A Tale of Sails 20
Merchants and marauders turn 6 continues. We cross paths as Monte gets decided to go hunting after a rumor card when he got tired of spending all his money repairing damage from merchant raids.
Merchants and marauders turn 6 continues. We cross paths as Monte gets decided to go hunting after a rumor card when he got tired of spending all his money repairing damage from merchant raids.
Merchants and marauders turn 6 continues. Selling the cocoa left enough money to upgrade to a galleon. Goodbye Fluyte. Port actions have some wiggle room to expound upon the story. In the spur of the moment I enjoy doing it but inevitably I miss something that later turns out to back me into a corner story wise. Where will an uneasy port leave me stuck this time.
Merchants and marauders turn 6 San Juan. The port of San Juan was demanding cocoa, of which I had three in my hold, of course I’m stopping for a glory point.
Merchants and Marauders play through Friday update. Turn 5 concludes. I sail towards San Juan.
Cocoa was in demand at San Juan so I sailed that direction to unload my full holds. Spain and England were at war and their Man-o-wars were close enough to a direct path that I decided a round about route was best.
Merchants and Marauders play through Friday update. Turn 5. I hunt a merchant ship.
What started as a way to show merchant raids to Carlos paid off exceptionally. The raid paid 15 gold and my hold held 3 cocoa and the forged documents.
Merchants and Marauders play through Monday update. Turn 5 begins. I minimize the pirate threat by turning towards them. Dodging the pirates was less of a threat than the Man-o-wars the navies had out.
Meet Monte. Carlos has joined the game.
The Monday and Friday Merchants and Marauders turn 4 wraps up. I delivered some contraband, bought some cocoa, and upgraded the rigging. The run in with the storm made me nervous.
Merchants and Marauders play though Turn 4. Trinidad port action.
For stories sake this turn will happen in a pirate port, it felt right.