Rules may be followed by a proposal number in parentheses indicating
that the given rule was created, amended, or applied at that
proposal. THS makes no guarantee that the listed values represent the
most recent time a rule came into play. Rules that are considered part
of the original ruleset are marked with (*). Rules that by their
nature are constantly used are marked (now).
- Every player shall start with a Ship, until 21 Ships total have been in
use since the beginning of the game. (124)
- Sufficient wood only exists to build and maintain 21 ships total,
counting those already in use. Future wood sources may allow
players to build a ship beyond this limit; until then, established players
must convince other players to allow them to travel on their ships.
For this purpose, any player may pick up another player who is at the
same location, with mutual consent. New players are allowed a
one-time-only enlistment on any ship they choose; the owning
player cannot refuse them passage. The new player is instantly
transported to that ship. If that ship does not have a name/color, the
new player may supply them, and must do so to have proposals
considered.
Players are not considered to take up space on any ship they may be
aboard. The highest-ranking individual on a ship issues the sailing
orders for that ship, although the owner of the ship is considered two
ranks higher than actual for this determination. Note, however, that
Personnel on a ship are still considered to be under the sole
command of whoever recruited them.
- Ships are able to carry a maximum of 30 non-crew personnel.
- A player who wishes to start a Colony faster may over-exploit the
capabilities of their ship. By reducing the space available to each
Colonist on the ship, a player may boost the capacity by up to 50% in
people only (no Cannon may be included). However, these cramped
conditions cause an additional risk. Namely, that for every 10% over
capacity, there is a 5% chance per ten proposals at Sea, of mutiny by
the Crew, locking the player in the Brig as if he were the captain of a
captured ship.
- Each player must select a name for any Ship s/he owns, (such as the
initial one provided by Rule 3.1 above) and must also select a
color for his Ship. Ship colors must be one of the following:
for Citizens, Orange,
Purple, or Green; for Pirates, Black, Yellow, or Red. Ship names,
however, are only limited by the fact that each Ship must have a
name different from all other Ships' and by common decency. A
player who owns or is on board a Ship without name and color will
find that every piece of email s/he sends in to the game will go
unpublished and unjudged until s/he submits the information.
- Two New Ships have been created, which can be Purchased at
Atlantis for the listed number of Pieces of Eight:
Merchant Ship: This ship is not designed to be able to carry Cannons
or other Instruments of War. However, it has a base strength of 5 due
to its large size and solid construction. A Merchant Ship can carry up
to 50 Tons of Cargo(which can be either settlers, marines or
cargo).
Cost: 3,000 Pieces of Eight.
Man O'War: This mighty warship has a base strength of only 4, but
comes fully equipped with 6 Cannons! It can carry up to 20 Marines
in addition(of which 12, remember, are required to operate the
Cannons). It is not, however, capable of carrying any Cargo, and the
Cannons can not be removed. It cannot carry Settlers either, as they
complain about the smell of gunpowder, military rations and so on.
Cost: 6,000 Pieces of Eight.
A Player may only own one Ship at a time, due to the timber
shortage. (If s/he previously owned a Ship, it is cannibalized for the
wood for his new Ship and s/he gets a 500 discount.) Once the
21-ship limit has been reached, no player may purchase one of these
ships without supplying timber, either fresh (which yields a 750 PoE
discount) or as a trade-in.
- Each ship shall be assigned a strength rating, with all players' ships
starting at 3. For every 5 Marines/Buccaneers on board not engaged in
firing cannons, the rating would increase by 1. Also, with the use of
3 units of colonist space, the ship may mount a cannon. Cannons
require two Marines/Buccaneers to fire, and add 2 points of strength
to the ship.
- (a) Every time a Citizen's ship docks at Makal, a Pirate's ship docks
at the Pirate Cove, or any ship docks at a colony controlled by the
appropriate power that has been in operation for 15 proposals, that
Player can load any number of Settlers and Marines/Buccaneers for
free. However, the number of Marines/Buccaneers can never grow
beyond 15 this way. These Personnel are deducted from those
present in the area, so it is not possible to load more personnel than
are present in an area. However, Makal and the Near Azores are
considered to have unlimited personnel.
(b) If Makal is reached overland, the same number and types of
Personnel can be recruited; and they can follow the player on
overland journeys. (154)
- All ships shall initially be alotted 2 barrels of gunpowder for use on
their ships. Each barrel takes up 1/2 of a space on a ship, and
will supply enough
gunpowder for 10 firings of 1 cannon. Thus, a ship with 2 barrels and
5 cannon, could participate in 4 battles and be able to fire all of its
cannon, but any further, and she would not gain any further bonuses
from their cannon. If a ship has gunpowder, but not enough for all of
her cannon, then she could only fire cannon for which she had
gunpowder. Barrels of gunpowder will sell in Atlantis for 120 pieces
of eight, and will be bought for 100 pieces of eight. [Ships in
existence when this rule was enacted received the
allotment if and only if they had one cargo space available.]
- A ship's basic strength (i.e., the strength without additions of
marines and cannons etc.) can be improved by adding Struts, at 1
strength point per Strut. Each three struts or fraction thereof take up
one ton of cargo space. Struts can be added at any friendly harbour,
at a cost of 25 Po8 and 3 proposals of time each if current base
strength is below 6, or 50 Po8 and six proposals otherwise. Removing
a strut is free but takes the same amount of time as adding a
strut.
- A merchant on the isle of Takal is selling Casks of Greek Fire for
100 Pieces of Eight apiece. These may be purchased by any Citizen
who sails to Takal. Anyone who is docked at a land controlled by
pirates may sell them to the pirates for 500 Pieces of Eight apiece. A
count is kept of all CGFs sold to the pirates.
CGFs may be hurled from a catapult to inflict great damage upon
enemy ships. (Attempting to fire a CGF from a cannon would, of
course, be physically improbable, and rather dangerous to boot.) A
catapult requires six units of colonist space and four Marines to tend
it. Catapults, like cannon, may be acquired on request from Atlantis.
During combat, each catapult on a ship which has a CGF for
ammunition will contribute 4 points of strength. Catapults with no
CGF supply a mere 1 point of strength. In the course of combat, any
CGFs used to supply catapults are consumed. The commander of a
ship may choose how many catapults he or she wishes to supply with
CGFs in a battle, in order to conserve his supply of ammunition.
- Ships may carry life rafts, which may be used by the ship's
inhabitants in the unfortunate case that their ship is sunk. These life
rafts take two cargo spaces each, and may carry four people,
passengers, or prisoners (in admittedly cramped conditions) either
back to Atlantis or forward to the original destination of the ship. The
life raft, moving as it does only by tides and man-power, will take
twice as long to reach its destination as a ship would have. Life rafts
will be freely available in Sakal.
- There is a ShipWright in TIE's Famous Naval yards who has
Invented a Remarkable Modification to Imperial Ships. This Inventor
has fashioned Large Wooden Ramming Plates, which may be
Attached to Ships at No Cost. These Ramming Plates, while Large
and Bulky, slowing your ship to Half of its Normal Speed, are very
Helpful in Naval Battles, allowing you to attempt to Ram the
Opponent Ship. This Ram attempt counts as an Attack, with your
Ship having a strength for this attack of Five more than your Base
Ship Strength (not counting Cannon or Marines). If the Ram attempt
Succeeds, the Opponent's Ship is Split in Half and begins to Sink
immediately. However, if the attempt Fails, your Ship is crushed by
the Collision, and *your* Ship sinks.
- Any player whose ship is equipped with a Gangplank may make any
prisoner in the brig walk the plank at any time. This allows the
prisoner 2 extra chances to take over the ship as detailed above, but
if s/he does not, s/he is either eaten by sharks and killed (50%
chance) or washes ashore at the nearest place.
- Any player who owns a sextant (which can be bought at Atlantis,
Makal, Sakal, Takal, or Near Azores for 50 Pieces of Eight) is able to
reach their destination much faster, with every 2 proposals counting
as 3 for purposes of time to reach a location. These instruments are
very fragile, however, and any sextant on a ship involved in combat
shall stand a 4 in 6 chance of breaking.
- Any player having rank of Fourth Mate/Cabin Boy or higher may set sail
to any part of TIE's Empire. Any player having rank of Second Mate/
Deck Hand or higher may set sail to any known land.
- Players can set sail in a Squadron, consisting of several players'
ships. Since every sensible pirate would think twice about attacking
more than one ship, a pirate ship/Imperial Galleon who encounters a
Squadron will flee if a fair die tossed by THS shows a number that is
the same or lower than the size of the Squadron (in ships) divided by
the number of pirate ships. If a group fights it fights as a unit, there is
no way a ship in a group can be attacked and the other members are
not.
A Squadron is formed when (i) a player who declares to have
formed one (the Leader) sends a list of other players (who must all
be in the same location as the Leader) to the THS and (ii) all players
on that list send a message to THS assenting to follow the Leader.
All sailing orders the Leader submits (the orders must be allowed by
law for the Leader, but not necessarily for the followers), the entire
group follows. If a follower in the Squadron at any time submits any
sailing orders, that player is no longer a member of the Squadron. If
at any time the group consists of only a leader the group has fallen
apart and so the Squadron is no more.
The Leader of a Squadron may choose to lead her followers onto the
land to explore or do battle. In this case, all normal rules for overland
movement shall apply. Should a Squadron of n players achieve an
objective which would accord a single player an m-step increase in
Bravery or Rank, all members of the Squadron shall receive a
floor(m / n) increase in the appropriate attribute. (78)
- Each place has connected with it a distance, which is the sailingtime
from Atlantis to that place. This distance must be an integer number.
To go from one place to another takes a number of proposals, equal
to L+0.5*S, where L is the larger of the distances, and S the smaller
of the distances. This number, if not an integer, is rounded up. If a
new land is created by a proposal, the proposer must specify a
distance; if not, TIE/TPK chooses it. If a player sets out to discover a
new land, IC selects its distance randomly from between 10 and 30.
- All ships shall contain a room known as the brig. When a ship sinks
another ship the captain of the winning ship may elect to take the
captain (or commanding officer, if he be not of the rank Captain) of
the other ship prisoner. For every ten proposals that the prisoner is
held on the ship he has a 1 in 36 chance of escaping and taking over
the ship, placing the old captain in the brig. The brig may hold more
than one prisoner, but each has an independent chance of escape.
Honorable prisoners shall be released upon landfall. Dishonorable
prisoners (ie. opponents) shall be turned over to the Emperor's/Pirate
King's guards. Not taking the captain of an honorable Ship of the
Imperial Fleet prisoner shall be considered an Act of Cowardice,
causing a one-step decrease in bravery.
- There shall be a single prevailing Wind. This wind has two attributes:
direction and strength. These attributes may change at most once
every three proposals, as follows. Direction is any of the 8 major
compass points, initially North; if any proposal since the last direction
change uses the words "wind(s)," "windy," or "blow," the wind
direction will change 1 or 2 headings clockwise or counterclockwise,
at random. Strength is from 0 to 7 on the Beaufort scale, initially 3.
When the strength is eligible to change, if the most recent proposal
was Rejected, wind strength increases by 2; if it was Accepted with
modification, wind strength decreases by 1; and if it was Accepted
(without modification), wind strength increases by 1. Any other
action the Emperor chooses to take in regard to a proposal will leave
the strength unaffected. Normal sailing is impossible with wind
strength 0 or 7; ships make no progress toward their current
destinations and may not embark on new voyages. (now)
- Wind strength 7 represents a hurricane. If there is a
hurricane,
a ship in port holds about a 1 in 6 chance of being caught in
it. A ship at sea has a better chance of avoiding them, only 1
in 10. A ship which dedicates a Marine to the crows nest can usually
spot the clouds on the horizon in time to flee the storm. A Marine in
the crows nest cannot assist in combat in any way. A ship caught in a
hurricane, will be tossed and thrown, and will lose strength points
equal to the roll of a 6-sided die, divided by 2, and rounded down. A
ship will not sink unless its combined strength (including Marines but
not cannon) is reduced to zero.
- A player whose ship is caught in a Hurricane shall suffer less
damage from further Hurricanes. The roll of the 6-sided die
determining damage shall be divided by 3 (rounded down). The
player shall also gain the benefit of winds one step more favorable
than the actual winds, in naval battles.
- The Sea Serpent will have a 1 in 6 chance of appearing midway
during the voyage every time a ship (not life raft) embarks on a
voyage of length greater than or equal to 15. If the encountering
player chooses to fight, the Serpent fights as a ship of strength 12; a
tie or a loss means the player is sunk, whereas a victory only means
that the Serpent swims away, unless the player has a legendary
weapon that can slay the beast. If the player decides instead to flee
(either back where s/he last came from or on to the current
destination), the following rules apply: Every proposal following 1 die
is rolled; on a 1 or 2 the serpent eats 1 die's worth of Crew, and sinks
the ship if there aren't any crew left; on a 3 the ship moves one
distance unit closer to its destination, on a 4 it moves two distance
units closer to its destination, on a 5 it moves 3 distance units. On a 6
however the Serpent will simply swim away. It will also swim away
as soon as the ship reaches within 5 distance units of land. Anyone
who manages to defeat the serpent gains 2 levels of Bravery and a
500 Po8 bounty.