SHOOTING
Almsot FULL CONCEPT ABOUT A NEW YPP DUTY PUZZLE
Damage causing puzzle
Shooting has two stages
- Loading stage - playing the Shooting puzzle to load a gun with shooting token.
- Aiming stage - using the Aiming board, similar and near to the Battle navigation board, to execute the loaded shot. The aiming board is visible from any duty station, the shot could be used even, if the pirate playing other puzzle.
- The Shooting Duty report includes both stages, even the chosen and loaded gun wasn't used. That means the shooter have to be smart and fast. The commander of the ship wont be happy to have lazing shooters on board.
Access
Pirate's badge
Locations
Navigation stage
Guns and bags
Arsenal
- Flintlock - pistol*;
- Hunter - pistol*;
- Pair of Flintlocks - pistols*;
- Musket - rifle;
- Doglock - rifle;
- Blunderbuss - hand cannon.
Pistols and supply bag
FLINTLOCK
- Starting the puzzle from:
- Range: 1
- Caliber: Small
- Aiming directions: 4
- Shots per turn: 1
- Turn's positions: 1
- Damage per shot: 2,5%
- Letter in the Shooting board: F
shooting supplies for 100 shots.
HUNTER
(double-barreled wheellock)
- Starting the puzzle from:
- Range: 1
- Caliber: Small
- Aiming directions: 4
- Shots per turn: 2
- Turn's positions: 1
- Damage per shot: 2,5%
- Letter in the Shooting board: H
PAIR FLINTLOCKS
- Starting the puzzle from:
- Range: 1
- Caliber: Small
- Aiming directions: 4
- Shots per turn: 2
- Turn's positions: 2
- Damage per shot: 2,5%
Letter in the Shooting board: P
Rifles and supplies bags
MUSKET
- Starting the puzzle from:
- Range: 2
- Caliber: Small
- Aiming directions: 4
- Shots per turn: 1
- Turn's positions: 1
- Damage per shot: 2,5%
- Letter in the Shooting board: M
shooting supplies for 100 shots.
DOGLOCK
(musketoon)
- Starting the puzzle from:
- Range: 1
- Caliber: Medium
- Aiming directions: 4
- Shots per turn: 1
- Turn's positions: 1
- Damage per shot: 5%
- Letter in the Shooting board: D
shooting supplies for 30 shots.
Puzzling
During the Navigation stage
Tokens
Sailors and riggers produce movement tokens, which allow the ship to move forward, turn left, or turn right. The higher the vessel's bilge meter, the slower the movement tokens are generated. While a commander may save movement tokens from turn to turn, they will eventually disappear if left unused for five turns. A tool tip is displayed by hovering the mouse over each token type in the battle navigation window. This tip indicates how many tokens of that type will be discarded if unused for each turn.
Gun tokens are produced each time a gunner loads a cannon. Each gun token allows the commander to fire one cannon ball at an enemy. Cannons may be loaded outside of battle. For each gun loaded, the commander gets one gun token. Unlike movement tokens, these tokens do not expire over time. Firing a cannon decreases the number of available gun tokens by one. All cannons have a range of three tiles.
The shooting tokens are produced each time a shooter loads a chosen gun, by using the matching supply bag.
There is also a third type of token: a grappling token. A commander never runs out of grappling tokens. Grapples may be thrown from the port or starboard side of the ship, but not both sides at the same time, and have a range of one tile. If they hit the other ship, the sea battle moves on to the boarding phase.
A maneuver is a special type of token only available to ships in a multi-ship environment, such as a blockade, flotilla, or Sea Monster Hunt board. Duty puzzlers must earn these tokens for their ship; once earned these tokens allow a ship to perform incredible feats.
In informal usage, "token" is often used to refer specifically to a maneuver token (and, if used as a verb, it can also refer to the act of obtaining such tokens), whereas a "move token" or simply a "move" refers to a movement token. A gun token or a grappling token is often referred to as a "gun" or a "grapple" respectively.
TurnsA turn consists of four phases. During each phase, the commander may choose to play a movement token, fire some number of cannons (determined by the size of the ship) off either side of the ship, or attempt to grapple the other ship. The commander is not required to make any moves, however. In any given phase he or she may move, fire cannons or grapples at the other ship, or both, or neither. Gunning and grappling tokens may not be played on the same phase. As the commander schedules actions, the activity bar above the ship, visible to the other vessel, fills. A good commander uses the tokens available to him or her judiciously to take advantage of the situation at hand while keeping enough in reserve for later turns. Each phase plays out as follows: First, any movement tokens scheduled for that turn are played. Next, if a boat is resting on a special sea tile, such as wind or a whirlpool, the ship is moved once according to the rules of this tile. If this movement places the ship on another special square, it has no effect for this phase, but will act during the next phase if the ship remains there. Finally, any cannons or grapples scheduled to be fired this round are shot off. It is important to note that some ships may only play movement tokens on three of the four phases of any given turn, though the boat commander may choose which phase the ship rests. This is done by dragging the octagonal icon to the phase in which he wants the ship to rest.
The shooter
Any pirate on board may decide to load and aim into target's direction a particular gun. The shooter could choose which gun to equip from the guns he/she posses in the his/her booty. The shooter could be carpenter, sailor or any other on board, so after loading the gun, he/she could keep working on same or other duty station. Once the chosen gun has been loaded, the pirate on duty station has extra shooting board to aim the gun. Depends on distance to the target and position of his/her ship, the shooter can place the shooting token if that is possible in order of the gun's usage options. The shooter can not place shooting token for one particular gun into the aiming board for different gun.
to load twice in one turn in order to be able
to use Hunter or Pair Flintlocks.
Shooting board and setting fire or using the shooting token
Shooting positions (from 1 to 4) to choose from (turn's positions)
Shooting range and directions
Duty Report
- Damage (high scoring - done damage equal to 50% of the damage by 1 small cannonball - 30%;
- Accuracy - 20%;
- Amount of done loadings in shooting range - 10%;
- Loading time - 10%;
- Shooting in range 2 - 10%;
- Using 2 aiming directions (with Hunter or Pair Flintlocks- 10%;
- Type of the battling map (Pillaging, SMH...) - 10%.
- Booched reports could show failing in loading or very slow loading in Shooting, without using the loaded shot.