Thanks for the responses, I like to know exactly how to play a game and the rules do gloss over one or two circumstances 😀😀
Thanks I will do that
Thank you for that, very helpful
Great thanks for thar
That is a really nice neat job you have done there. Mine are a bit more basic!
A generic ship with 4 upgrades would be very expensive
Hero ships can’t have upgrades
So no 1st rate constitution!
I think my approach looks a bit like rigging to someone who doesn’t know any better…. like me…..
I don’t pretend any of it goes where it should go 🙂
Thanks I wasn’t sure. Makes sense as they do seem to be quite cheap
Actually what happens with most critical if doubled
You receive 2 critical and say both are quarterdeck? Do you ignore the 2nd one or roll again?
So if they collide and are stationery. The one that struck the side of the other, can it move off the next turn?
Or would it have to rotate stationery for the turn?
Steve. Good suggestions
It is easy to get it wrong 🙂
I am not sure i followed that but it sounds like you have to take 2 successful skill tests which seems excessive?
In the advanced rules there is 22.5 degree arc either side of the wind that is the dead zone.
So if you started say 30 degrees from straight into the wind and turned 45 degrees into it that would leave you 15 degrees the other side pf the tack.
The next turn if you pass the skill check you turn to just beyond the dead zone and I think move forward at light winds?
In other words if you pass the skill test you only need 1 skill test not 2, isn’t that correct?
I remain confused about it.
I use tubes of super glue from poundland and I have never had any troubles at all