I'm not very satisfied with the rules for pirates in the standard game, not least because the reward for winning by lasers is so far out of whack compared to the reward by piloting or shields, along with the fact that the +4 and +6 pirates are pretty much impossible without the variable laser. So how about this?
When a pirate is placed on the board, the current player takes one good from the board of the same "quality" (i.e, colour) as the pirate (or of the highest quality possible, not exceeding the pirate's quality, if none are available of the same colour). The good is taken from the area highest in the following list:
- From the market of the system containing the pirate.
- From the market of a system connected to the trade route containing the pirate.
- From the supply area of any undiscovered culture.
- From the market of any culture on the board.
This good is placed under the pirate token, signifying that this good is currently being held by the pirate.
When a player encounters a pirate, he has two options:
- Flee the pirate.
- Engage the pirate.
If the player chooses to flee, he performs either a SHIELDS or PILOTING check. The pirate's modifier is *not* added to this check. If the player succeeds, he receives the same rewards as detailed in the standard rules.
If the player chooses to engage the pirate, he must perform THREE checks - one each of LASERS, SHIELDS and PILOTING. The pirate's modifier is *split* between these three checks in any way the player chooses. For example, if the pirate's modifier is +4, the player may choose to add +1 to the shields check, +1 to the piloting check and +2 to the laser check. The player announces how much he is adding just before each roll, and may perform the rolls in any order (obviously, the final roll must add any modifiers that have not been used in previous rolls). The player must pass all three checks to succeed at the engagement. If he does, the player may take any/all goods and/or fame under the pirate token and receives one additional fame for each good that was under the pirate token. The pirate is then removed from the board.
If the player fails any of his checks (whether he was fleeing or engaging the pirate) then the pirate will take one good from the player's ship. The colour of the pirate indicates the *minimum* quality of good the pirate will take, and a pirate will always take the highest quality good a player has in his cargo (for example, a silver pirate will not take a copper good from a player's cargo, but *will* take a gold one if there is one available). If the player does not have any goods of sufficient quality, the pirate will steal c20/40/60 (based on the pirate's colour). If the pirate steals credits rather than a good, place a fame token under the pirate.
Thoughts?
When a pirate is placed on the board, the current player takes one good from the board of the same "quality" (i.e, colour) as the pirate (or of the highest quality possible, not exceeding the pirate's quality, if none are available of the same colour). The good is taken from the area highest in the following list:
- From the market of the system containing the pirate.
- From the market of a system connected to the trade route containing the pirate.
- From the supply area of any undiscovered culture.
- From the market of any culture on the board.
This good is placed under the pirate token, signifying that this good is currently being held by the pirate.
When a player encounters a pirate, he has two options:
- Flee the pirate.
- Engage the pirate.
If the player chooses to flee, he performs either a SHIELDS or PILOTING check. The pirate's modifier is *not* added to this check. If the player succeeds, he receives the same rewards as detailed in the standard rules.
If the player chooses to engage the pirate, he must perform THREE checks - one each of LASERS, SHIELDS and PILOTING. The pirate's modifier is *split* between these three checks in any way the player chooses. For example, if the pirate's modifier is +4, the player may choose to add +1 to the shields check, +1 to the piloting check and +2 to the laser check. The player announces how much he is adding just before each roll, and may perform the rolls in any order (obviously, the final roll must add any modifiers that have not been used in previous rolls). The player must pass all three checks to succeed at the engagement. If he does, the player may take any/all goods and/or fame under the pirate token and receives one additional fame for each good that was under the pirate token. The pirate is then removed from the board.
If the player fails any of his checks (whether he was fleeing or engaging the pirate) then the pirate will take one good from the player's ship. The colour of the pirate indicates the *minimum* quality of good the pirate will take, and a pirate will always take the highest quality good a player has in his cargo (for example, a silver pirate will not take a copper good from a player's cargo, but *will* take a gold one if there is one available). If the player does not have any goods of sufficient quality, the pirate will steal c20/40/60 (based on the pirate's colour). If the pirate steals credits rather than a good, place a fame token under the pirate.
Thoughts?