{"name":"Turn 1 Victory?","ispublic":true,"maxpoints":40,"data":[{"id":207,"crew":[{"id":1915},{"id":1418},{"id":1278},{"id":2056}],"equipment":[]},{"id":460,"crew":[{"id":2125},{"id":2091},{"id":1815},{"id":1282},{"id":1282},{"id":1637},{"id":1637}],"equipment":[]},{"id":300,"crew":[{"id":2017},{"id":1481},{"id":1411},{"id":2050}],"equipment":[]},{"id":127,"crew":[],"equipment":[]},{"id":205,"crew":[],"equipment":[]},{"id":194,"crew":[],"equipment":[]},{"id":115,"crew":[],"equipment":[]},{"id":2395},{"id":2324},{"id":2316},{"id":2392},{"id":2334}],"description":"+2 for Hidden Cove.\nOarsman on Banshee\u0027s Cry and Patagonia can be swapped out for Mermaid\/Favor of the Gods\/etc during the +5 selection as desired.\n\nEdit (2\/18\/24): Before I made this fleet I hadn\u0027t seen (or I had forgotten about) The Pirate Code ruling on the order of operations for an explore action. Unique Treasure that are loaded face up must be loaded by the exploring ship before the CJS ability is applied, meaning that you can\u0027t teleport home the positive UT\u0027s worth gold value.\nIt\u0027s on Page 62: https:\/\/pirateswithben.com\/wp-content\/uploads\/2018\/05\/The-Pirate-Code-FAQ-Dec-2016.pdf\n\nThe Pirate Code also rules on page 35 that gold bonus abilities \u0022have no effect on the values of unique treasures.\u0022 I disagree with that based on the simple ability text of the gold bonus abilities, but that makes it impossible to get bonuses on coins like Sunken Treasure. \n\nCoin Distribution: UT\u0027s, silver 6,6,3\n\nIslands: MI #1 x3 (if possible). Distance will depend on setup - 3L is fine as a default so BC can get from one wild island to another in one turn via Mycron. More distance between might be best if going first, as I would anticipate that resulting in a worse HI placement but therefore having more time to figure out the island the BC is coved to.\n\nTerrain: Propose 3?; all fog banks\n\nLoa\u0027s Justice starts the game with just 1 oarsman aboard, the others on the home island.\nFleet overview video: https:\/\/www.youtube.com\/watch?v=gvoGyk_HTmI\u0026ab_channel=PiratesCSG\n(video contains rule assumption errors that I noted above)\n\nTurn 1: Ideally BC uses HC to dock at an MI and suction gold to the island, giving you many more choices of coins to send home and maximizing the chances that what you send home on turn 1 can result in 16+ gold on your home island.\nBC sends home a coin. It will get at least +3 at home, +4 instead if it\u2019s silver. If there is another coin on the island that will result in at least 16 gold on your HI (second coin will not get any gold bonuses unless the first coin was not silver and the second one is!), use Patagonia\u2019s action for the turn to have BC send home a second coin. LJ redocks at HI or redocks to unload both coins, with any bonuses applied.\n\nHowever, if second coin sent home on turn 1 will not be enough to win, LJ should unload the first coin before the second one is sent.  This is to preserve maximum gold bonuses on turn 2. LJ unloads for +3\/+4 bonus on the first coin. Free transfer to load another oarsman. BC gets Patagonia\u2019s action to send home a second coin.  Build fort if necessary.\n\nTurn 2: LJ unloads coin 2 with +3\/+4. BC redocks and sends home a third coin. Patagonia now gives her action via Mycron to the LJ, allowing her to unload yet again for another bonused coin. By now you\u2019d have at least 9 gold from bonuses alone, so a solid chance you\u2019ll have at least 16 overall.\n\nWinning on turn 1: Ideally you find both silver 6\u0027s, trade both home and unload them. The first gets +4 to its value, and the second gets you to 16 total gold (6+4+6).  If your opponent includes any 6\u0027s or 7\u0027s, that helps drive up the average value of a coin.\n\nIf you include the Dead Man\u0027s Chest UT (PotC version) instead of Holy Water:\nThe maximum value of Dead Man\u2019s Chest will vary depending on how many oarsmen are in the starting fleet and how many are on the ships and home island when it is unloaded. Genny Gallows and Powder Pete give their bonuses when the LJ potentially redocks (could be a tough maneuver at S, but doable based on measuring from the correct port\/starboard hull piece). Docking occurs before unloading, so they give their +3 total to DMC before being eliminated for extra gold. If starting the game with 5 oarsmen total, I count 11 crew that can be eliminated via the DMC - however, likely less than that unless it was the first coin sent home (since oarsman will start stacking up at the wild island the BC is docked at, and can\u2019t be eliminated via DMC if on a wild island, even if in a fort).  That leaves just 2 additional gold needed.  Depending on the coins available to send home, you might want to send home a different coin first before the DMC. (since after DMC you might have no gold bonus options left)\n\nClarification: The Pirate Code states that the gold bonus abilities can happen via docking or unloading (the latter possibly happening via an explore action targeting the HI), but that those abilities don\u0027t apply to UT\u0027s. (I disagree with the latter, and possibly both)\n\nLJ is great since she has the perfect cost to accommodate the triple bonus crew (8 points total), plus an oarsman to swap to the island. She also has a ton of cargo, which is perfect for having multiple coins aboard - once the second oarsman is swapped, she actually has the 3 cargo spaces required to have both Sunken Treasure and a regular coin aboard.\n\nIf your opponent goes first and plays Becalmed on you, use the free transfer rule to load an oarsman on Banshee\u2019s Cry before coving her out so she can still move and redock."}