Introduction
Welcome to this little game, you can play it yourself, by clicking the links and hovering over the consequences boxes. Or you can play it with a player/gm combination. Whatever you want. You need a scrap of paper to keep tally of your Crew Moral and Change of Succes points, otherwise everything is included in this page. Enjoy!
You spotted the price!
Hello good Captain!
You find yourself behind the helm staring down trough your binoculars and you see a nice slow yacht full of drunk tourists. Perfect to be relieved of their coins and valuables!
Attack!
You've chosen to attack!
Unfortunatly the crew thinks you are a reckless captain without a plan.
Crew Moral drops by 7 points.
Change of Succes drops by 7 points.
Continue to Play out the Attack.
Check the Weather
You've decided to look up to the skies and check the weather, that's a good choice captain. After gazing upon the skies, and over the water.
Roll a six-sided dice!
Now hunt it down when it falls off your table, or just click the button.
1d6
1
Oi, you find yourself going against the wind and the waves are too high to go alongside the other yacht. You have to wait for better weather.
Crew Moral drops by 1 point.
Re-roll for a weather check.
2
The wind is okay, but the waves are way too high to board the other vessel safely.
Change of Succes drops by 3 points
Continue to Motivate the Crew
3
There is no wind to push your ship along, but no waves either.
Choose:
Use the engine to push your ship through the water.
Pass and wait for better weather, or another prey.
4
The wind is weak, but it's do-able if:
Choose:
You hoist some extra sails to catch every puff of wind, to catch them by surprise.
You take the slow approach and slowly but surely gain on your enemy, the longer you wait the drunker they'll get!
If adding sails:
Change of Succes goes up by 1 point
If Slow approach:
Slowly gaining on your prey will mean your attack will happen at night. Change of Success drops by 2 points
Continue to Motivate the Crew
5
The weather is perfect! Wind is from exactly the right direction, waves are very low and no hinder at all in a speedy boarding action.
Change of Succes + 1 point
Continue to Motivate the Crew
6
Pass
You decided to pass, to let go the fat chicken that was in your sights. The crew thinks you've lost it.
Crew Moral drops with 10 points
Continue to Mutiny
Motivate the Crew
Now you've checked to weather, and found it to your liking. You need to have a chat with the crew.
choose:
My crew are professional pirates, they don't need a speech, that would only weird them out.
You have a small chat with some of the crews close to you.
You raise your voice, hype up the treasure on board that yacht, and how easy it will be to take.
No speech. Crew Moral drops by 3 points.
Small chat. Crew Moral +/- 0.
Inspiring Speech. Crew Moral + 3 points.
Continue to Flag
Flag
Captain, you are almost on your prey's transom. It's time to hoist the flag! If you do it too early, you might scare the other crew and they will try to run away. Do it too late, and they will see no option to fight. But do it on time, and they will doubt between run and fight, and a doubtful prey makes an easy prey. They may even surrender.
Roll a six-sided dice!
Now hunt it down when it falls off your table, or just click the button.
1d6
1
Oh no! Way too early! The yacht has started their engines, and they make a run for it. Slowly, they gain distance and you lose your prey.
Crew Moral drops by 10 points.
Continue to Mutiny
2
To early captain! Your prey has hoisted an extra sail, but you are on their windward and they cannot outrun you anymore.
Change of Succes drops by 3 points
Continue to Play out the Attack.
3
A bit early, there is chaos on the deck of your prey. They scramble to start an engine, but you are lucky and it won't start.
Change of Succes drops by 1 point
Continue to Play out the Attack.
4
Good timing! As your black flag shoots up, stress engulfs the crew of your prey, and they stand appethic as you get closer.
Change of Succes + 2 points
Continue to Play out the Attack.
5
Perfect timing! As your jolly roger unfurls on the wind, hands rise among the crew, they seem to surrender, but not all, so confident you board anyway.
Change of Succes + 8 point
Continue to Play out the Attack.
6
Oh, way too late! The fight-or-flight of your opponents tips to fight, as they see no way out, and the crew of your prize pulls out the guns to return fire.
Change of Succes drops by 3 point
Continue to Play out the Attack.
Reef
Oh no! You've hit a shallow reef, your ship is stuck in the water. And while you try to get your ship free again without creating a leak, you can only watch as your price sails away.
Mutiny
You've made some bad choices captain, or should I say former captain. The Crew Moral has dropped below 0 points. And have raised a successful mutiny.
Play out the Attack
Captain, you've chosen to attack! Depending on what you've steps you've taken, you have hyped up the crew, sneaked up in their blind spot, or made some bad choices. No worries, you can still win this fight! Roll a 1d10, multiply it with the final Crew Moral and Change of Succes. If the result is above 550 points, you have won your price!
Roll a d10, or click the button: 1d10 and multiply with Change of Succes and Crew Moral
(dice x Change of Succes x Crew Moral)
If the result is over 550 points, you have won! If it is lower, you have lost.
I failed!!! :=( My first two roll were 2 -_- That's a fun short CYOA :D
Thank you Amélie