Pirates CSG Rules Survey
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The Rules
Before moving on, please realize that this is a serious survey about the rules and mechanics of the game. If you have not played Pirates CSG in a relatively "standard" format at least 3 times, it is not recommended that you fill out this survey.
Questions marked WITHOUT a red asterisk * are OPTIONAL! With that said, it would be greatly appreciated if you took the time to answer those questions as well and elaborate on your answers.
Establishing your playing history
Approximately how many times have you played Pirates CSG?
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On a scale of 1-10, with 10 being the highest, how would you rate Pirates CSG as an overall experience?
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On a scale of 1-10, with 10 being the highest, how would you rate Pirates CSG as a GAME?
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Have you found yourself disliking parts of the rules for Pirates CSG?
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On a scale of 1-10, with 10 being the highest, how badly do you think Pirates CSG needs a "rules overhaul"?
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Start Here Rules
Do you prefer having the Start Here rules separate from the Complete Game rules?
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Regardless of whether or not the game was collectible upon a potential relaunch, would you prefer the Start Here rules as-is or more in line with the Complete Game rules?
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The Four Main Actions
Which of the 4 actions was the most difficult for you to learn as a new player?
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Why was that action the most difficult for you?
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Do you think that movement bonuses should only be applied at the end of a move action?
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Do you think that successful ram attempts should remove a mast?
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Who should choose what happens after a boarding party?
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Are there any changes you would recommend to the moving system?
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Do you think moving and shooting should be combined in one action?
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What do you think is the best way to track damage to the ships?
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Do you think gold should be split between players in a 2 player game when a ship sinks?
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Are there any changes you would recommend to the shooting system?
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Do you think that exploring should happen automatically at the end of a move action? (including both wild islands and friendly ships)
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Are there any changes you would recommend in regards to explore actions?
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Are there any changes you would recommend in regards to repair actions?
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Are there any other changes to the 4 main actions you would recommend? Any new main actions you would add?
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Complete Game Rules
Rules of the High Seas
Do you think a cannon roll of 1 should always miss?
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Do you think the sea creature rules should be separate from the various sea creature "ship type keywords"?
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Do you find the distinction between sea creatures and sea monsters/titans/sea dragons/etc confusing? Why or why not? Feel free to elaborate on how you think those rules should have been handled.
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Do you think that the two action limit rule should be explicitly stated in this section of the rules? (Rules of the High Seas)
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Creating a Fleet and Setup
What do you think the standard build total should be?
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Do you think players should be allowed to build mixed nationality fleets?
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Do you think that player order should follow from the left of the first player (the one with the highest d6 roll), or follow the next-highest d6 results?
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Are there any other ways to determine player order that you use/prefer?
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How many islands should be used per player?
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What distance between wild islands do you prefer?
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Do you think islands should be able to be connected to create bigger islands?
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Do you you prefer the use of Mysterious Islands?
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If Mysterious Islands of some kind were to return, would you prefer them similar to the originals or less powerful?
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Feel free to elaborate on any changes to Mysterious Islands that you would have liked to see.
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Do you enjoy using terrain?
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Do you think terrain should not be placed within S of islands and other terrain?
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Do you think terrain should be able to be strung together/connected?
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How do you place terrain?
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Are there any changes you would make to how islands and terrain are placed?
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How do you think home islands should be chosen?
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Do you think crew should take up cargo space on ships?
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Do you think equipment should take up cargo space on ships?
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Do you think ships should be able to carry crew that total more points than the ship costs?
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Are the linking rules and options confusing?
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Are there any changes you would make to the basic crew and linking rules?
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In 2 player games, do you follow the standard treasure rules? (8 coins for 15 total gold)
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Do you think there should be standard treasure rules? If so, what would you change about them? (if anything)
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How many coins do you prefer on each wild island?
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If you had to choose one of these options, how many coins would you prefer on each wild island?
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Without standard treasure rules, do you think there should be limits on how many Unique Treasures each player can contribute?
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Do you enjoy using non-standard gold such as Unique Treasures, silver, transparent coins, 0-value coins, etc?
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Actions/etc.
Do you think that ships should be able to dock at enemy home islands and forts, regardless of abilities?
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Do you think all standard treasure coins should be automatically unloaded when docking at a home island or fort?
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Why or why not?
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Do you think treasure should be revealed when unloaded at home islands?
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Winning the Game
Do you usually use the gold rule that the winner of the game must have more than half the starting gold?
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Do you think that treasure in forts should count towards victory?
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Which "elimination" rule do you prefer for ending the game?
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In a game with more than 2 players, which rule do you prefer? Players add up gold remaining on their:
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How do you think ties should be handled?
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Any other endgame conditions you use regularly?
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Keywords and abilities
How do you think keywords should have been handled?
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Which keyword has caused you the most confusion? Why?
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How do you think the Mercenary/Ex-Patriot distinction should have been handled?
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Which ability (including keywords) do you see as the most problematic in the game? Feel free to explain why if you'd like.
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What other abilities (including keywords) do you see as confusing, game-breaking, or a bad addition to the game? Feel free to explain why if you'd like.
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House Rules and things to add
Have you used house rules in your games before?
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Feel free to list what house rules you have used in the past.
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If you have used house rules, was it PRIMARILY to add variety to the game or to make the game better?
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If you have used house rules, which ones are your favorites?
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If applicable, please list and explain any house rules that didn't work well.
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Would you be willing to play Pirates with the following house rule? Whoever has the most points in play AND gold in play at the end of the game is the winner.
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Would you be willing to try rules for: Return Fire?
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Would you be willing to try rules for: Wind?
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Which do you think would be the better rule to implement?
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Do you think there should have been additional terrain types?
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Would you be willing to play with a new terrain type such as a Sandbar?
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Would you be willing to play with a new terrain type such as a Storm?
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Would you like to see these concepts explored if the game was relaunched with new rules?
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Which house rule would you like to see most?
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What other house rules would you suggest?
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During your most fun games of Pirates, what was the general setup/build total of those games?
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Miscellaneous
Which name for the game do you prefer?
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Would you generally prefer a set of rules that is more historically based, or with a fair bit of fantasy/unrealistic stuff more similar to what the official rules are?
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Would a major rules overhaul affect your potential buying and playing habits in the future?
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If the game was relaunched with different rules, would you be more likely or less likely to buy it than if it was relaunched with exactly the same rules?
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Which section or part of the rules do you think needs the biggest change or overhaul?
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Number of daily responses
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