Quote Originally Posted by 7eat51 View Post
Please take a look at the latest version of the solo campaign rules at this sticky, closed thread: http://sailsofglory.org/showthread.p...5188#post35188

Please post any comments to this thread, and I will edit the sticky accordingly.
Looks good!

Some comments:

- Maybe we should allow captains to earn crew cards from the abilities deck, and not just captain cards. These would allow them to grant that ability to their crew, just for the duration of the engagement? Like if a captain had "skilled quartermaster" then maybe that would indicate they were good at training masters, or promoting the right people into the job. Good Aim could indicate that they were good at training their crew. etc.

- Can lieutenants ride along under captains (in frigates and larger ships)?

- If the player has multiple ships in the scenario, does each get a captain from their ranks?


- Some ideas for new abilities

-- evasive maneuver: once per game, when the player's ship would collide with another ship, he can play this card so they do not collide, are not entangled, and are not subject to grappling/boarding the next turn

-- deft with the helm: once per game, after all ships have moved, the player can play this card, and rotate the ship. The procedure is that any one corner of the ship is fixed, and the opposite corner can rotate by up to the width of the ruler.

-- close to the wind: once per game, when wind facing is determined, if the ship is in the red zone, it can be rotated the minimum amount, so that it is straddling the red and yellow, and thus is considered to have a yellow wind aspect.

-- spilling wind: once per game, when the player is moving their ship, they can choose to stop at an intermediate spot along the arrow, and not at the end as normal.

-- small target: once per game, when fired upon by a ship with a larger burden at less than 1/2 ruler distance, you may play this card, and the number of chits of damage taken is reduced by one-third (rounded up)