Sunday, December 11, 2005

"Shipwreck" - Dice version

The object of "Shipwreck" is to gain as much distance from shore without experiencing shipwreck. Each participating team consists of a Captain and a Navigator.
Captain's job is to decide on the tricks to play.
Navigator's job is to make sure the ship runs it's course steady without falling apart.

The game is usually set for 5 rounds for a 2 teams game, for each additional team that plays the game add another 5 rounds to the number of rounds played.
On the beginning of each round, the teams place their bets. Ante is placed and then each team can bid higher or call.

Each ship starts off with 6 * Number of rounds Hull Points (HP). A ship that loses all HP is considered Shipwrecked and can no longer sail on course.

The winner of the contest is the ship that's as distant from shore, even if it went shipwreck.

At the beginning of the game, each Captain rolls 3d6 to set the starting distance.

On each round, the captain rolls 1d6 and decides which of the tricks he's going after as follows:
1 - 2 : Heal 2 HP or Inflict 1 HP on an enemy ship (Auto)
3 - 4 : Heal 4 HP or Inflict 2 HP on an enemy ship (Sail DC 5)
5 - 6 : Heal 6 HP or Inflict 4 HP on an enemy ship (Sail DC 7)

The Captain can choose to "lower" his die roll and pick any lower option available.
In order for the correct trick played to work, the Navigator must sail at least as many miles as the trick's DC.

After the Captain chooses the trick to play, the Navigator rolls the sailing miles (2d6). If the roll did not pass the trick DC that the Captain chose, The ship does not move and none of the Captain tricks is played.
The Navigator's roll can also impact the ship's hull if he rolls either 1 or 6 as follows:
1 - A roll of 1 grants the ship 1 HP and counts as 1 mile
6 - A roll of 6 counts as 7 miles but Inflicts 1 HP on his own ship.
** If the ship suffers HP damage from any roll of 6, the ship sails, but sinks at the end of the turn.

I might revise the post, if I get reports of uncoherency.

DM T.

2 Comments:

Anonymous Anonymous said...

This looks like a nifty little game within a game -- thanks for posting the rules.

The one bit I don't understand is this: Within the game world, are the PCs actually supposed to crew up ships and sail them until they sink, or is it just a dice game for them as well? I ask because you use checks against Sail with DCs.

Also, does Sail = Profession (sailor)?

11/12/05 17:45  
Blogger DM T. said...

Martin said:
The one bit I don't understand is this: Within the game world, are the PCs actually supposed to crew up ships and sail them until they sink, or is it just a dice game for them as well? I ask because you use checks against Sail with DCs.

Also, does Sail = Profession (sailor)?


The 'Sail DC' is just a number I used for the Navigator to reach or pass in his roll for the trick to work.

In my campaign world, Tavernhall and it's surrounding area resembles somewhat of the old Carribean pirates (Was actually inspired by Sid Meier's renewed Pirates game)

"Shipwreck" started as a gambling game that pirates used, where sailors would have picked well known Captains and Helmsmen names when they played it.

A few years after Tavernhall established (I might write about Tavernhall in more details on a different post) a new version of 'shipwreck' surfaced that utilised a deck of cards instead of the three dice game.

12/12/05 09:35  

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