By Matt Fritz
The Angry Iguana Tavern is the setting for a wild pirate brawl. Each player controls a crew of pirates. Pirates are competing against each other for victory points. The game lasts for 15 turns, or three hours. The attributes and hit points in this scenario assume the use of my House Rules and modifications to Blood & Swash. Hit points and attributes for the characters are listed at the end. If you are playing the standard Blood & Swash rules increase all attributes by 1 and reduce all hit points by 9. The Pirates We give each player a group of eight pirates. They must choose four to use in the game. Figures are armed with whatever the miniature is actually carrying. See the article on house rules for some ideas on how to make poorly armed figures more attractive. The groups of pirates are generally divided by color based on their shirts or vests. The factions we use are red, green, white, black, blue, brown, purple (or maroon), and Chinese. This makes it easier to identify the owner of the figures when the action starts. The Cards This scenario uses a different card system than the standard Blood & Swash rules. Each figure gets one card with his name on it. When the figure's card is drawn he gets an action. Each player also gets one wild card that can be used to give one action to any of his surviving figures. The referee will also need to include cards for the figures he will control: Smirnoff, Jack Daniels, LeRoi Brown, Kitchen Staff, Guards, Samurai, Bloody Mary, and Sherman (both Big and Little use the same card). The guards, kitchen staff, and samurai do not have individual cards. When their group card is drawn all the surviving members of that group get one action. Note that there are no wild cards used for characters controlled by the referee. This is done intentionally to give the players an edge. It is essential to keep the game moving quickly by splitting the cards into several decks. Three decks will work well with 8 players, four decks are needed for ten players. Pull one card from each deck and allow all the players to act simultaneously. If one player wishes to attack and the target wants to run away the attack comes first. Make sure that all the cards from one faction are in the same deck so that a player won't have to perform two actions at the same time. The Prize After the game the players should add up their victory points to determine the winner. A nice prize can be made for the winner by creating a treasure chest and filling it with chocolate coins. The chest can be made from any hinged box (I made mine from spare day-timers). Cover the box in wood grained contact paper, which is cheap and plentiful. Use a silver marker to draw the metal frame, and a black marker to draw in the planking and nails. I bought my chocolate coins from the local Rite-Aid pharmacy. Bachman Candies make the coins. You can probably get them cheaper from a bulk candy company. If you don't like winner take all games you can dole out a coin for every victory point earned. Victory Points – Player Information Killer Rep: LeRoi Brown is the baddest man in the whole damn town. Whoever lands the fatal blow on him in melee gets 10 victory points. However if the killer is himself killed in melee by another pirate that pirate steals the 10 points. A pirate must escape the bar or the 10 points are still up for grabs. Samurai Surprise: Some strangely dressed men carried a box into the back room. It must be valuable. Stealing it is worth 15 Victory Points. This should be easy. One of them was wearing a silk "dress," and another was wearing a diaper! Blonde Bombshell: Margarita, the blonde barmaid, is the runaway daughter of a rich merchant. She is worth 15 points if you can get her out the door alive. You only get 5 points if you drag her corpse out of the tavern (this is known as the Charlie Rule). It takes one action to seize control of her. Pirates dragging Margarita move D6 inches per action since she will not go willingly. Fort Knox: The bar keeps its treasure in a strongbox in the basement. Getting it out the door is worth 25 points. Kegger: Stealing a barrel of rum is worth 5 victory points. Secret Sauce: Somehow the Angry Iguana is able to serve up meals that are both delicious and dirt-cheap. A peek into the kitchen could reveal their secret. 5 Victory Points to the first pirate to get a look behind the curtain. But is it Art?: The picture hanging in Smirnoff's office is said to conceal a treasure map. 15 Victory Points will be awarded to the pirate that steals it. War is Hell: Little Sherman is the tavern's iguana mascot and good luck charm. Killing him will cost you –5 Victory Points and bring bad luck on your crew. Eliminate the Competition: 2 Victory Points for killing a rival pirate or member of the bar staff. Stick it to the Man: Killing a guard is worth 4 Victory Points. Killing a Sergeant of the guard is worth 5 Points, and bumping off the Captain of the guard is worth 6 Points. Victory Points – Referee's Information Killer Rep: LeRoi Brown should be positioned with his back to the wall. He is a master swordsman (+2 to-hit with sword). His superior strength gives him an additional +1 point of damage per die rolled. LeRoi doesn't start fights…he finishes them. Samurai Surprise: One samurai should be stationed in front of the door as a guard. Two more samurai are in the room with the box of treasure Samurai swords inflict 3D6 points of damage because they are really sharp and the samurai sometimes use them two-handed. The samurai will mind their own business until attacked. Blonde Bombshell: Margarita should be positioned near the center of the tavern. Margarita will be defended by her fellow bar maid – Bloody Mary. Mary carries a loaded pistol and a full flagon of ale. Fort Knox: The bar's treasure room is accessed through a trap door at the back of the bar (see the article on building the tavern for details). It takes one action to climb down the ladder. Once in the room the pirate will see that the strong box is on the far side of the room, on the other side of a pool of water. A floating log is conveniently positioned so that the pirate can use it to cross the water. The log is, in fact, a large alligator. If the pirate foolishly tries to step on the log he will be knocked off into the water. If he passes a saving throw he lands on his feet. Otherwise he will have to use an action to stand up. The water is about four feet deep and can be waded easily. Big Sherman, the alligator, will make this difficult. His bit inflicts 4D6 points of damage. Big Sherman is in a foul mood because he has not been fed in a while. Once Big Sherman has a corpse to feed on his enthusiasm will begin to wane. Reduce his bite by 1D6 for every dead man in the treasure room. Once there are four dead bodies he will no longer attack. A pirate doesn't need to fight the alligator to get to the strongbox. He can try to grab it and run. Kegger: Rum barrels should be placed behind the bar. Jack is the bar tender and he will defend the barrels with his pistol. He also keeps a loaded swivel gun behind the bar. It takes one action to pick up the swivel gun and put it in its mount on the bar. Secret Sauce: Cannibals staff the kitchen. Once revealed they will attack. Two of the cannibals are armed with big carving knives (2D6 damage). The third has a blowgun. The blowgun can fire every action and there are 6 darts. The darts do 1 point of damage but they are poisoned. A victim must pass a saving throw to avoid the effects of the toxin. If the roll fails the unfortunate victim gets an additional 1D6 points of damage immediately. Every time a poison victim takes an action he will get another 1D6 points of damage. Further damage can be avoided by taking the antidote, which is carried by all three cannibals. Killing a cannibal is worth 4 Victory Points. But is it Art?: A little bit of clay can be used to hold up the picture in Smirnoff's office. Smirnoff will defend his painting. He has a pistol, but is also adept at hand to hand combat. He can slug with both fists every action at his regular slug number (Marquis of Queensbury rules apply of course). War is Hell: Little Sherman should be positioned under a window so he can absorb the maximum amount of UV radiation. His main purpose is to get in the way. He won't attack, or even move, unless he is threatened. He can tail whip or bite for 1D3 points of damage. Eliminate the Competition: Make sure the players keep track of their kills. Only the person whose damage actually kills the figure gets the points. If two or more players hit and kill a figure at the same time they share the victory points. Stick it to the Man: The guards are about as effective as the Keystone Cops. On turn five the players should be warned that some guards are coming. At the end of the turn move a group of five guards into the doorway (4 regular guards, one sergeant). They should move together as a pike block. Once their pike block is penetrated they will drop the pikes and fight with swords. They are much more dangerous when using their swords! On turn ten the players should be warned that there are more guards coming. At the end of the turn 10 the guards will enter the bar. This will include 8 regular guards, a sergeant, a lieutenant, and the captain of the guard. The can operate as two pike blocks of five men. The captain has a pistol and sword and can operate on his own. The game ends after turn fifteen when the bar is flooded with the remainder of the town guards. Back to SJCW The Volunteer Fall 2000 Table of Contents Back to SJCW The Volunteer List of Issues Back to Master Magazine List © Copyright 2000 by SJCW This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |