| JaysonOl |
Playing scenario 3 of the core S&S set (and not faring so well). Lirianne and Jirelle are at same location, Fog Bank.
On her turn, Lirianne dispatches an enemy Captain (monster), the Captain did 2 structural damage to my ship, Shackles (seized from previous scenario). Since Jirelle is at location, I assume only one dmg is actually taken, but I opt not to discard any additional cards so ship is wrecked and we lose 1 random plunder.
Neither Lirianne or Jirelle have the 'craft' trait, and to repair ship you may attempt a check of 5 Craft at beginning of turn.
It is now Jirelle's turn. A 1D4 is never going to 'repair' the ship for either. Can Jirelle use her Power again this turn to "Reduce Structural Damage by 1" to now fix the ship? I'm assuming not, but I'm seeking an official ruling.
So if neither have the Craft trait, and a 1D4 will never result in a check of 5, what other ways are there to repair? I haven't even visited Raker Shoals yet. Would discarding a Blessing at the beginning of the turn (I'm not even sure you can do that) allow for a 2D4 (add 1 die to check)?
| skizzerz |
Playing scenario 3 of the core S&S set (and not faring so well). Lirianne and Jirelle are at same location, Fog Bank.
On her turn, Lirianne dispatches an enemy Captain (monster), the Captain did 2 structural damage to my ship, Shackles (seized from previous scenario). Since Jirelle is at location, I assume only one dmg is actually taken, but I opt not to discard any additional cards so ship is wrecked and we lose 1 random plunder.
Neither Lirianne or Jirelle have the 'craft' trait, and to repair ship you may attempt a check of 5 Craft at beginning of turn.
It is now Jirelle's turn. A 1D4 is never going to 'repair' the ship for either. Can Jirelle use her Power again this turn to "Reduce Structural Damage by 1" to now fix the ship? I'm assuming not, but I'm seeking an official ruling.
So if neither have the Craft trait, and a 1D4 will never result in a check of 5, what other ways are there to repair? I haven't even visited Raker Shoals yet. Would discarding a Blessing at the beginning of the turn (I'm not even sure you can do that) allow for a 2D4 (add 1 die to check)?
Couple things:
1. You do not get to keep seized ships beyond the scenario you seize them in. When starting a new scenario, you must choose either a ship you have checked off on your fleet card, or a promo ship (set indicator "P") with a class corresponding to a class you have checked off on your fleet card. Seizing a ship does not let you check it off on your fleet card, so you cannot keep them past the scenario.2. Jirelle's power only reduces structural damage, attempting to repair a ship is not structural damage so Jirelle doesn't help you there. A ship doesn't "remember" how much damage it has taken; it is either wrecked or not wrecked.
3. There are a few cards that let you repair your ship. Successfully defeating the Hull Damage barrier is probably the only one you have access to at this time. If you know you can't repair it, strongly consider discarding to prevent the damage instead.
4. Remember that if your ship is wrecked, you lose one plunder card at the end of every player's turn, and you cannot gain additional plunder cards. Furthermore, if a wrecked ship takes structural damage, you need to discard that many cards off the top of the blessings deck.
5. Jirelle's power cancels out Raker Shoals's power, so you don't need to do anything special there (Raker Shoals makes you take 1 structural damage at the start of your turn if occupied, and Jirelle prevents 1 point of that damage regardless of her location, so you take 0).
6. The check to repair is still a check, and everything that can be played on checks can be played on it, such as blessings to add extra dice. If you can't avoid wrecking your ship, you'll probably need to spend some extra resources to repair it should you lack the requisite skills.
Ron Lundeen
Contributor
|
I think Jirelle's power works anywhere, so she didn't need to be at Lirianne's location to reduce the Structural Damage by 1. (Someone please correct me if I'm wrong about that.)
I'm confident, however, that you can't later reduce the Structural Damage once it's been taken. You're right about that.
Even a 1d4 can be used to make a Craft check of 5--you just need to use a blessing. If each of you plays a blessing, that's 3d4, and 5 is quite likely on that. There are also allies and items that help with Craft checks (like the Carver).
However, you may have been better off to just discard the card to prevent the damage--even discarding a blessing means you've guaranteed to stop the wreckage; by spending that blessing later, you're hoping that you get a 5 or more on 2d4. We virtually never had our ship wreck, even if it meant discarding a bunch of cards.
Also, I don't recall the "losing plunder" mechanics (because it didn't happen to us often)--doesn't it happen during the next turn, or end of the turn, rather than right away?
| Hawkmoon269 |
I think Jirelle's power works anywhere, so she didn't need to be at Lirianne's location to reduce the Structural Damage by 1. (Someone please correct me if I'm wrong about that.)
Ron does not need to be corrected.
Also, I don't recall the "losing plunder" mechanics (because it didn't happen to us often)--doesn't it happen during the next turn, or end of the turn, rather than right away?
The end of your turn.
When a ship is wrecked, you can never stash more plunder cards under it (see Plunder Cards below). At the end of any turn, if your ship is wrecked, banish 1 random plunder card from under the ship.
Also, technically you make the repair check at the start of your move step.
When commanding a wrecked ship, at the start of your move step, you may attempt the check to repair the ship listed on the ship card; if you succeed, the ship is no longer wrecked, so you turn the ship card faceup.
And keep this in mind to:
If a ship that is already wrecked is successfully dealt any Structural damage, discard a number of cards from the blessings deck equal to the amount of damage successfully dealt to the ship.
So, once it is wrecked, you better make sure you don't let it take any more damage, because it will start to cost you the blessings deck.
| JaysonOl |
Couple things:
1. You do not get to keep seized ships beyond the scenario you seize them in. When starting a new scenario, you must choose either a ship you have checked off on your fleet card, or a promo ship (set indicator "P") with a class corresponding to a class you have checked off on your fleet card. Seizing a ship does not let you check it off on your fleet card, so you cannot keep them past the scenario.
2. Jirelle's power only reduces structural damage, attempting to repair a ship is not structural damage so Jirelle doesn't help you there. A ship doesn't "remember" how much damage it has taken; it is either wrecked or not wrecked.
3. There are a few cards that let you repair your ship. Successfully defeating the Hull Damage barrier is probably the only one you have access to at this time. If you know you can't repair it, strongly consider discarding to prevent the damage instead.
4. Remember that if your ship is wrecked, you lose one plunder card at the end of every player's turn, and you cannot gain additional plunder cards. Furthermore, if a wrecked ship takes structural damage, you need to discard that many cards off the top of the blessings deck.
5. Jirelle's power cancels out Raker Shoals's power, so you don't need to do anything special there (Raker Shoals makes you take 1 structural damage at the start of your turn if occupied, and Jirelle prevents 1 point of that damage regardless of her location, so you take 0).
6. The check to repair is still a check, and everything that can be played on checks can be played on it, such as blessings to add extra dice. If you can't avoid wrecking your ship, you'll probably need to spend some extra resources to repair it should you lack the requisite skills....
Thanks for clearing some of that up;
1) I'm still not 100% clear on seizing/acquiring ships then....Shackles Pirate ship is class 0, same as Merchant man. So if I seized it in an earlier scenario, I don't get to use it even if it's the same class? When would one be able to use other ships then? Are we always playing with the Merchant ship until a scenario allows you to use a ship from another class?
2) That's what I figured...I was crossing my fingers to no avail.
3 & 4) Got it.
5) Oh, that's good to know. I didn't even piece that together!
6) So I can spend a Blessing to add a 1D4 then. Good. I was afraid that since it was the 'beginning' (i.e. "prior" to me accessing my hand), I may be restricted from using cards in hand until I explore or advance the Blessing deck.
Ron Lundeen
Contributor
|
Ron does not need to be corrected.
Hawkmoon saying this is the best Christmas gift I can imagine. Happy Holidays to all! :-)
| skizzerz |
Thanks for clearing some of that up;
1) I'm still not 100% clear on seizing/acquiring ships then....Shackles Pirate ship is class 0, same as Merchant man. So if I seized it in an earlier scenario, I don't get to use it even if it's the same class? When would one be able to use other ships then? Are we always playing with the Merchant ship until a scenario allows you to use a ship from another class?
2) That's what I figured...I was crossing my fingers to no avail.
3 & 4) Got it.
5) Oh, that's good to know. I didn't even piece that together!
6) So I can spend a Blessing to add a 1D4 then. Good. I was afraid that since it was the 'beginning' (i.e. "prior" to me accessing my hand), I may be restricted from using cards in hand until I explore or advance the Blessing deck.
1. Yep, the "same class" rule is only for promotional ships (set indicator "P"), such as Goblin Weidling and Magpie Princess. Shackles Pirate Ship is a set indicator "B" and so you need to have it checked off on your fleet card to use it. I believe you gain a class 0 ship feat as an adventure reward for Plunder and Peril, so that's the time you get to check it off and start using it. Until then, you're stuck with Merchantman.
6. The check to repair your ship is at the beginning of your move step (before you move). So turn sequence wise it goes advance blessings deck, apply any start of turn effects, (free play), give a card to someone at your location, (free play), check to repair ship, move, (free play), explore, (free play), attempt to close your location if it is empty, (free play), apply end of turn effects, reset your hand, end your turn. Things marked (free play) are the times in-between steps of the turn where you can play cards and use powers that do not restrict when they can be used. For example, Jirelle can give a Cure she picked up to Lini during the give a card step, then Lini can play it immediately afterwards before Jirelle moves. Even if it was a start of turn effect though you'd still be able to play cards and use powers during the check :)
| Frencois |
OK this post is redundant but if I write it it will finally stick in my head.
There is ONLY ONE RULE.
"if Jirelle is in your party all losses of structural damage to your party ship is reduced by one!"
Meaning any of the following is irrelevant: whether
Ship is anchored or not
Jirelle on ship or not
Jirelle's turn or not
Jirelle's the one encountering the card or making the check or using a power or doing whatever that causes the loss or not
Whomever causing the loss is on the ship or not
Whomever causing the loss does it during her turn or not
And so on