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TH' Bloomin' Crew: Captains & First Mates
TH' Bloomin' Crew: Captains & First Mates
TH' Bloomin' Crew: Captains & First Mates
There are 111 Crew in 7th Sea: No Quarter--13 in each of the six factions and 33 unaligned Crew. This may seem a large number of cards to consider, so I have made an effort to identify common roles among the Crew and break them into groups, leaving a small number of the more unusual Crew more prominent. As with my classifications of the other cards, these are quick and dirty categories, meant to foster quick comprehension. I've included indications of each Crew's traits (as indicated by the spoiler I used from The Vestibule of Thah--with some correction) so the finer points are not lost. A legend of the symbols used is also included. Every faction has a Captain & First Mate. And each faction seemed to have a total of 3 fundamental crew begging to be used either as dedicated sailors (i.e., tack-to-move) or gunners (tack-to-shoot), though the dominant skill varied from faction to faction. Since boarding attacks are such an important part of 7th Sea, it's not surprising to find that some Crew look like they'd best be used as boarders. Then, once you get past the nebbishes, there are less than half a dozen Crew remaining in each faction: the Brotherhood of the Coast, the Armada of Castille, the Crimson Rogers, the Explorers Society, the General of Montaigne, and the Sea Dogs. And less than a dozen remaining of the unaligned Crew. Crew Rarity. As I mentioned, there are 13 crew aligned to each faction. Of these, one (the Captain) is of fixed rarity, appearing in starter decks. All factions then have 3 rare Crew, 4 common, and 5 uncommon. (According to the spoiler, the Crimson Rogers are an exception with 5 common and 4 uncommon Crew.) There are 8 rare, 10 common, and 15 uncommon unaligned Crew. Other Crew Statistics. Most factions contain only 3 "Unique" Crew (the Brotherhood and Crimson Rogers, only 2)--Crew a given player may not have multiple copies of in play simultaneously. There are 2 Unique unaligned Crew. Most factions contain 5 "Loyal" Crew (the Brotherhood, only 3)--Crew which players of other factions may not use. Captains are never indicated as either Unique or Loyal, though one might effectively consider them as both, virtually raising both tallies by 1 in all cases. Following is a breakdown of the Crew included in "No Quarter." I also give a summary by faction in my wrap-up on the following page.
Enrique Orduno Margaretta Orduno Reis Joern Keitelsson Guy McCormick Cosette The General Gerard Rois et Reines Captain Berek Bloody Bonnie McGee
Castillian Castillian Crimson Rogers Crimson Rogers Explorers Explorers Montaigne Montaigne Sea Dogs Sea Dogs
2 4 3 35 0 0 2 24 4 3 3 24 2 2 3 23 2 3 5 43 2 3 2 12 2 2 3 53 1 2 3 34 3 2 2 44 3 2 3 34
F R F R F R F R F R
(9) HS2 (3)retrieve item/artifact adventure 7 QLHM * +1 all skills if artifact uncompleted
(10) HS2 (3)draw extra if no one sunk 8 QMLHS2 * board after cannon
Wee Willy Maggie Malone Fierbas Desaix du Paix Louis Sices du Sices Michel Rois et Reines Jimmy Bass Needle Nose Nye Phelan Cole Grimey Stubbs Mark Scars Slippery Sal Grousin' George Li'll Jim Solomon Sails
Explorers Explorers Montaigne Montaigne Montaigne Sea Dogs Sea Dogs Sea Dogs Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned
3 0 1 01 0 3 1 01 2 1 0 22 3 0 0 23 0 2 0 02 0 2 0 22 3 0 0 02 1 3 1 11 2 3 0 12 4 0 1 02 4 0 1 12 2 0 0 01 0 4 0 02 0 3 1 01 0 3 0 01
R C U C C U U C U R R U R U U
5 QGL * cannon attack might be +3 3 TB1 6 G * discard for +2 cannon 5 GH 3 TB2 3 * discard sea attachments 4 G * +2 cannon if boarded this turn 3 * can't tack during boarding, just sink 5 T * cut ropes 4 QG * might sink after cannon attack 6G 2 VN * counts extra vs crew max 4 TV * not on H capt's ship 3T 3 A4
Boarders
Some Crew are such good man-to-man fighters that they cause their opponent to discard cards when they start an attack, tilting the odds in their favor by reducing the other's options. Others have bonuses when fighting against bad guys, wackier abilities, or just simply have tremendous Swashbuckling. Name Donna Invar Andersson Sean McCorley Antonio Aldonez Don Deanna Felipe Jose de Granjero Andrei Levovich Paule du Paix Faction Brotherhood Brotherhood Brotherhood Castillian Castillian Castillian Crimson Rogers Crimson Rogers C Sa A I Sw Rar $ 1 0 3 13 1 2 2 02 1 0 3 03 1 2 2 04 0 0 2 13 0 1 0 23 1 0 1 03 1 0 2 02 1 2 2 13 0 0 1 13 2 1 2 13 0 1 1 23 R U U U U R C U R U U C 5 QD2 4 HS1 5 HS1 5 LHS1 5 LVS1D1 5 QS2 * martyr 3 * untack if boarded 4 * +2 Sw during boarding 5 Q * avoids sinking 4 S1 * dies but absorbs all if loses boarding attack Traits (Legend)
Korintine Nicolovich Explorers Babette Angus McCloud William Toss Montaigne Sea Dogs Sea Dogs
0 0 2 04 0 1 1 03 2 0 3 13 0 0 3 13
R U U R
Nebbishes
It's almost true to say that every faction has some chump Crew that's Loyal and can take No Attachments. Upon this foundation I've collected the "nebbish" classification. Often these "LN"s are not such terribly bad Crew, particularly given that they're well suited toward doing whatever their faction does (the Brotherhood's Buccaneers have good Adventuring, for example), though they are never outstanding Crew. As usual, though, there are a couple of exceptions: The Sea Dogs have someone who's not terribly wonderful, and who's Loyal, but without the No Attachments trait. And the Explorers and Castillians have, in addition to a pretty well-rounded "LN" Crew, someone just begging to be described as a nebbish. Name Buccaneers Luis de Rioja Sandoval's Guard Red Scarves Archologists Samuel Sanderson Roger Gaffrin Blacktooth Bill Brutes Bully Boys Fancy Dans Jens Bjorn Leonard Pinkerton Lucky Lou Mad Mario Marketeers Mr. Smythe Powder Monkeys Riggers Shellbacks Two-Toe Terrance Faction Brotherhood Castillian Castillian Explorers Explorers Sea Dogs Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned Unaligned C Sa A I Sw Rar $ 1 0 3 02 0 0 0 11 1 1 1 03 0 2 2 12 0 0 1 12 0 0 0 11 0 1 0 11 0 0 1 01 0 0 0 01 0 0 0 02 0 0 0 21 0 0 1 11 0 0 0 01 0 0 0 11 2 0 0 01 0 0 0 11 2 0 0 02 1 0 0 01 0 2 0 01 0 0 2 01 0 1 0 01 C C C C C C C U C C C C U U U U C U C C C C 3 LN 4 * fetches sunk crew - by sinking 3 LN 2 LN 3 LN 3 A2 3 LN * +3 to another's influence 5 L * +1 Hit with Slashes 1 1 NA2 2 NA2 2N 2 1 * absorbs extra during boarding 2 * avoids sinking 4 * absorbs 3 extra when sinking 1N 3H 2N 2 NB1 2N 1N Traits (Legend)
Crimson Rogers 2 1 0 0 1
The Captain allows the player to ignore an adventure's preferred location (always granting the lower cost), while the first mate can move Sea Attachments nearer. Their Ship, The Hanged Man, can produce Adventuring.
Padre Alfonso
Castillian 0 0 1 3 2
R U
The Captain and mate's abilities are both boarding-centric. Their Ship, Corazon del Castille, produces a lot of Sailing, but only for initiating Boarding.
4 * slay crew for +3 Sw 4 LV * sink retrievals 5V 3 * thrusts are +1 Hit 6 QV * tack, murder for +5 influence
The Captain causes his entire crew to have +1 cannon skill, and the first mate increases his player's hand size-more room for cannon attack reacts. Their Ship, The Crimson Roger, can produce Cannon.
Cute stuff. The Explorers have a guy who tacks to let you discard and draw a new card, a guy who lets you complete an Artifact adventure without it costing as an action, and another guy who creeps your ship closer to an Artifact adventure you just played. Meanwhile, the first mate's passable skills are all increased while an Artifact remains in play uncompleted, and your Captain can fetch Item/Artifact adventures from his deck or discard. As you can see, the best way to get bummed out over an Explorer deck is by not owning a heap of Artifact adventures to plop into your deck. Did I mention that all but one of the Artifact adventures were rare? (The fifth is uncommon, and is also included as a fixed card in Explorer starter decks.) Name Brennan Jacob Faust The Calbury's Faction C Sa A I Sw Rar $ Explorers 0 0 3 2 1 Explorers 1 0 3 2 2 Explorers 0 0 2 3 2 U U U U U Traits (Legend)
5 L * discard to draw 5 LH * gets the jump on artifacts 4 * hogs & redistributes influence adventures 5 * pursue artifacts! 4 VI3 * might sink when inflicting
The Explorers' Ship, The Discovery, can produce Sailing--so in addition to a free move that is a "react," the Explorers can choose to use a free move as a full-fledged action. (The Ship would only impart a single extra move per turn, however.)
Montaigne 2 0 2 2 3
U R R
5 * react with cannon attack if joined in Sea 6 QL * untack crew 7 QLP1I1 * inflicts anywhere
The Captain increases the Crew Max above the suffocating 6, and the first mate improves the crew's ability to absorb Hits. Their Ship, Grenouille du Grce, produces a little Influence.
6 QLGm1 * discard for influence 4 QL * free vs crew max 4 L * +2Sw in boarding if cannon attack this turn 4 * act after goods adventure 5 * items are cheaper
The Captain draws an extra card unless you sunk a Crew that turn, and the first mate can follow any cannon attack with a boarding attempt. Their Ship, The Black Dawn, can absorb Hits.
U U U U R U C
Legend
A(#) B(#) C(#) D(#) F(#) G H I(#) L M N P# Q S(#) T V Y * Absorbs extra Hits when tacking Absorbs extra Hits when tacking, except during a boarding Absorbs extra Hits from cannon attacks Draws extra cards when making a boarding attack Has the Fate trait, and so can use "Fate Knack" attachments Has the Gunner trait, which at this point means "Quick Reload" can untack him/her Has the Heroic trait May tack to inflict Hits on a ship in the same Sea Has the Loyal trait, and so will not sail with another faction Has the First Mate trait Has the No Attachments trait, so nothing may be attached Has the Port trait, and so can use "Port Knack" attachments Has the Unique trait, so no player may have more than one copy of this card in play at a time. (Unique cards may still appear 3 in a deck, and players are not prevented from playing a Unique card if another player already has that card in play, or if any player has this card in their sunk pile.) Has the Swordsman trait, and so does extra Hits during boardings Has the Topman trait, which as this point means "Quick Sailing" can untack him/her Has the Villainous trait Has the Holy trait This indicates the end of symbols, before a special ability is described
Gm(#) Has the Glamour trait, and so can use "Glamour Knack" attachments