Quantcast
Channel: Merchants & Marauders | Rules | BoardGameGeek
Viewing all articles
Browse latest Browse all 369

Thread: Merchants & Marauders:: Rules:: Combat _summary Sheet

$
0
0

by kskato

Hello,
I'm trying to make a Combat _summary Sheet to have on hand.
I Can Not figure out how Combat works !!
I know it works _ I know it does, But,, the more I search posts for clarifications the more I'm confused !!
Using S McDougall Extended summary as a 'base' (thanks)
Note; I'm trying to abbreviate to one reference sheet whistle
I got this so far ;;

Naval Combat: These steps are followed and then repeated until a Captain has lost or has escaped:
1.Declaration – starting with the Captain that engaged the battle, each player declares their combat action _ Shoot, Board, or Flee
(On the first round, Shoot is the only available action. Roll 'Long Gun' Skull Attempts & then roll their hit locations)
2.Seamanship Contest – each Captain rolls a Seamanship skill check (If your Captain’s Maneuverability is 2+ higher than your opponent’s, you roll 1 extra die) (If neither Captain rolled a Skull success, no one wins and proceed to the next round) (If tied, add the numbers on the dice that didn’t come up a success to break the tie. If still tied, proceed to the next round after applying one cannon roll /per Success, if any)
3.Action! – the winner of the Seamanship Contest performs his chosen action >>
A. Shoot – if you won battle, inflict a hit** with ALL of your Cannons > Roll for Hit Locations (apply hits simultaneously)
(If you tied or lose, roll to inflict one hit per skull that you rolled (limited by the number of Cannons on your ship).
B. Board – if you win Seamanship Contest, the Naval Combat ends and you proceed to Crew Combat*** (if your opponent chose to Shoot, roll for Cannon hit locations first. If your ship is sunk, you die !! If you lost your last Crew, the Naval Battle continues instead !! If Boarded no Flee possible !!
Flee – if your opponent made no Skull successes, you escape and the battle ends.
Note: that the Chasers Ship Modification may be used once per combat after you or an opponent chooses to Flee.
If both Captains selected Flee, no rolls are made and the battle ends after players use their Chasers, if available.

**Roll a die for each hit. Rolls of 1 through 4 correspond to ship locations on the Player Board. For every skull rolled, the target decides which location is hit (unless the attacker uses any
Special Weapons ****). Inflict the numbered hits before the Skull selected hits.
 When hits move a cube below 1, the cube is removed and the location is considered destroyed. Further hits to that location are applied to the Hull instead.
•Hull – if destroyed, your ship sinks, you lose the battle, and your Captain dies.
•Cargo – each point of damage decreases your cargo capacity. (Randomly discard cards in excess of 
your new capacity)
•Masts – if destroyed, you only roll 1 die in Seamanship Contests and may only select the Shoot 
action.
•Crew – if destroyed, you can’t select the Board action and automatically lose any Crew Combat.
•Cannons – if destroyed, you can no longer use 'Shoot' Action

***Crew Combat: Both players roll Swivel Guns roll 2-dice for skulls crew hits.
Now roll Captains Leadership skill - roll to inflict one hit per skull success that you rolled (limited by the number of Crew on your ship) > apply hits simultaneously. Repeat Crew Combat rounds until one player loses all of their Crew. 
If you lose all your Crew, you lose the battle, your Captain dies, and your opponent may Plunder your ship. If both Captains lose their last Crew in the same round, the battle is won by the Captain with the most successes (resolving ties as per a Seamanship Contest). 


**** Special Weapons

Grapeshot – instead of your opponent deciding where to apply your Seamanship skull hit locations, discard Grapeshot to apply All skull hits to your enemy’s Crew. Hits beyond what is needed to destroy the Crew are not applied to the Hull (in this case)

Chain-shot – Use to cancel opponents deciding where to apply your skull hit locations, discard Chain-shot to apply All skull hits to your enemy’s Masts. Excess hits are not applied to the Hull (in this case).
Grappling Hooks – after a Seamanship Contest where you chose to Board, you may discard Grappling Hooks to re-roll any number of your dice.

sobluesoblueI'M NOT EVEN SURE if COMBAT procedure is right, much less, timing of 'long gun/swivel gun , the seamanship contest where combat converts to 'Boarding', or anything is correct sobluesoblue

Could anyone point where my summary is wrong.
It would help me and others on BGG greatly
Thanks..
Howard

Viewing all articles
Browse latest Browse all 369

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>