poor Militia gets 4 hits, 4 killed.  It also fails it's resolved by 4 dice.  
The buccaneers guns are mighty!


Mad Nell Leads a Charge into the Militia Major's group.  She kills two.

And Eager Lt Bressington gets in on the action, charging the musket armed pirates to zero effect.

And like the idiot getting is he pushes a second attack, earning a Fatigue, but inflicting only a fatigue.

Seeing trouble brewing the Governor calls for his carriage.

The Buccaneers kill another two militia and break them.


The Marines batter at the cutlass armed pirates.

Mad Nell hammers at the Militia Officer. Some deadly fighting going on. The Militia break.

An event, it's a 7 a free action for Nell, 


The Molitia rout and Nell races to the scaffold in a move.

The goven9r and the routed Militia "Major" leave in the coach.

The Navy shoot it out with another Buccaneer group.

Two strike points
The Major having fled I roll for Alfred Fairweathers resolve, and 8 is a fair pass.



According to schedul the rope was about to be tightened on turn four for our condemned man.  Luckily Mad Nell rescues him.

Turn 5 Nell and her pirates rush 8" clear.

Its a win for pira y everywhere.  I must admit that was a surprise to me.