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PIRATES! Being a complete and comprehensive account of the Great Age of Buccaneering in the West Indies between the years 1560 and 1700. INTRODUCTION It was an era of new kings and empires, of new tests of strength and power. It was a day when a man could rise from humble beginnings and be knighted for brave and daring service to the Crown. Now you can be such a man in PIRATES!, a game of hot-blooded swashbuckling across the Spanish Main. You are transported to the Caribbean as it was in the heyday of smugglers, privateers, buccaneers and pirates. All the skills real men needed for survival and success are present, in real-time action! In PIRATES! you navigate the wide Caribbean by guess, compass, and occasional sun sights with your astrolabe. In peace or battle, your sailing skill can spell the difference between a profitable journey and a watery grave. And if it comes to battle, you must do what real buccaneer Captains did - lead your men from the front, sword in hand, until you meet and defeat the enemy commander. This is a new type of game, an action simulation. Your game activities are based on how men actually did them, such as sailing ships and dueling with swords. The Caribbean is a canvas of grand adventure, from the treasure-laden ambushes of Sir Francis Drake to the piratical plunderings of the notorious Henry Morgan (whose name still graces a brand of Jamaican rum). Like these men, you can discuss politics with provincial governors, sneak into towns for clandestine smuggling arrangements with local merchants, cross swords with vicious noblemen of all nationalities, rescue helpless waifs from vile slave plantations, even find a beautiful wife! When you accumulate sufficient treasure, land, honors, and satisfaction, you can take a pleasant retirement appropriate to your gains. PIRATES! brings alive the grand scope of a venturesome and bygone age. As in every MicroProse simulation, extensive research into the details of places and people, ships and battles brings you unparalleled realism. PIRATES! goes beyond simple fantasy and touches the reality of an exciting page in history. If you prefer to learn PIRATES! while playing, consult your "Captain's Broadsheet". If you like to understand the concepts before you begin playing, turn to "In the Beginning" and read all of Book I. BOOK I Instructions to Captains IN THE BEGINNING... The stars of new Kings and Emperors are rising in Europe. New opportunities abound for the ambitious man. There are reputations to be made, fortunes to be won, beautiful women to wed, and with royal favor you may even gain a patent of nobility. "Duke of the Realm" has a fine sound to it, does it not? These are days when glorious careers can come from a humble start. To begin your adventure, load the game (see your "Captain's Broadsheet" for specific instructions, including troubleshooting instructions if you have trouble loading). To make a choice, move the pointer on the screen (using your joystick, mouse, or keyboard cursor keys, as appropriate) to highlight the option you prefer. To select the highlighted option, press the joystick trigger. You need not wait for the "Press to Continue" message. A WORD ABOUT YOUR GOALS - From a humble start, you are seeking to make your fortune in the West Indies so that you can retire to a life of wealth, ease, and high status. The quality of your retirement is a sum of your personal fortune, your rank, your lands, your reputation, the wife you marry (if any), and whatever especially pleasing events befall you during the course of your adventures. After any voyage, when you return to port and divide up the plunder, you can then retire. If your health permits, you can leave retirement and take up adventuring again, should you wish to try for more. As you learn the game make a few "trial retirements" to understand this. See "Your Career on the High Seas" for more information about your retirement and future happiness. You can save a retired character in a "Hall of Fame". You must have a properly formatted save-game disk for this. Use the save-game routine (available at any port under check information) to format a disk. See your "Captain's Broadsheet" for more information on saving games. INITIAL OPPORTUNITIES - A new player should select START A NEW CAREER. Start a New Career begins a complete adventure, from your first arrival in the New World to your well-earned retirement. This is the "standard" game, and can continue for quite some time. Continue a Saved Game allows you to resume any game in progress. Do not insert the save-game disk until instructed on screen. See the "Captain's Broadsheet" for how to create and use a 'saved game' disk. Command a Famous Expedition is a "short game" where you command just one expedition. These expeditions are usually large, but end whenever you divide the plunder. Famous expeditions are not for a novice - doing as well as the historical model can be a very challenging task. FAMOUS EXPEDITIONS - Battle of San Juan de Ulua (John Hawkins, 1569) The Treasure Fleet (Piet Heym, 1628) The King's Pirate (Henry Morgan, 1671) The Silver Train Ambush (Francis Drake, 1573) The Sack of Maracaibo (L'Ollonais, 1666) The Last Expedition (Baron de Pointis, 1697) A new player should try a career rather than a famous expedition. Each expedition is a short, self-contained adventure that ends when you divide up the loot. In reality these expeditions were commanded by an experienced, skillful leader. To do well, you also should be an experienced leader. John Hawkins, 1569: This is a fairly difficult situation. You have a large, powerful squadron, but are in a totally Spanish Caribbean. The only friendly ports are tiny anchorages. In reality, Hawkins tried to be a peaceful trader (sometimes at gunpoint - a most peculiar combination), and failed. See Famous Expeditions for additional background information. Francis Drake, 1573: This is a very difficult situation. Like Hawkins, you are faced with a completely Spanish Caribbean, but now you have a small force. In reality, after a few false starts, Drake's boldness and bravery made him successful. See Famous Expeditions for additional background information. Piet Heyn, 1628: This is a fairly easy situation. You have a balanced task force, and are admirably positioned to intercept Spanish treasure galleons off the Havana or in the Florida Channel. Equaling Heyn's feat of ambushing the entire Treasure Fleet will take a combination of good luck and persistence at the right place and time. See Famous Expeditions for additional background information. L'Ollonais, 1666: This is a fairly easy situation. You have many potentially friendly bases and militarily weak Spaniards. However, duplicating L'Ollonais' achievement of conquering and plundering the entire Maracaibo region may prove taxing. See Famous Expeditions for additional background information. Henry Morgan, 1671: This is a very easy situation. You have overwhelming forces, various friendly bases, and an enemy already weakened by earlier raids. Morgan captured Puerto Bello and sacked Panama. With any luck, so can you. See Famous Expeditions for additional background information. Baron de Pointis, 1697: This is another very easy situation. You have powerful forces, while the Spanish are at their lowest militarily. Duplicating de Pointis' capture and sack of Cartagena isn't too difficult. See Famous Expeditions for additional background information. SELECTING AN HISTORICAL TIME PERIOD - The Silver Empire (1560) The New Colonists (1620) The Buccaneer Heroes (1660) Merchants and Smugglers (1600) War for Profit (1640) Pirates' Sunset (1680) A new player should answer No, Thanks. This automatically gives you the most advantageous era for piracy: The Buccaneer Heroes (1660). The Caribbean and the Spanish Main were a changing environment as military and economic power waxed and waned, new colonies appeared and old cities declined. The region gradually changed from total Spanish dominion in the 1560s, to a wild frontier for European colonization, and eventually to a cosmopolitan nexus in a new global economy. The Silver Empire (1560): In this era the Spanish Empire is at its peak. all the colonies (with one lonesome exception) are Spanish, all the major ports and trade are controlled by Spain. However, Spain's gains have been so great other Europeans are attracted to steal and plunder whatever Spain cannot protect. Because of Spains great power, this is an extremely challenging era, and should not be attempted by novices. See THE SILVER EMPIRE (1560 - 1600) for more information. Merchants & Smugglers (1600): This era is very similar to The Silver Empire, but Spain is slightly weaker. A few abortive non-Spanish colonial ventures have begun, but the Caribbean remains essentially Spanish. Another change is the predominance of the Dutch smuggling trade. Like the 1560s, this era should not be attempted by novices. See MERCHANTS & SMUGGLERS (1600 - 1620) for more information. The New Colonists (1620): This era sees the first successful colonies founded by the enemies of Spain, while Spanish power continues to decline. With these colonies prospects for piracy and privateering are improved. Life is fairly challenging for would-be pirates and privateers. See THE NEW COLONISTS (1620 - 1640) for more information. War for Profit (1640): This era is the heyday for small, independent buccaneers. The Spanish military and economy are at their nadir, while new European colonies are blooming throughout the Antillies. This period is a golden age (literally!) for the independent and resourceful man. It is an enjoyable era for players of al skill levels. See WAR FOR PROFIT (1640 - 1660) for more information. The Buccaneer Heroes (1660): These decades are the peak of swashbuckling adventure in the Caribbean. Spanish wealth is reappearing, but Imperial military power remains a joke. European colonies and ports abound, fortune-hunting sailors crowd the taverns, searching for lucky Captains. This classic age makes piracy a pleasure for players of every skill level. See THE BUCCANEER HEROES (1660 - 1680) for more information. Pirates' Sunset (1680): This era is the last for Caribbean pirate adventuring. European nations now take seriously events in the Caribbean. Navy warships are on patrol, Letters of Marque are harder to find, governors are less tolerant. Enjoy this era while you can, for it is the end of an age. This period is somewhat tough for novices but interesting and challenging for all others. See PIRATES' SUNSET (1680 - 1700) for more information. SELECTING A NATIONALITY - English Buccaneer Dutch Adventurer French Buccaneer Spanish Renegade A new player should select English Buccaneer. Specific roles available vary from period to period (no Dutch role is available in 1560). The role you choose determines where you start, what ship(s) you have, the size of your crew, your initial wealth and reputation, etc. Your initial nationality does not require you to support that nation (many of France's admirals in the Caribbean during the 1680s were Dutch buccaneers!). Your acts speak for you: if you deeds please a nation, a governor may reward you. If you anger a nation, a governor can order his harbor forts to fire on you! English is often a useful nationality. This nation supports privateers into the 16th Century, and just as generously supported private colonization ventures in the next Century. French is the second classic Nationality for pirates. Although this nation provides less support to its sons overseas, it also gives them more independence and more freedom of action. Furthermore, the growing 17th Century French colonies on Western Hispaniola and Tortuga are ideal pirate bass. Dutch is an exciting and different nationality. Except in the 1620s, the Dutch sailed as traders to the Caribbean, not as warriors. Of course, once in the Caribbean, more than a few supplemented their trading with more violent and profitable pursuits. As a rule, Dutch traders tried to stay on the good side of the French and English, although this was not always possible. Spanish is the most challenging nationality. As a Spanish renegade you start in a weak position, although in 1680 you can play the interesting role of Costa Guarda - the Spanish Caribbean coast guard who often acted liked pirates themselves! In either event, Spanish origin is a pleasant change and refreshing challenge. Your Name - Type in any name you wish, but you are limited to nine characters. Press the 'Return' key to finish your entry. DIFFICULTY LEVEL - Apprentice Adventurer Journeyman Swashbuckler A new player should choose Apprentice. This gives you the easiest and most helpful environment for learning. Apprentice gives the player maximum "aid" from expert subordinate officers on board the ship. This makes play easier, but whenever the party's loot is divided, all these experts take rather large shares, leaving little for you. Journeyman is moderately easy. The player's subordinates are less expert (although still quite good), but your share of the loot is larger. Adventurer is moderately difficult. Your subordinates are mediocre, but your share of the loot is very good. Swashbuckler is extremely difficult. Your subordinates are 'drunken gutter swine' of precious little value. Of course, your share of the loot is the largest possible. SPECIAL ABILITIES - Skill at Fencing Skill at Gunnery Skill at Medicine Skill at Navigation Wit and Charm New players may select what they please. Apprentice difficulty level insures that all activities are fairly easy. Skill at Fencing gives you well-trained reflexes that make enemy actions and reactions seem sluggish by comparison. Skill at Navigation make travel on the high seas faster and easier. Skill at Gunnery aids you during naval battles, making your broadsides more likely to land on-target. Wit and Charm is useful when dealing with governors and others of high station. Skill at Medicine helps you preserve your good health longer, and to suffer less from injuries. As a result, your career can last longer. YOUR STARTING TALE: TREASURE FLEETS & SILVER TRAINS - As your early life unfolds, you are asked for a crucial piece of information: when the Spanish Treasure Fleet or Silver Train arrives at a particular city. The itinerary varies from year to year. The itineraries appear in chronological order later in this document. Be sure you have the correct year, and don't mistake the Treasure Fleet for the Silver Train, or vice versa. If you answer the question correctly, then events will unfold to your advantage. If you answer incorrectly, you are warned about an unpromising start. Heed the advice and start over, otherwise you'll find your situation most bleak. Spain & Peru: At times the Treasure Fleet is not in the Caribbean, but in Seville, Spain, preparing for another journey. similarly, at times the Silver Train is not in the Caribbean, but in Peru, loading silver and gold there. In both cases it is inaccessible to you. You'll have to wait until it reappears in the Caribbean area. HISTORICAL FOOTNOTES - From the 1530s onward, Spanish ships suffered from privateers and outright piracy, not only in the West Indies, but also in the Atlantic. Spain's solution adopted informally in the 1560s, was to "convoy" ships together in one powerful fleet. Each year the fleet ("flota") sailed from Seville in Spain, carrying passengers, troops, and European trade goods to the Spanish colonies of the new world. However, its principal purpose was returning silver from the mines in New Spain (Mexico) and Potosi (Peru) to the Spanish government in Europe. This vast wealth made the returning fleet a tempting target. Privateer and pirate ships frequently followed it, hoping to pick off stragglers. This was a dangerous business, since a well-handled war galleon could (and sometimes did) turn the tables and capture a pirate! Similarly, the mule train roads along the coast of Terra Firma (South America) moved silver and other goods toward the major ports of Cartagena, Nombre de Dios, and Puerto Bello. These trains carried produce and specie destined to be loaded aboard the treasure fleet. (1560) THE TREASURE FLEET THE SILVER TRAIN ------------------ ---------------- Cumana - Early October Cumana - Early April Puerto Cabello - Late October Borburata - Late April Maricaibo - Early November Puerto Cabello - Early May Rio de la Hacha - Late November Coro - Late May Nombre de Dios - Early December Gibraltar - Early June Cartagena - Late December Maracaibo - Late June Campeche - Late January Rio de la Hacha - Early July Vera Cruz - Early February Santa Marta - Late July Havana - Early March Cartagena - Early August Santiago - Late March Panama - Late August Florida Channel - Late April Nombre de Dios - Early October (1600) Cumana - Early October St. Thome - Early April Caracas - Late October Cumana - Late April Maracaibo - Early November Caracas - Early May Rio de la Hacha - Late November Pureto Cabello - Late May Santa Marta - Early December Coro - Early June Puerto Bello - Late December Gibraltar - Late June Cartagena - Early January Maracaibo - Early July Campeche - Early February Rio de la Hacha - Late July Vera Cruz - Late February Santa Marta - Early August Havana - Late March Cartagena - Late August Florida Channel - Late April Panama - Early September Puerto Bello - Late October (1620) Caracas - Early September St. Thome - Early March Maracaibo - Late September Cumana - Late March Rio de la Hacha - Early October Caracas - Early April Santa Marta - Late October Puerto Cabello - Late April Puerto Bello - Early November Gibraltar - Early May Cartagena - Early December Maracaibo - Late May Campeche - Early January Rio de la Hacha - Early June Vera Cruz - Late January Santa Marta - Late June Havana - Late February Cartagena - Early July Florida Channel - Late March Panama - Late July Puerto Bello - Early September (1640) Caracas - Early October Cumana -Early April Maracaibo - Late October Caracas - Late April Rio de la Hacha - Early November Gibraltar - Early May Santa Marta - Late November Maracaibo - Late May Puerto Bello - Early December Rio de la Hacha - Early June Cartagena - Early January Santa Marta - Early July Campeche - Early February Cartagena - Late July Vera Cruz - Late February Panama - Late August Havana - Late March Puerto Bello - Early October Florida Channel - Late April (1660) Caracas - Early September Cumana - Early March Maracaibo - late September Caracas - Late March Rio de la Hacha - Early October Gibraltar - Early April Santa Marta - Late October Maracaibo - Late April Puerto Bello - Early November Rio de la Hacha - Early May Cartagena - Early December Santa Marta - Early June Campeche - Early January Cartagena - Late June Vera Cruz - Late January Panama - Late July Havana - Late February Puerto Bello - Early September Florida Channel - Late March (1680) Caracas - Early October Cumana - Early April Rio de la Hacha - Late October Caracas - Late April Santa Marta - Early November Maracaibo - Late May Puerto Bello - Late November Rio de la Hacha - Late June Cartagena - Late December Santa Marta - Early July Campeche - Late January Cartagena - Late July Vera Cruz - Early February Panama - Late August Havana - Early March Puerto Bello - Early October Florida Channel - Late April FENCING & SWORDPLAY Early Modern Europe was a willful and violent age. You discouraged thieves, righted injustice, protected your family, and maintained your honor with a sword. Whether challenged to a duel, or fighting your way through a tavern brawl, skill with cold steel was simple survival. BASICS OF CONTROL - The descriptions here assume you are using a joystick (stick). If not, see the "Captains Broadsheet" for your equivalent controls. You are on the right side of the battle scene, your opponent is on the left. To Attack, push the stick left, toward the enemy. Push high for a high attack, horizontal for a mid-level attack, low for a low attack. Hold the trigger before and during the attack for a slower but more powerful slashing attack. To Parry, do not push left or right. Just push up to parry high attacks, leave centered to parry mid-level attacks, and push down to parry low attacks. To Retreat, push the stick right, away from the enemy. You parry while retreating, and like normal parries, these can be high, mid-level, or low, depending on stick position. To Pause, press the pause key. To resume fencing, press it again. Attack High Parry High Parry High (slash w/trigger) and retreat \ | / \ | / Attack mid-level \ | / Parry mid-level (slash w/trigger) ------ Parry ------ and retreat / mid-level \ / | \ / | \ / | \ Attack Low Parry Low Parry low (slash w/trigger) and retreat CHOOSING YOUR WEAPON - Three types of swords are available: rapier, cutlass and longsword. For all three weapons, a slash is twice as effective as a normal attack, should it hit. Of course, slashes take longer to execute. Your opponent also has different weapons. The color of your opponent's shirt indicates the weapon he carries. The rapier is a long, thin, flexible weapon with a sharp point. It can be maneuvered easily and thrust into a target with accuracy. It has a longer reach than any other weapon, but its strikes do the least damage (that is, you must hit more often to defeat the enemy). The cutlass is a short, heavy, curved cleaver with a mean edge but short reach. Cutlass hits can be devastating (twice as damaging as a rapier) making it a popular weapon among untutored fighters. The longsword is a classic weapon of medium length (longer than a cutlass, shorter than a rapier). Its attacks do more than a rapier, but less than a cutlass. THE PRINCIPLES OF FENCING - Combinations: Like all active men of your time, you are a trained swordsman. Attacking and defensive movements, including wrist, arm, body, and footwork are as automatic as throwing or kicking a ball. Put together, these motions form "combinations" that allow you to attack, parry, or retreat in various ways. Each combination takes one to two seconds to execute. In battle, victory depends on selecting the best combination. If you recognize an attacking combination fast enough, you can block it with a defensive combination, or counterattack with a combination that exploits his attack. A "hit" occurs whenever an attack connects. You'll see a flash and a hint of blood when you hit. Each hit weakens your enemy and demoralizes his followers. Retreat from battle is easy. Just select retreat combinations until you move off the screen. This ends the battle. Of course, you lose whatever you were fighting over and your reputation suffers. On the other hand, when facing a skillful enemy, retreat is often better than defeat! Panic & Surrender occurs whenever a leader in "panic" is hit. It also occurs in large battles when a leader's forcer are reduced to just one man, and then he is hit. Striking a man who surrendered is an unchivalrous deed that may inspire him to rise and fight on. Novices are advised to select a cutlass and just keep attacking, high, low, and middle, relying on the large damage done with each hit. However, if you'd like to defend yourself with some parry combinations, a weapon with more reach, such as a longsword or rapier, is recommended. COMBINATIONS - Each combination is different swordfighting maneuver in combat. As a fencer, you select a combination and your body automatically makes the appropriate moves. All attacking combinations include forward-moving footwork. Therefore, to advance against your opponent, select an attacking combination. Similarly, all retreating combinations cause you to back away from your opponent. Slashing High takes the longest period of time to execute, but has an extra- long reach. If it hits, this combination does twice the damage of a normal attack. Slashing Mid-Level is a faster slash, but slower than normal attacks and parries. If it hits, this combination does double the damage of a normal attack. Slashing Low is the fastest slash, but has a slightly shorter reach. If it hits, this combination does twice as much damage as a normal attack. Attacking High is a moderately fast attack that exploits the point rather than the edge of a weapon. It has a longer reach than mid-level or low attacks and slashes. If it hits, this combination does half as much damage as a slash. Attacking Mid-Level is the second-fastest attack. It also emphasizes the point, rather than the edge. Therefore, if it hits this combination only does half as much damage as a slash. Attacking Low is the fastest attack, but has a slightly shorter reach than normal. Like high and mid-level attacks, it uses the point. Therefore, if it hits this combination only does half as much damage as a slash. Parrying High counters any high combination, attack or slash. As high attacks are slower developing than mid-level or low, defensive fighters rarely stand "on guard" in a high parry. Parrying Mid-Level counters any mid-level combination, attack or slash. This is a classic "on guard" position to which many swordsmen return. A fencer can move from this position to any other position very quickly. Parrying Low counters any low combination, attack or slash. Experienced swordsmen periodically stand "on guard" in a low parry, since low attacks can develop very quickly. High Parry & Retreat combines the standard high parry with backpedal foot movements that move you away from your opponent. Mid-Level Parry & Retreat combines the standard mid-level parry with backpedal foot movements that move you away from your opponent. Low Parry & Retreat combines the standard low parry with backpedal foot movements that move you away from your opponent. LEADERSHIP IN BATTLE - Only a few of your battles are man-to-man duels. Most of the time you are leading your stalwart crew against the enemy. As you duel the enemy leader, your crewmen are also fighting. Morale: Your hits against the enemy leader, and his against you, change the morale of each side in battle. Morale levels run from WILD! (the best) downward through STRONG, FIRM, ANGRY, SHAKEN and finally PANIC. Number of Men: As you fight, a battle rages around you. The rate each side suffers casualties depends on their strength and their morale. If morale is fairly equal, a force with superior numbers will inflict more casualties. However, an inferior force that has high morale can avoid casualties and inflict serious losses on a larger force with very low morale. Therefore, morale can be more important than numerical comparisons. Retreat & Surrender: You can lead your men into a retreat from battle by retreating yourself. Surrender occurs when you inflict sufficient hits on an enemy leader in "panic" or when you've reduced the enemy to just one remaining man and then hit the leader (regardless of morale). Of course, the same could happen to you. THE MEMOIRS OF CAPT'N SYDNEY - Many a buccaneer captain is nothin' but a big bully. Unschooled in fencing, he'd carry a sharp cutlass and swing away, knowing that a spine-splittin slash do'd more than a half dozen rapier thrusts. I hear Blackbeard himself, who always used a cutlass, was run through several score times by a rapier before he fell. He'd not lasted so long with a cutlass in his gizzard, mate! Well, I'm no fencing master, but I had some schoolin' in the art of cold steel. I'd use a cutlass to terrify poor, inept merchant Captains, slashin 'em up and chopin' 'em down quick as a slipped anchor. 'Gainst most opponents I preferred me longsword. Toledo steel it was, with a fine balance and nice edge. In a serious fight I'd not slash much, since it slowed me down and exposed me too long. Now I know rapiers are all the rage now, and their extra reach is right handy. But it takes too bless'd long to do in the opposition with an overgrown pin! Now if'n I 'twas leadin' my men 'gainst greater numbers, me tactics did change. I remember bein' boarded by a war galleon commanded by an Admiral or Count or somethin'. Long fancy name, he had. sure to be a good fencer, I thought, and he was. But outnumbered as we were, I had ta' strike quick like, get the battle goin' our way, or me mates would've been slaughtered up right quick. So I's grabbed a cutlass and charged that Don, howlin' like a demon. I shrugged off a couple rapier pricks and got right in eye-to-eye, slashin' at 'is legs. That took some stuffin' out of him right quick! With them papists all shaken and panicy like, it didna' take long to polish 'em off. HISTORICAL FOOTNOTES - The Common Man as Warrior: In this turbulent time there were more clergymen than sheriffs! A man protected his own property and person against thieves and banditry, since the kingdom often could not. It was the rare man who went without some weapon. Noblemen settled disputes "quietly" in duels, rather than through open warfare (a medieval practice the Crown frowned upon). Commoners used staves, clubs, crude spears, large knives and such. Where available, the heavy cutlass was an ideal weapon for a stout but untutored fighter. The Colonial Frontier: Life in the colonies was even more unruly than the homeland. This was This was especially true of the English and French colonies, largely populated with convicts, fortune hunters, deadbeats, religious fanatics, and other people the homeland was happy to see off. Furthermore, in the colonies the landholder might be absent or nonexistent. In Europe every square inch of land was part of some nobleman's demise, and he or his family usually lived just up the road, ready to enforce ancient feudal custom and law. Firearms existed in this era, but were still newfangled weapons of slow speed and dubious reliability. Throughout the 1500s firearms were fired with a slow-burning match. Reloading was a long, laborious process that required two minutes or more, complicated by the need to handle loose gunpowder while you held a lighted match! The flintlock and trigger (invented in 1615 in France) was used by hunters, sportsmen, and probably buccaneers by 1630. However, it was not reliable enough for military use until 1670. In battle you might carry a loaded pistol or three, but you relied upon your sword, not your guns. Note that the musketeers of Dumas' Three Musketeers (based on events in the 1620s) generally used their swords, despite being members of the most elite firearms unit in the entire French army! TRAVELLING THE CARIBBEAN The Caribbean is a wide, warm, and pleasant sea. Idyllic tropical islands and lush jungled shores contain in its steady currents. Stretching over three thousand miles, the water is a broad highway between mainland ports, island towns and hidden anchorages. INFORMATION - Continue Travels Party Status Personal Status Ship's Log Maps Cities Take Sun Sight Search Save Game You can see information about your situation by selecting CHECK INFORMATION while in town, or by pressing the joystick trigger, mouse button, or return key (depending on your computer) while travelling around the Caribbean. Continue Travels returns you to your previous activity. Party Status shows what your group owns and the attitude of your men (happy, pleased, unhappy, or angry). Beware of mutiny if the men remain angry too long. Expect defections if you run out of food. Personal Status shows your standing with each nation, and personal details about your age, health, wealth and reputation. If your health is poor, you will be forced to retire soon. Ship's Log recaps your activities and travels, with notes about special information you found. If you're confused about recent events, consult your log. Maps is a file of all your map fragments to buried treasures and other hidden locations. Initially you have none. You'll find that all maps have the objective (buried treasure, hidden plantation, etc.) in the center. Unfortunately, it's a secret map, so parts may be missing. Once you follow a map to the spot where you think the object is to be found, you must spend time SEARCHING for the object (see SEARCH option, below). Cities provide all available information about the various towns and cities in the Caribbean. Just point to a name and press the joystick trigger, mouse button or return key (as appropriate) to see more information. If an important event (such as a pirate attack or a new governor) radically changes information about a town you'll find "no information available" until you either visit the town or purchase new information from a traveler in a tavern. Take a Sun Sight allows you to spend the day plotting your position with the astrolabe. An explanation of this technique is found later on in this document. Search means you'll spend a day searching for treasure or other hidden things at your present location. If you're in the right spot, and have the appropriate map fragment, you'll find what's there. Without a map fragment you always find nothing. This option is not available if you are at sea or in a town. Save Game allows you to save the game in progress. This option is available only if you are in a town. GETTING AROUND TOWN - Visit the Governor Visit a Tavern Trade with a Merchant Divide up the Plunder Check Information Leave Town Visit the Governor: A visit to the governor's mansion may be useful. He can tell you with whom his nation wars and allies. He may make special offers or awards. With luck and sufficient prestige, you may meet his daughter. However, the governor does not spend much time entertaining coarse sea dogs like you. Once you have visited the governor of a town, don't expect to gain admittance again soon. Visit a Tavern: Taverns are a place where you can recruit additional men for your crew, hear the news, purchase detailed information from travelers, and perhaps meet new and interesting people. You can visit a tavern again and again, drowning your sorrows in drink while time passes. however, you'll notice that new crewmen aren't interested in signing up with an old sot. Trade with a Merchant: This option is explained in more detail below. Divide up the Plunder: As Captain, you get a fixed percentage of the party's wealth (the percentage varies with difficulty level). The remainder is divided among the crew. Furthermore, not only is the plunder divided, but also the ships, stores, goods and cannon on them. The crew always disperses with their newfound wealth, leaving you with just your flagship and its share of the provisions and armament. After refitting your ship (which takes a few months) you'll have to rebuild your band from scratch. Check Information: This shows information about you, your party, and the current situation (see the preceding subsection for details). Leave Town: Your party departs from the town, ready to either set sail or march away overland, as you prefer. TRADING WITH MERCHANTS - The merchants in a town can buy and sell food, European goods, and the current export crop (hides, tobacco, or sugar, depending on the era). They can repair or buy ships and cannon, but almost never have any for sale. To buy or sell any item, move the pointer up or down to select the line with the proper item. Then move the pointer left to move items onto your ship (the appropriate amount of gold is automatically given to the merchant). Move the pointer right to sell items to the merchant (the appropriate amount of gold id automatically moved from the merchant to you). When items are bought and sold, the amount of space left in your hold is also adjusted automatically. In addition, if you have more than one ship, you can sell the extras. If you have any damaged ships, you can pay for their repair. I If you sell too many ships, you may start trading with negative space in your hold (more cargo than room). In this case you must sell at least enough items to bring the space up to zero. TRAVEL BY SEA - When travelling your party moves over the land and seas of the Caribbean. See your "Captain's Broadsheet" for a detailed description of the controls. Set Sail: If you ship is on the coastline and your party of men is touching it, you can set sail. Use the Set Sail control to select one of the eight possible directions to set sail. Sailing: Once you have set sail,, controls change. You will remain on course if you do not change the controls. In addition, you can turn right (starboard) or turn left (port) as you desire, like a real ship. Speed: The speed of a ship depends on how the wind blows against it. Travelling directly into the wind is always slowest. Travelling with wind coming diagonally from the rear is generally the fastest. Each type of ship has a different "point of sailing" (the wind position at which the ship develops maximum speed). What with shifting winds and periodic storms, sailing requires more than a little judgement and skill. If you have a fleet of many ships, the entire fleet travels at the speed of the single largest ship. Pause: To pause your travels (to deal with the minor details of life outside the Spanish Main) press the Pause key. To resume, press it again. Weather: The clouds travelling overhead indicate the direction of the wind, which varies significantly. Clouds are storm fronts that provide strong, fast wind if you are near, but may trap our ship if you sail too close. Shoals & Reefs: You can see where the sea breaks across shallow reefs and shoals. If you pass over these, one of your ships could lose its bottom. Pinnaces and sloops have a very shallow draft, allowing them to sail across the hazards without risk. Anchoring: You can only anchor in shallow, coastal water. Do this by sailing directly up to the coast. The ship automatically stops and your crew disembarks. If you anchor at a town, you have special choices (see Arriving at a Town, below). Getting Information: Press the Get Information key to temporarily pause your travels and get information (see INFORMATION, earlier in this document). Minimum Crew: It takes at least eight (8) men to sail a ship. If you have fewer than eight men per ship, your men will abandon one. OVERLAND TRAVEL - When your party is on land, you can move in eight directions. See your "Captain's Broadsheet" for details on controls. Of course, the land is mostly trackless jungle, swamps and mountains, making overland movement very slow. When moving on land your party can carry only as much as you can fit into your ships. ARRIVING AT A TOWN - Sail into Harbor Attack Town Sneak into Town Leave Town Sail into Harbor means that your ships sail peacefully up to the quays. This option is available only if you arrive at the town by sea. If the town is guarded by a fort, the fort may open fire on your ships if that nation is hostile. If the nation is wary, the fort generally will not fire unless the governor personally dislikes you. March into Town means that your entire party walks into town openly and peacefully. This option is available only if you arrive by overland travel. Attack Town has different effects, depending on whether you arrive by land or by sea. If by land, you will attack the town overland. If the town has a fort with a large enough (and brave enough!) garrison, they may sally out and meet you outside in a land battle outside of town (see PIKE & SHOT, later in this document). Other times the troops may sit in the fortress or town, forcing you to lead your men against them in close-quarters hand to hand combat (see FENCING & SWORDPLAY). If by Sea, you flagship will have to fight a naval battle against the fort (see BROADSIDES, later in this document for details). Your goal is to sail your ship to the shore near the fort, so you men can land and storm the seaward side of the fortress (see FENCING & SWORDPLAY). Naturally, this is rather dangerous, what with the fort's guns firing at you! Sneak into Town means that you hide your ships in a nearby cove and creep into the back streets at night with a few trusted men. If you are afraid of fire from the forts, this is an excellent way to get inside and do some quiet business. However, if your reputation is large, you may be recognized and attacked. If that happens, you must fight your way out of town, or be captured and imprisoned. When you sneak into town, the need to keep your identity secret prevents you from recruiting men in a tavern. In addition, the party's loot is left behind in the ship, preventing you from dividing the plunder. Leave Town returns you to travelling about the Caribbean. TAKE A SUN SIGHT & FIND YOUR POSITION - "Shooting the sun" with an astrolabe is a technique for finding your latitude. A latitude scale appears on the side of your map of the Caribbean for easy reference. Controlling the Astrolabe: See the "Captain's Broadsheet" for information on how to control the Astrolabe. It can be moved left or right, and it's platform can be moved up or down. Using the Astrolabe: your goal is to move the astrolabe beneath the sun and raise the platform so it just touches the bottom of the sun. To get an accurate reading, you must do this at noon (when the sun reaches its highest point). Many Captains take multiple sunsights during a day, to insure they get a good noon sighting. Note that cloudy weather makes sun sightings difficult. Dead Reckoning Longitude: Longitude (east-west position) can be found only through dead reckoning. If you're an apprentice captain, your expert sailing master provides a dead- reckoning estimate. Otherwise, you must make your own guess, based on how fast you've been travelling east or west. THE MEMOIRS OF CAPT'N SYDNEY - On me first voyage, sailing as a 'prentice, al seemd easy. I'd just order the course and we'd sail there. If'n I was uncertain about our position, we'd take a sun sight, d'ye see, and the sailing master'd reckon out Longitude nice as you please. But come time to divide the plunder, and I found my officers were getting three pieces o' eight to my one. No profit in that, thinks I, and go 'venturing next time with fewer officers. Well, it took me a bit o' times to learn better those chores that'd come so easy before. But 'twas all worth it, the time I sailed from Port Royale to Curacao, sou' by sou'east, and made a dead perfect landfall! But bi'god a long tack to windward, to the Caribbees say, 'twas always a tiresome bit. After we'd got Providence isle back from the Dons,...oh, Santa Catalina they call it now?...anyway, that harbor made a nice place to divide the loot and sell off those slow prizes. I'd just hold onto me handy sloop. A quick refit we'd be off upwind to Barbados, see, with not one square-rigger to slow us down! And I got right sneaky about getting what I wanted at ports. As any sailor knows, any ol' anchorage'd do for repairs; but to move plundered sugar and goods, my favorite device 'twas sailing to some big, wealth port, then sneak in to talk trade with the merchants. Spaniards weren't much for this in the rich towns, but narry an Englishman, Frenchman, or Dutchman lived who'd not do business wi' honest Capt'n Sydney! Let 'em sense a profit, and they'd be at yer rail and hand what the gov'ner thought! And mate, I remember those times I'd visit the gov'ner hi'self. Got the true lowdown on war and allies and the like, sometimes even a dinner, or a nice rank if'n he liked me. Aye, and his ugly daughter, all religious like...she'd all be fawnin' on me, happy to tell every little secret in her blessed little heart. Well, I'd a more sense than marryin' the dear, let me tell ye! Ah, well, then I got famous, and had ta' stop al this sneakin' bout. I was too well known. If the gov'ner took a dislike ta' me face, one step into town and guards'd be swarming. Price of success, mate, took half the pleasure out of life. GEOGRAPHICAL FOOTNOTES - Weather Patterns: The Caribbean is a warm ocean. The water surrounding the islands stays a constant 77 degrees F. This steady sea temperature maintains a pleasant climate on the surrounding land, although weather and elevation cause notable variations. The most extended period of bad weather occurs in the summer and fall, from June to November, with hurricanes not uncommon in the later part of this season. In all seasons, the prevailing winds are trade winds coming from the east. Of course, local, temporary variations are not uncommon. Channels & Passages: The classic sailing pattern in the Caribbean was to enter through the Caribbee Islands (Lesser Antilles), put into ports along the Spanish Main (the coastline of Terra Firma), swing northward into the Yucatan Channel northward to catch the North Atlantic prevailing westerlies back to Europe. Along this route the Florida Channel was the point of maximum danger. Unwary captains could be driven upon the Florida coast, or tack too far upwind and become lost in the treacherous Bahaman shoals. BROADSIDES: THE TACTICS OF SEA BATTLE ENCOUNTERS AT SEA - Sail Ho! Your first sighting of an enemy ship is its sails and masts coming over the horizon. Continuing your voyage is a nearly foolproof way to evade any encounter. Investigating the sail means you automatically close on the other ship. Ship in View: If you investigated the sail, you'll now see the whole ship. If you sail away now, you may evade contact, but maybe not. Instead you can continue investigating, which closes the range further, allowing you to determine the ship's nationality. See Her Colors: After the other ship hoists its colors, you can try to sail away peacefully, come alongside and talk over the latest news, or attack her. If the ship is a pirate or pirate-hunter, it may recognize you and attack, regardless of your choice. Select Your Flagship: if a battle occurs and you have more than one ship, you can select which will be your flagship. The ship you select fights the battle. In the example to the left, you have four ships in your fleet: a merchantman, two sloops (one damaged), and a pinnace. Any one of these can be your flagship. Consider your choice carefully, since the type of ship you're sailing can be important in battle. .--------------------------------------------. | "We have 44 men and 10 cannon ready for | | battle. Winds are light. Which ship will | | you command?" | | Merchantman | | Sloop | | Sloop (damgd) | | Pinnace | `--------------------------------------------' The number of men and guns available for battle is a theoretical figure. If your flagship is small, you'll find the number of men and guns limited by the capacity of the ship. See "A GAZETTEER OF SHIPS" for information about each type of ship. Furthermore, it takes four (4) or your crewmen to man each gun. If your crew is too small, you may have fewer than the maximum number of cannon available. The ship you select remains your flagship until the next battle. BATTLE AT SEA - When an encounter leads to battle, the scene changes to a ship-against-ship duel. The color of a ship's hull matches the color of it's name below. See the "Captain's Broadsheet" for specific control information. Sailing: Maneuvering in battle is similar to travel by sea. You can turn right, turn left, or remain on course. Change Sails: You can either Set Full Sails for maximum speed in battle, or Reduce to Battle Sails for lower speeds with much less risk of rigging damage. You begin battle with battle sails set. Fire Broadside: Push the Fire Broadside key to shoot. Your gun captains automatically fire the side of the ship nearest the enemy. Remember, your guns are mounted along the left and right sides of the ship. Therefore, to aim your guns, you must turn the ship so its side faces the enemy. After a broadside is fired the gun crews reload as fast as possible. Reloading speed depends on morale of your crew. A happy crew loads faster than an unhappy one. Enemy reloading speed depends on the quality of their crew (warships, pirate-hunters, and pirates have better quality crews than peaceful merchantmen and cargo fluyts). Reloading is temporarily halted if you change your sails - the gun crews are needed to aloft to handle the sails. The effect of gunfire varies with the number of guns firing, and the size of ship hit. For example, an broadside from a 20-gun ship into a galleon may have little effect while the same into a pinnace might leave her a flaming wreck. Pause: Press the Pause key to halt the action, and again to resume it. Escape From Battle: To escape from a naval battle, sail away from the enemy. Once the distance between ships is large enough, the battle ends automatically. In addition, in a long action, nightfall may end the fight. If you escape from battle and the enemy ship is undamaged, you may lose a ship to enemy pursuit. This is only a danger if you have two or more ships. Grapple & Board: If you sail your ship alongside or into the enemy, the ships automatically grapple for a boarding battle. You must lead your men into the fight. See FENCING & SWORDPLAY, for more information. PRIZES & PLUNDER - Prizes: When you win a battle at sea, you can either take the enemy ship for your own (send a prize crew), or you can just take its cargo, while burning and sinking the ship itself. After the battle you'll get a report about the enemy ship's armament and capacity, as well as the empty space remaining in the holds of your fleet. In general, taking a ship prize is useful, since you can sell the ship as well as its cargo at a friendly port. This disadvantages are that a slow- sailing prize will slow down your entire fleet (Spanish galleons and badly damaged ships are especially slow sailors). Furthermore each prize requires eight (8) men to handle it. This means eight fewer men available for battle on your flagship. For example, if you capture a 100-ton merchantman and you only have 80 tons of space available in your fleet now, and the merchantman is full of cargo, you won't have enough space for everything. On the other hand, it's unlikely the merchantman will be completely full, and she may slow down your fleet considerable. If speed is important to you, perhaps you should sink her. Plunder: Regardless of whether you take the ship prize or sink her, you must decide what you wish to plunder and call your won, and what you wish to leave behind (throw overboard). You'll automatically take all the gold from the ship. Compared to its value, gold weighs virtually nothing, and therefore doesn't affect your cargo capacity. Transferring goods to your ship, or throwing things overboard, works just like trading with merchants. To transfer items to your ship, move the pointer up or down until it is on the correct line, then flick it to the left to move things to your ship, or to the right to leave things behind. AMPHIBIOUS ASSAULTS ON TOWNS - If you sail into a town and select Attack Town, you begin an amphibious assault on that town. In an assault, your flagship must sail up to the fort guarding the town, touching land as close to the fort as possible. If you land too far away, the men will refuse to march and the assault ends in failure. If you land close enough, the men jump ashore and storm into the fort, leading to a fight on he battlements (see FENCING & SWORDPLAY). The number of men participating in the assault is limited to the number that can fit on your flagship. As in normal sea battles, you can retreat (end the battle) by sailing away. THE MEMOIRS OF CAPT'N SYDNEY - Captains today are all lily-livered cowards! In my time, 'twas was the mark of a Captain that he could take a galleon with a pinnace. Aye, I did it meself off Yucatan. 'Twas a laggardly galleon from the Treasure Fleet, beating upwind to Havana. We took the weather guage, danced around her broadsides, gave her a few cannonades into the stern, and boarded 'em. Our firen' had the Dons half demoralized already - I bloody'd 'em some, and the battle was done. Tis my opinion that yer main choice is the flagship. 'Gainst a fore'n'-aft rig ye need similar, sloop preferred. Otherwise they'll just escape upwind. Taking down fluyts and merchantmen 'tis oft a job for a fore-'n'-aft rig, but it's right dangerous using such 'gainst a frigate or galleon. A couple broadsides and yer swimmin' with wood chips. Besides, in strong winds a square rigger on broad reach outruns a fore-'n'-aft. Suchlike times, I oft take a square-rigger meself, so the swabs don' take a powder and disappear over the horizon. When I'm engagin', I always rig full sails and get a broadside into 'em quick t' slows 'em down. With all me sail set, I dance 'bout 'em smartly. 'Course, this is right dangerous work, wince I canna' afford to take any fire, elsewise I'll lose plenty of sail and perhaps a mast. I've seen other Capt's just run broadside to broadside under battle sail, poundin' away. Then I'se knows fellows who hardly fire a cannon. They sail up and board directly, trustin' t' cold steel. So 'tis really a matter of temperment, d'ya see? Me most terrifyin' battle was the time we sailed into Caracas, lookin' to storm fort from seaside. Those two forts mounted 24 cannon. I'd a merchantman for the flag, givin' an even match in firepower. But we was approachin' with the wind on the quarter or towards the bow some. I had me choice of sailing bow in and taking it wi' no chance a' reply, or turning a broadside but falling off downwind. We tride a couple braodsides 'n' knocked out a few guns, but lost a mast. Soon we was a' fallin' off seriously, the hull leakin', and no way back upwind. Befor' we was sunk I put back out to sea, poorer but wiser. 'Twas for the better anyway - the bloomin' fort 'ad me outnumbered! HISTORICAL FOOTNOTES - LeGrand's Galleon: In 1635, Pierre Le Grand and 28 men were lost somewhere off the west coast of Hispaniola, rudder broken and their pinnace leaking. At dusk they sighted a towering Spanish galleon. They crept up to her in the twilight, keeping under her stern and away from the formidable broadside power of the huge ship. Finally close enough, Le Grand and his men bored holes in their unseaworthy craft and climbed up the Spaniard's stern in a do-or-die assault. They captured the surprised Spanish Captain in his cabin, playing cards. He was sure that a paltry pinnace was no threat to him! Best Speed: Different ships make their best speed in different directions. Fore-and-aft rigged ships (Pinnace, Sloop, Barque) do best on a broad beam reach, or a beam reach. Square-rigged ships (all others) do best on a broad reach or running broad reach. In light winds smaller ships are often faster, while in strong winds bigger, heavier ships sail faster if the wind is in an advantageous position. See the GAZETTEER OF SHIPS for more information. The Weather Guage: A ship upwind (closer to the wind source) than another has the "weather guage". With this advantage a ship can run downwind and rapidly attack its opponent, while the enemy must laboriously tack upwind to reach it. The weather guage was especially valuable protecting for smaller ships. Their for-and-aft sails allowed them to sail into the wind faster. These ships often had oars to permit movement directly into the wind. A small ship with the weather guage can tack back and forth across the bow or stern of a much larger ship, firing broadside after broadside with impunity. PIKE & SHOT: THE TACTICS OF LAND BATTLE The English, French and Dutch pirates were no fools. They knew that the wealth carried by Spanish ships originally came from Spanish towns. But gaining these riches meant they had to overpower small armies of Spanish regular and militia troops, then storm powerful fortresses. BATTLE ON LAND - When your party marches overland into a town and selects "Attack the Town", the town's defenders may form a small army, march out, and meet you in open battle. If the defenders are especially cowardly or weak, no land battle occurs - your men storm into the fort or the town's streets. IMPORTANT: Controlling your forces on land is different from all other activities. Pike & Shot warfare is quite unlike other fighting. Please read the following instructions carefully and see the "Captain's Broadsheet" for details. Giving Orders: In a land battle your party is divided into two or three groups. You can give orders to each group separately, or give the same order simultaneously to everyone. The SELECT A GROUP key shifts your control from one group to another. The currently selected group changes color on the map, and their strength and morale appear below. Press again to select another group. MOVE ALL GROUPS controls move all groups (not just the selected group) in one of eight directions. This is the only way to move your force as a whole. Pause: Press this key to pause the battle. Press it again to resume the action. Combat: Your men fight automatically when in range. You do NOT have a "fire" or "attack" control. After all, a band of pirates is hardly a disciplined land army! Your men can fight in two ways. They fire muskets a short distance, or they melee with the enemy in hand-to-hand combat. In melee combat, everyone participates, not just those armed with muskets. Musket fire occurs when your men are stationary. Each group selects the nearest enemy within range and fires. If no enemy is within range, that group doesn't fire. Remember, your men cannot fire while moving! Melee Combat occurs whenever your men move directly into an enemy group, or vice versa. You can continue moving while the melee rages. Although your party and most defenders are on foot, some larger Spanish towns field cavalry forces that move fast and are excellent melee fighters on open ground. Cavalry, however, lacks long-range muskets and is hindered greatly in woods. Visibility: Men in woods and within a town are invisible to the opposition. You'll notice that enemy troops disappear in such situations. When you are in woods or a town, the enemy loses sight of you. Use this to your advantage by hiding a group along the edge of a woods or town, then luring the enemy in range by exposing another group. Terrain Effects: Woods, town buildings, and marshlands slow down all troops. In addition, woods and buildings provide cover from enemy fire. This means the troops take fewer casualties and cannot be hit at long range. Enemy forces have small coastal boats available, allowing them to sail quickly over water. Your men, however, must wade through the shallows. Morale: Each group has a separate morale level. Morale ranges from STRONG (the best) to FIRM, ANGRY, SHAKEN, and finally panic (the worst). When a group panics they run away from the enemy, regardless of orders. Significant casualties will demoralize a group, while a respite from combat restores morale. Troops out of battle recover their morale faster than troops under enemy fire or attack. The Final Assault: Your goal is to move your men onto the enemy fort. When you do this the open field fighting ends and a swordfight on the ramparts decides whether the enemy surrenders the city, or your attack fails (see FENCING & SWORDPLAY). Retreat: You can retreat from the battlefield by moving off the edge of the map with all your groups. This ends the attack. THE MEMOIRS OF CAPT'N SYDNEY - Me best battle was gettin' revenge on Caracas for the beatin' their fort gave me flagship. We went ashore a bit east and marched along the coast. Some Spaniard, gov'ner or some such, rallied their troops and marched to stop us. Well, we split into two groups. The quartermaster and all our best musket-men took cover in the edge of a woods, overlookin' a marsh. Then me with a smaller bunch danced around in a field just beyond the marsh, howlin' and carryin' on. Thinkin' us weak and stupid, the Spaniards charged toward us. Their cavalry hit the marsh first and blam! They was droppin' like acorns in a storm. In a minute we'd 'em decimated and panicking back to town. Then we danced and yelled some more and their infantry came up. The Dons stopped in the marsh and returned fire, brave like, but we had the cover, and when me mates came up, we had more muskets too. They tried to close to hand-to-hand, but it 'twas slow goin' in the marsh, and they was droppin' fast. Well, we keep tradin' lead with those Spaniards 'till they tired of it and started home. With a yell we poured out of the trees in hot pursuit. 'Twas a long chase, but we overran 'em in the town just below their fort, cuttin 'em up somethin' fierce. Stormin' the for was child's play then, as they'd hardly a man left for the garrison! I don' pretend to be a great general. Me and my mates don' know a refused flank from a countermarch. But those Don's fall for ambush like bears to honey. Worked like a charm every time. "Cept the time one of our parties lured them out into the wilderness while the other sneaked to town and stormed the fort whilest they were away! But that, matey, I did right rarely. I always preferred to bury them papists outside the walls, rather than face them hand to hand within their fort. After all, fort stormin' 'twas a right chancy business; belike 'cause the men insisted that I take my place at the head of the stormin' party! HISTORICAL FOOTNOTES - Pike & Shot Warfare: Land warfare in the 16th and 17th Century saw the supremacy of infantry restored after the long reign of the mounted knight. In Europe the Spanish Tericio was the great military system of the 16th Century, as formidable in its day as the Roman legions. The Tercio was a solid block of pikemen, 16 or more ranks deep. It developed an awesome power charging forward, as well as nearly invincible bristling defense against cavalry. Men with firearms (arquebuses and the heavier muskets) formed loose groups at the corners, giving supported fire and softening the enemy for the pikemen's punch. Bayonets did not exist and a firearm took over two minutes to reload. Therefore, when close action threatened, the musketeers retired behind the pikemen. Spanish Tercios were built of well-drilled, professional soldiers, ready to instantly perform the complex drill evolutions that maneuvered the cumbersome blocks of pike and their supporting musketeers. This military system was widely copied in Europe throughout the 16th and 17th Centuries. As firearms improved, the proportion of musketeers gradually increased. In the West Indies the slightly faster-firing flintlock musket was popular among privateers and buccaneers decades before regular troops were issued the weapon. The buccaneers had uncommon accuracy and skill with their weapons because they relied on them for hunting ashore. Buccaneer firepower was among the most accurate on earth at the time. Furthermore a risk-all, gain-all attitude made buccaneers ferocious opponents in melee. No wonder many Spaniards ran from the crack-shooting, cutlass-wielding berserkers of Tortuga and Port Royale. The great weakness of the buccaneers was cavalry. Their firepower was insufficient to stop an organized, disciplined cavalry attack. However, Spanish cavalry in America was an undisciplined militia force of local notables more interested in preserving their wealth than killing pirates. Even in the defense of Panama, where the Spanish had 100 to 200 horsemen, the mounted arm was timid and indecisive, with many desertions before and during the battle. Drakes Assault on Cartagena, 1586: One late winter afternoon, Francis Drake in his 30-gun galleon flagship Elizabeth Bonaventure led a fleet of ships to Cartagena, fresh from the plundering of Santo Domingo. His ships anchored in the roadstead, outside of the range of the forts. That night, while the Spanish prepared for a naval attack into the harbor, Drake disembarked over 1,000 men onto the harbor large outer peninsula and marched over the sandpit connecting this to the city proper. There his men cut through a fence of poisoned barbs, waded out to sea to avoid the gunfire from Spanish ships anchored in the harbor, and finally charged the 750 defending Spaniards. The hand-to-hand melee swirled back into the city, where the Spanish finally broke and surrendered (or ran). Victorious, Drake's men plundered it all. Eventually the Spanish governor raised 110,000 ducats (a vast fortune) as ransom for Drake's departure. Drake agreed, as he and his supporters preferred money to ownership of a plundered city. The Defense of Panama, 1671: When Don Juan Perez de Guzman, President of Panama, organized the city's defense against Henry Morgan's buccaneers, his "army" consisted of two companies of Spanish regular infantry (each about 100 men), plus militia companies of Spaniards, mulattos, free blacks, mestizos, and zamboos (various Spanish-African-Indian racial mixtures) which may have totaled 800 or more. The pure-blooded Spanish militia was largely mounted, carrying pistols and swords, theoretically capable of a battle-winning charge over the open ground north of the city. The remainder served as infantry, many with no weapon better than a crude pike (12' or longer pointed pole). None of these had sufficient military drill to move in the dense, formidable blocks of pikemen that won battles in Europe. Indeed, few had sufficient discipline to withstand more than one or two volleys of musket fire. Curiously, in battle the native Spaniards were the first to flee (many of them departed before the battle started) while the free Blacks were among the most stalwart defenders of the city. BOOK II LIFE IN THE WEST INDIES YOUR CAREER ON THE HIGH SEAS A MERRY CREW "ON ACCOUNT" - Buccaneers and pirates are unique: they were a democratic group, governed by voting, in an age of absolute kings and imperious aristocrats. Among pirates, spoils are divided fairly and equally. The Captain gets extra shares, but only because he takes larger risks. His crew is said to sail "on account" when they are paid by shares of the loot, instead of by wages. At the Start: Each voyage means a new start for the Captain and crew. you will have one ship, recently cleaned and outfitted, some initial funds from your financial backers (about 10% of the last voyages' profit), and a core of loyal crewmen. Recruiting Crewmen is done in taverns, and sometimes from captured ships. If you sneak into town you cannot recruit in taverns (recruiting is a very public activity). Recruiting from captured ships is easiest if the capture is a pirate, or a ship with a very large crew. 'On Account': Your crew is not paid wages. Instead, at the end of the voyage, the party's profits are split. Each man will get his fair share. Until the division of ;plunder, the Quartermaster is keeping an 'account' for each man from which are deducted expenses for his clothing, penalties for crimes and misdemeanors, gambling losses, etc. The term 'sailing on account' refers to this complex process of bookkeeping. This approach is also sometimes known as "No Purchase, No Pay"! As Captain, be careful to distinguish between the entire party's wealth (displayed in Party Status) and your personal wealth (displayed in Personal Status). Certainly your crew knows the difference! During the course of a voyage, the party's wealth is the combined profit of the voyage. It is the property of all and strongly affects crew morale (see below). At the end of the voyage, when you divide up the loot, each man gets his fair share. Only then do you get your share, which appears in your Personal Status money. Morale: The attitude of the crew varies from HAPPY (the best) to PLEASED, UNHAPPY, and ANGRY (the worst). The more money the party has, the happier they are. The crew attaches little importance to captured ships, goods, and other items. Their eyes are on gold! In addition, the crew is impatient. As the months pass, they want to disband and spend their loot, or (if you don't have much loot) they start thinking about joining some other Captain. The only way to keep them happy is to keep collecting more and more gold. It's difficult to keep the crew pleased for more than a year, and almost impossible to keep them pleased for two years or longer. When the crew is unhappy or angry, they will start deserting whenever you visit port. If they are angry too long, they mutiny. This means you must fight to remain Captain. Note that it is easier to keep a small crew happy than a large crew. This is because with a small crew, each man's share is larger, making him a happier fellow! Also note that converting plundered cargo to gold helps keep morale high, especially if you sell at a town with high prices. Dividing the Plunder: When the cruise ends and you Divide up the Plunder, don't be surprised when the men disperse to enjoy their wealth. Also remember that everything is split fairly, including the ships, cannons and, cargo. As Captain, you retain only your flagship. Therefore, it's advisable to sell everything except your flagship before dividing the plunder. A fixed percentage of the party's gains go to the officers. Each officer's share is worth a bit over 2%. Therefore an apprentice Captain with two shares gains 5%, a journeyman with four gains 10%, an adventurer with six gains 15%, and a swashbuckler with eight gains 20%. Note that the size of the crew has no effect on the Captain's share. This is to discourage Captains from leading their crews into massacres! In addition, a flat 10% is returned to the patrons and sponsors of the voyage as their profit. Generally, the Captain's financiers will make this money available again as capital for the next voyage. Shares to the crew are an equal distribution of everything remaining. The size of each crewman's share affects the Captain's reputation. If the shares are large, the Captain's prestige is enhanced. If the shares are small, the Captain's reputation suffers, making it harder for him to recruit new crewmen. GAINS & GOALS - An Age of New Beginnings: This is an era of privilege. A man of high rank or title lives under different laws than the commoners. More importantly, this is an age of social mobility. Old families with the wrong religious beliefs, incorrect political views or insufficient wealth disappear from the national scene. Even the royal houses change frequently. England's royal family was the House of Tudor to 1603, the House of Stuart to 1649, the Cromwellian Commonwealth to 1660, the House of Stuart again to 1688, and then the House of Orange! Onto this stage of turmoil and change, a single man of energy and boldness can grasp power and prestige for generations to come. A common seafarer from an undistinguished family, such as Francis Drake, could gain titles of nobility, rank, honors, and immense prestige. What to Seek? Planning for a happy retirement means seeking as much of everything as possible. Personal wealth is always valuable. Land is also useful - among the nobility, for example, land is considered the measure of a man. As a rule, the more you accomplish at a rink, the more land you receive when you are promoted to the next higher rank. In addition your reputation, your family (including a wife, if any), and your health all contribute to your future happiness. When to Retire? Roving the seas is an enjoyable and exciting life, but a wise man keeps an eye toward retirement. Eventually wounds from battle and the taxing demands of sea voyages affect your health. If your health is poor, helpful friends will advise retirement. Heed their advice - if you ignore them life becomes more and more difficult, until one day you are unable to recruit a new crew for another voyage. In general, your career is limited to five to ten years of active endeavor. However, waiting until you're at death's door is not a good way to start a happy retirement! THE MEMOIRS OF CAPT'N SYDNEY - Me voyages were always a fine balance between the men's temper and their strength. It took time t' build up a fleet of three or four ships and a sturdy band of a few hundreds. By the time all'd be assembled, they'd be right and hungry for plunder. I had'a please 'em quick with some fine, large stoke. Like plunderin' a city or three. If'n I didn't, they'd get so surly as t' be unreliable in battle and desertin' at every port. Eventually, ye must either accomplish some grand design, as I did at Campeche, or just put in, divide the swag, and hope the next cruise be better. Me biggest disappointment always was settling accounts after a cruise. I'll grant it 'twas all done democratic and fair-like, but 'tis none the less frustratin' to be already thinkin' pon the next expedition, and here me fine fleet scatters! Reputation was my most treasured possession. A few successful cruises gave me much in others' estimations. Havin' the good word about helped raise new crews, even if the last voyage 'twas a bit thin on the pickin's. Of course, maintainin' a big reputation required ever bigger exploits. In the fact, that a' why I retired. I just couldn't top me own adventures! Still, a large reputation was a godsend in later life, let'in' me escape mortification more than once. HISTORICAL FOOTNOTES - A Captain's Qualifications: Among buccaneers the Captain was elected by the crew, not appointed by government or owners (as is common on military or commercial vessels). He was the man the crew agreed was best for the job. I If the crew decided the Captain was inept, they would replace him with another of their number. Often the new candidate dueled the old for the Captaincy. In the crew's mind, the Captain's most important skill was leading them in battle. For this they wanted bravery and ferocity more than they wanted tactical genius. However, the best Captains, such as Henry Morgan, had both. Outside of battle, when dealing with governors and other officials, the Captain acted as 'front man' to represent the group. Although pirates professed disdain for the privilege and status of the aristocracy, often their Captains were former military men, merchants or aristocrats with a 'lordly manner'. Finally a Captain needed a good reputation, with numerous past successes to his credit. It was his name that brought new recruits aboard. This experience was doubly valuable since most of the really good plans for profitable expeditions were conceived by veteran Captain. Henry Morgan was a Welsh adventurer. Although his origins are uncertain, he probably came to the Antilles in 1655 as part of the invasion force that captured Jamaica. He advanced both as a militia officer (on land) and a privateering leader (at sea). In 1667 he was commissioned as Admiral of Privateers by the English governor at Port Royale. In the next few years he plundered numerous ships and cities, including Puerto Bello. Then, in 1671, he took Panama, the richest city in the New World. Patrons who benefited financially from his Panama expedition included Sir Thomas Modyford (Governor of Jamaica), George Monck (the Duke of Albemarle, Modyford's aging but influential patron at Court), and James Stewart (Lord High Admiral, the Duke of York, and incidentally, the brother of Charles II, King of England since his restoration in 1660). Despite the Treaty of Madrid (in 1670) where England pledged to stop attacks on Spain, none of these notables refused their share of the expedition's reward! Morgan was officially "arrested" (probably to mollify the Spanish ambassador) but not confined. He traveled in aristocratic circles, was toasted everywhere, and consulted on West Indian policy by the King's advisors. In 1674 King Charles II knighted him Sir Henry Morgan. He was appointed Lieutenant Governor of Jamaica, where he lived a pleasant life amid his large plantations. COLONIAL LIFE THE GOVERNOR - Towns with a population greater than six hundred citizens have a governor. His residence is the seat of government, and the center of news and intrigue for the colony. A governor's attitude toward you begins with the "official" attitude of his nation toward your activities. However, any particular favors you have done for him are remembered, as well as any especially nasty things you have done to his city (such as plundering it!) You can curry favor with a governor by capturing pirates in waters near his port and then returning that pirate to him. Conversely, a governor is dismayed if you capture his nation's ships near his town, and is especially unhappy if you've plundered his town. When a governor is hostile to you, he will order any harbor forts to fire upon your vessels as they sail in. In general, if the governor's nation is hostile toward you the forts usually fire. If the nation is wary, the governor's personal attitude and the size of your force are deciding factors. The nation may not be wary, but the governor may still remember past transgressions toward his area. Therefore, consider your actions carefully, especially in the vicinity of rich non-Spanish ports. Ranks & Titles: The governor of a town is responsible for protecting and guarding it from attack. But all too often, he has no money, no naval forces, and pitifully few land troops. So, he commissions loyal subjects to aid him, giving them military ranks and authority. Naturally, a governor favors men who have proved their bravery and worth by fighting then enemy, while ignoring those who have done nothing for his cause. The military ranks a governor bestows are, from lowest to highest: ENSIGN of Privateers, a junior officer or aide CAPTAIN of Privateers, commanding a ship MAJOR of a Colonial Militia, commanding a company COLONEL of a Colonial Militia, commanding a regiment ADMIRAL of Privateers, commanding a fleet After military ranks, a governor might use his influence at Court to promote patents of nobility for valued associates. Naturally, you must perform large and significant services to gain such bounty. From lowest to highest, these title are: BARON, a minor title, but a knighthood none the less COUNT, a title of some prestige and power MARQUIS, a title of significant prestige and power DUKE, a title of great prestige and power EUROPEAN POLITICS - Whenever you attack a nation's ships or towns, that nation becomes ill- disposed toward you. A few attacks may make it wary, while many attacks make it hostile. Naturally, don't expect advancement from a governor of a wary or hostile nation. However, if your target is at war, the target's wartime opponent will applaud your actions and those governors may reward you. For example, if England and Spain are at war, attacks on the Spanish will make the Spanish wary or hostile, but make the English very happy. If nations are allied, attacks on a nation are remembered and disliked by its ally. For example, England is allied with Holland but at war with Spain. If you attack English towns or ships the Spanish governor will be delighted and the English angry. In addition, England's ally Holland will also be angry. This is because the Dutch are concerned about attacks on their ally. However, if you attack Spanish towns and ships, the English governor will be delighted, but the Dutch won't care: The Dutch are still at peace with Spain, and thus unwilling to reward military activities against her. Although declarations of war, peace and alliance are public knowledge, ends of alliances are not. Of course, when former allies declare war, it's a safe assumption that the alliance is over! Otherwise, to learn the "inside news" about a nation's politics, visit one of its governors. Even if you sneak into town, the governor's mansion remains the best source of news. PIRATE AMNESTY - When a nation offers a pirate amnesty, it is willing to forget its former hostility toward pirates. Each governor of that nation is empowered to offer former pirates a pardon for their activities, although sometimes the pardon can be expensive. When seeking an amnesty, be careful about sailing into harbor. Although the nation may offer an amnesty, a local governor may still distrust you enough to open fire. This is especially likely if your force is large, or you have made attacks in the vicinity. If you sneak into town you usually have a better chance of getting to the governor and convincing him to provide the amnesty his nation promises. THE TAVERN - The first time you visit a tavern openly your reputation will precede you. Men often approach you, hoping to join your crew. Subsequent visits while in port will not yield additional recruits. Men are attracted to heroes, not drunks! You can purchase information from travelers who have recently visited another town. They will know the state of the town's population, economy, and defenses. If you are looking for somebody believed to be at that town, they usually remember if he's been seen there recently. Finally, the tavern is a center for public news of all sorts, and a home for old pirates and other rumormongers. LOCAL MERCHANTS - The lifeblood of any colonial town is trade. The strength of the local merchant community is proportional to the town's economic strength and population. A strong merchant community has many goods for sale, and plenty of money to buy yours. It also has higher prices. Small, poor towns have the lowest prices, but their merchants are poor also, with tiny warehouses. Economic experts find the 16th and 17th Century Caribbean a most peculiar place, especially on the Spanish Main. Complex and restrictive trade laws, combined with peculiar and unnatural population patterns, produce unexpected situations. Most importantly, individual towns often have special markets and needs, causing especially high or low prices for certain items. All these effects are transitory, but while some patterns only last days or weeks, others can last for years. Merchants are usually happy to trade with privateers, pirates and smugglers. After all, a profit is a profit! Merchants in Spanish towns are an exception. SPANISH TRADE RESTRICTIONS - Towns and cities on the Spanish Main have four levels of economic vitality. This affects the affairs of their merchants. In Spanish towns it is illegal to trade with anyone other than Spanish merchants who sailed from Seville and are properly accredited by the Spanish government. However, local governors and merchants often ignore this tiresome legality, especially if the economy is suffering. As a result, traders in towns may ignore what the national government says and instead develop their own opinions, based on your deeds in that area. Struggling towns are in economic difficulties. They will trade with almost anyone, regardless of laws, excepting only pirates whose reputation in that area is extremely evil. Of course, prices and quantities of goods are usually quite low. Surviving towns have either small or depressed economies. The Spanish usually trade with foreigners whose local reputation is fairly decent. Prices and quantities of goods are modest. Prosperous towns have large, strong economies. Prosperous Spanish towns only trade with Captains of high repute. Prices are fairly high and goods are available in reasonable quantities. Wealthy towns are at the peak of the economic spectrum. These Spanish towns almost always follow the letter of the lay. Prices are high and goods are plentiful. THE RISE & FALL OF COLONIES - All other things being equal, colonies slowly prosper and grow, gaining economic strength, which attracts population, who in turn hoard wealth, which obliges the government to install troops and forts to protect this wealth. Traders and smugglers help this economic growth with their buying, selling and carriage of goods. But pirates, buccaneers and privateers taking ships from waters near the colony will hurt its economic growth. Indian attacks will deplete the soldiers guarding the town, but leave the population and economy unaffected. Pirate raids on a town take whatever gold the pirates can find. The raid also damages the economy. Malaria and other diseases reduce both the troop garrison and the number of citizens. This tends to slow down or even stop economic growth. Gold mines cause a one-time upswing in the economy and add large quantities of disposable gold. The gold mine is usually just a short-lived alluvial wash in a nearby stream or river, but it invariably generates a "gold rush" mentality boom town. THE MEMOIRS OF CAPT'N SYDNEY God's truth, I started honestly enough, carryin' good European manufacture to the Indies. But the big, rich towns with nice prices were all Spanish, and those thieven' Dons just wouldn't let me into market. I found a few smaller towns that'd do business, privately, but me profits suffered. But at the next city some papist blueblood, blind 'im, recognized me for English and I rotted for six months in a foul dungeon, tortured by their damnable Inquisition, 'til me crew rescued me. Betwixt times, the filthy Dons had taken my ship and cargo, every last ounce of it. So I had to make my own justice. We took a handy pinnace a' lyin' in the harbor, mounted a few guns, and taught those Spaniards a lesson! I've a Dutch friend who maintain the best route to fortune is friendly trade. He buys low, transports it, and sells high. He keeps his crew low and pays 'em off regularly, bankin' his profits. 'E even claims the towns benefit from his trade 'n' such. Well, I tell ye, I'd not sail the Main with twenty men and four cannon, no siree! But then, I trust to steel 'n' gunpowder, not to accounts ledgers. Anyway, I've never forgotten that Spanish dungeon, and made 'em pay dearly for it. I'd keep abreast of the news, matey. A couple Indian attacks or plagues and they'd be ripe for the pluckin'. Attackin' 'em after a pirate raid wasn't so smart. They'd be cleaned out, but the garrison'd be reinforced and smartin' for action. The King, God bless 'em, is right obligen' in havin' convenient wars. Me Letters of Marque are all proper and legal, but I've a 'known fellows who'd get some clerk for forge up any ol' thing. One dunderhead had a Letter a' Marque alright - a Letter t' kill sheep! Didn't stop him none from goin' after the Spanish a'course. Most of me victories left me wi' more plunder in food, tobacco, sugar and goods than it did shin' gold. I 'member one cruise where I chanced upon Trinidad, lookin' to sell a bit a' loot. Had a right nice fleet, then. We landed up the coast and marched into town. Some insolent Spaniard said something that got me back up. Well, quick as a wink we had the garrison locked in its own dungeon and the citizens cowering behind their doors. We were enjoying ourselves in the mansion of the gov'nor, who'd disappeared right sudden. Then a delegation of the leading citizens visited us. They begged us to rein-in our men. I confess some were gettin' a' tad enthused in their plunderin'. We thought on it. One of the leading merchants was part English, so we said that if they flew the Cross of Saint George, pledged themselves to the English Crown, and appointed that part-English merchant their governor, we'd settle down and respect their property, legal as you please. Shortly after that I took a wound in a battle off Margarita, curse it, and was laid up for a while. I never did find out how long Trinidad remained "English". Pe'haps not so long. But I ne'er heard of me friends having trouble there again. I'd like to emphasize, though, that we had a powerful lot of men, and the populace 'twas right small. With us fewer, or them more, it'd a' never happened. HISTORICAL FOOTNOTES - No Peace Beyond the Line: In 1493 and 1494 the only two European powers exploring the world (Spain and Portugal) agreed to a "fair" division of responsibility along a north-south line 270 leagues west of the cape Verde Islands. In the Treaty of Tordesillas, Portugal gained authority over the eastern Atlantic, the African coast, and what became the African route to India. Spain gained authority of the western Atlantic and the entire New World except the tip of the Brazilian coast. Supported by a Papal Bull, Spain claimed this gave her sole possession and control over the Americas. Unfortunately for Spain, the English, Dutch and French governments never recognized the legality of this line. The result was that English, French and Dutch traders and colonists constantly "invaded" Spanish regions where their presence was illegal by Spanish law. However, Spain never installed sufficient military strength in the region to consistently enforce her laws. So, even when European nations were at peace, the constant smuggling and colonization could cause small battles at any time. Worse, each time European nations went to war, an orgy of privateering and piracy exploded across the West Indies. Privateers: In the 16th and 17th Centuries royal governments were desperately short on funds (useful taxation techniques, such as universal income tax, had not been invented). Building warships, much less maintaining and crewing them, was so expensive that even powerful battleships doubled as cargo carriers in peacetime. What few did exist were needed in home waters. Colonial governors got little or no military forces. Most colonies relied on a local militia for their defense. Not until the 1680s did a nation base a regular squadron of warships in the Caribbean for use year-round. Because nations had little or no fleet, in wartime the crown 'commissioned' private ships to become its navy. These "freelance" warriors were not paid wages. Instead, they kept a large percentage of whatever they captured. The official authorization for this was the "Letter of Marque". Ships operating with a Letter of Marque were "privateers". The English fleet that defeated the Spanish invasion Armada (in 1588) was almost completely composed of privateers. In an age of poverty and limited wealth, privateering was one of the few ways to make a quick fortune. Those men who sailed with Francis Drake on his 1572-73 privateering voyage to Nombre de Dios (where he captured the Silver Train) returned rich for life. A crewman's share from the capture of just one merchantman was often more than a sailor's yearly wage in peacetime. A privateer Captain known for skill and success had little trouble recruiting. Beyond the benefits to the crew, privateering was big business. Wealthy merchants and noblemen put up the money for a voyage, and earned a percentage of the "take" in return. The gains were also split with the crown (the "price" of a Letter of Marque). The sale of prizes and captured goods was a godsend to merchants, who resold it for a profit. This created a prosperous colonial economy. In the 1660s and 1670s the prime industry of Jamaica was neither sugar nor tobacco, but piracy! The Buccaneers: These men were a special breed who appeared in the West Indies during the 1630s and 1640s, and remained a feature there throughout the century. Most buccaneers were fugitives from English and French colonial ventures. Many colonists came to the Americas expecting to find a paradise full of easy wealth. Instead they were indentured servants on harsh tobacco and sugar plantations. Some were violent criminals sentenced to "transportation to the colonies". Whatever their origin, they left the tiny colonies to live free and easy among the islands. Buccaneers learned two vital skills to survive outside of an organized colony. The first was seaman ship. They were experts at building small canoes or pinnaces, and quite skilled at sailing them from island to island. The second was marksmanship. Their livelihood was hinting wild animals and cattle. In fact, the name "buccaneer" is derived from their method of curing meat over an open fire. In didn't take long before buccaneers combined their skills of seamanship and marksmanship, taking to the seas in search of treasure and wealth. The Spanish colonies, militarily weak and economically failing, were easy targets for buccaneer attacks. The old tradition of "No Peach Beyond The Line" lent quasi-legality to their activities, while their use of non-Spanish ports as trading bases helped the new colonies grow. It wasn't difficult for a British, French or Dutch governor to condone buccaneering on the principle that the best defense against Spanish aggression was a good offense, especially an offense by troops who provided their own pay, and profit to the colony as well! The buccaneers had a free-wheeling, democratic spirit. They were hard- living, violent men, ideally suited to the hard and violent life on a new frontier. The End of Piracy: By the 1690s and 1700s nations offered privateering commissions less and less often. National navies were larger now. The financial advantages of peaceful trade were recognized as more valuable than the occasional profits from a privateer's plunder. Buccaneers and old privateers, with legal and quasi-legal avenues closed, continued anyway. they turned truly pirate and roamed the seven seas, looking for rich ships with weak defenses. But it was increasingly difficult to find men willing to finance new ventures, while naval warships gradually chased down and destroyed the existing pirates. By the 1700s pirates were disappearing from the Caribbean, by the 1710s the North American and West African coasts were too hot for them, and by the 1720s even distant Madagascar and the Indian Ocean were closing. An age of adventure on the high seas was over. A GAZETTEER OF SHIPS CIRCA 1690 Among the myriad types, sizes and rigs of ships sailing the Caribbean, nine basic approaches to shipbuilding can be discerned. Although each ship was individually designed and build, shipwrights learned by copying one another, producing ships of remarkable similarity. These general types are summarized below. However, expect to meet the exception more often than the rule! DEFINITIONS - Burden, in tons, refers to available cargo space, after deduction for food, water, crewmen, and other common materials and stores. This should not be confused with tonnage that describes the entire weight-carrying capacity of the ship when completely unloaded. Speeds are given in leagues (about 2.5 miles) traveled during a watch (about four hours). The first value is best speed in light wind, the second is best speed in strong wind. Best Point of Sailing refers to the wind direction in which the ship makes its best speed. Each type of ship has a different point of sailing. Beam Reach | Broad Beam Reach | Close-Hauled Beam Reach \ | / \ | / Broad Reach \ | / Close-Hauled \ \ | / / \ \ | / / \ \ | / / Running Broad \ \ | / / Close-Hauled Reach \ \ | / / into the Eye \ \ \ | / / / \ \ \ | / / / \ \ \ | / / / Running \ \ \ | / / / Into the eye Before the Wind \ \|/ / of the Wind +------------------------- + -------------------------+ / /|\ \ / / / | \ \ \ / / / | \ \ \ / / / | \ \ \ / / / | \ \ \ Running Broad / / | \ \ Close-Hauled Reach / / | \ \ into the Eye / / | \ \ / / | \ \ / / | \ \ Broad Reach / | \ Close-Hauled / | \ / | \ Broad Beam | Close-Hauled Reach | Beam Reach | Beam Reach * SPANISH GALLEON * 7-15 Leagues..........Best Speed Broad Reach...........Best Point of Sailing 36 Guns...............Maximum Number of Heavy Cannon 20-24 Guns............Typical Number of Heavy Cannon 288 Men...............Maximum Personnel 275 Men...............Typical Crew and Passengers 160 Tons..............Cargo Space Galleons are the largest sailing vessels on the Spanish Main. Originally they were created because one large ship was cheaper to build than two smaller ones. However, large ships were much less maneuverable, which increased the chance of shipwreck, not to mention hindering them in battle. Galleons are slow to turn, and are especially poor sailors close-hauled. Tacking into the wind is very difficult with this type of ship. Still, the enormous carrying capacity and powerful armament makes the galleon a formidable opponent in battle.