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Pirate Piece of the Day

Morocco

Morocco (Corsairs)
 BC #030
 

Piece Ratings: 3.20

Ratings are based on a 1 to 5 scale
1 being the worst.
3 is average.
5 is the highest rating.


Date Reviewed - 06.10.09

 
Cadet-Captain Mike Name: Morocco (Corsairs)
Card: BC #030 (Common)
Points: 8
Masts: 2
Cargo: 5
Moves: S+S
Guns : 5S,5S
Hit %: 33 (S), 0 (L)
Ability: Galley. Once per turn, this ship may look at one face-down treasure on any island.

Here's another low-priced gold ship that can't shoot her way out of a wet paper bag. She's a pretty good one, too.

The only way the Morocco's cannons could be worse is if she had only one of them (and we'll look at a ship like that tomorrow). But with good cargo and decent speed, she shouldn't have to shoot anything, ever. If you have the points, throw a Helmsman on board, and now you've got a very fast gold ship that still has plenty of cargo space. Her ability is based on luck; it may clue you in on some good doubloons ahead, or it may warn you about a bad unique treasure that awaits you, or you might wind up looking at 1's and 2's all game long.

This little galley might be one of the worst shooters you ever saw, but she has potential in a gold game.

Goldship rating: 3.7 / 5
Gun Ship rating: 1.7 / 5
Boarding rating: 2.4 / 5
Value for points: 3.4 / 5
Jesus Z. Ship Name: Morocco
Set/Faction: Barbary Coast
Number: 30
Ship Type: Galley
Points: 8
Cannons: 5S,5S
Speed: S+S
Mast: 2
Cargo Space: 5

Abilities: Galley. Once per turn, this ship may look at one face down treasure on any island.

Flavor Text: With contacts in every port along the Barbary Coast, Rias Oudah seems to know more about what ships are carrying than there own captains do.

In continuing with fast ships with crappy cannons, here is a ship that can help out with any fleet. Despite having two almost useless cannons, for 8 points you get a two mast ship with decent speed and a very generous cargo hold. The ability that accompanies this ship is very helpful when looking for high cost coins to detrimental unique treasures. The galley keyword allows this ship to move S if she loses all her mast, so this ship may have a chance to escape if she is targeted and damaged by the opponent. This ship is pretty much going to be a gold runner, and with it’s great cargo space you can use a helmsman and explorer with three free cargo spaces left to load treasure. Due to it’s cheap cost, whether using a pure or mixed fleet, you can afford to have decent support ships to help this unique two mast out. If you have her, use her to your benefit.

Rating: 4/5
Matthew

Ship: Morocco

Nationality: Barbary Corsairs

Point Value: 8 Points

Rarity: Common

# of Masts: Two

Card Number:  030

Speed: S+S

Cargo: 5

Cannon Rankings: 5S, 5S

Ability: Galley. Once per turn, this ship may look at one face-down treasure on any island.

Flavor Text: With contacts in every port along the Barbary Coast, Rais Oudah seems to know more about what ships are carrying than their own captains do.

 

            The third day of Corsairs and Galleys with terrible cannons is the Morocco. What’s quite interesting about this ship compared to the other ships the Barbary Corsairs usually have, this ship is not obsessed with getting up close and personal to get the gold. No, this little two-masted galley prefers getting the real gold itself rather than letting the European infidels do all the hard work and loot the ships stem to stern. Its best use is either in your collection to gather dust, or to park at your home island and examine gold on your opponent’s ships. Then, send out you large fighters or decent armed treasure haulers to go and loot them, just like the real Barbary Corsairs did. Also, while at home and watching, why don’t protect your home island from home island robbers? Then you can at least be constructive. If you can’t abide waiting with your very large cargo space and your okay speed, then grab a helmsman from your collection and set sail with the winds in your favor. Then, choose the best gold you can find, because all gold counts. This ship can even take a few kicks from a negative unique treasure such as Runes of Death. If a secondary fighter comes over looking for trouble, then run home, hopefully before the enemy gets the first shot.  Even if you are left derelict, you can still move S, an essential for survival.

           

If you want to fight, you can only do two things: raid or employ a skirmish order. If raid, you better pray for the die to be on your side, because 5 ranked cannons only allow a 16% chance of success. If you skirmish, you better hope for the winds to be with you and that the winds don’t foul (Event Foul Winds) or that the winds stop altogether (Becalmed) because then you are in a sticky situation. If you are even crazy enough to ram or board, then you better hope for good die rolls too.

 

This ship is quite decent in treasure hauling and its sails and hull configuration and colors depicts its good fortune if it doesn’t get sunk in battle.

 

Gold Ship Capability: 4/5

Gunboat Capability: 1.25/5

Raiding Capability: 2/5

Skirmish Capability: 2.1/5

Boarding Capability: 1.5/5

Point Worth: 2/5

Average: 2.15/5


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