Mutiny on the Bounty

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Mutiny on the Bounty
Designer: Red Baron
Type: Novelty
Countries: 87 (Large)
Board Info
Reviews Launch Game
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Mutiny on the Bounty is a game based on the floorplan of a famous eighteenth-century British naval vessel, the Bounty. Superficially it is a standard Warfish map, but it has several non-standard features which combine to give it unique gameplay:

  • Since the game topology is largely determined by the floorplan of the ship, it has a lot more nooks and cubbyholes than a typical map, just as you would expect on a ship.
  • In addition to the usual 'geographical' continents, it also has an overlapping set of 'occupational' continents which provide extra ways to earn armies.
  • It uses modified dice to make several of the cabins good defensive areas.
  • Interdeck travel is through ladders and hatches. Hatches are implemented with one-way borders, so that the only way to travel upward is by ladder.

Mutiny on the Bounty is currently one of the most highly rated games on Warfish.

[edit] Strategy

The game is typically won by seizing one of the main deck areas as a power base and expanding outward. The best power base areas are the Upper Deck, the Botanical Garden, the Crew Quarters, the Aft Deck and the Fore Deck. Each area has its advantages and disadvantages.

The Upper Deck is difficult to seize since it is so large. It is worth a lot of points, though, so a player who can take it and hold it while the others are squabbling on the decks below has a good chance of winning. Once it is owned by a player, there is only a single path available to break back into it, and this can be blocked with a large army. There are multiple exit paths, though, which makes it a good attack platform.

The Botanical Garden and the Crew Quarters are both easier to control than the Upper Deck and are often ignored by players struggling to control the more valuable decks. Their central location is often valuable for keeping in check the players fighting for the other decks.

The Fore and Aft decks, located in the cargo hold, are great for defensively-oriented players since they have so many locked cabins to hide in. They are hard to hold in their entirety, though, and difficult to launch an attack from, since there are more entry paths than exit paths. You must control portions of these decks to get any advantage from the occupational continents.

Locked Cabins. All personal cabins (marked by red arrowheads) have locked doors which make them easy to defend. This is implemented by giving the defender a 2-point advantage whenever the cabin is attacked. Armies stored in these cabins are costly to attack, so they can be good places to hide when you are getting weak.

Occupational Continents. Each occupational continent is marked by a special symbol on the gameboard, each one indicating a set of cabins associated with a given ship occupation. All the countries marked with a particular symbol must be owned in order to get the extra points.

Control of the occupational continents is not critical to controlling the game, though they can sometimes provide critical extra income for the players in the Fore and Aft decks.

[edit] Variation

Because the original game has quickly escalating cards and because it was designed before team rules were introduced, a mod was added to slow down the game and make it team-friendly. The Slow Escalation & Team Rules mod will provide a longer and more strategic game and also enables team transfer. This variation is recommended for larger groups and team games.

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