Cove of the Onyx Parrot
Purchase your ticket now!
Introduction
Step into the tavern full of sailors and pirates. Step into the place where your fortunes will change. For the better or worse? That’s up to you!
You are a sailor looking to be a part of the best crew to sail the high seas, but how do you know who is the best? And who is out to sabotage your dream? Keep your wits about you, delve into the past and knowledge of the sailors around you to determine who you sign on with. While everyone needs to be on a good ship, each player in this game will have their own goals as well. Pick the right sailors, collect the right goods, gather coins, and ensure your needs are met and walk out a winner!
LOCATION
The Optimist Club of Dunnville
Address: 101 Main St E, Dunnville, ON N1A 1J8
TICKETS
Full Service (Entrance, Full Meal, Costume Provided): $79.98
Got your own costume? Take $10 off the price!
Just Entrance to the game: $49.99
TIME
-
11:30am - Doors open, Pick up Packages, review Lore and last chance for additional Skill purchases.
-
12:00pm - Game starts
-
12:30pm - Kitchen opens for a la carte lunch.
-
3:00pm - Game ends, Packages are collected for point tallies, general mixing/debrief.
-
3:30pm - Winner and Prize announcements
-
4:00pm - Doors Close
Costuming and Immersion
All people attending this event will be required to wear a sailor/pirate costume. The player may provide their own, or may request to rent one when purchasing the ticket.
During the game time, this event is fully immersive, meaning that you will be playing your character/Role. Actions like checking your phone, speaking about real modern world events or items or otherwise not being into the game are discouraged so that all players can enjoy the game. If you need to break this immersion for any reason, please remove yourself from the game area (areas you can do this will be pointed out as part of the introduction at the event.)
Player Roles
Every player coming to this game is assigned a Role. These Roles determine your goals and what you need to do to win the game. The Roles are divided into two factions, Merchants and Pirates. Merchants are law-abiding citizens looking to make a fair wage on the sea and not run into any trouble. Pirates seek great riches and infamy, eschewing law and order and braving danger to find their fortune. Each Role has its’ mirror between Merchant and Pirates and are described with their main goals and threats here:
Captains
Ship owners, these Roles are looking to hire crews. This Role is limited in order to properly balance Captains and Crew.
Merchant Captain
-
Sail the high seas with a proper upright crew! Bring on only the best sailors, but watch out for pirates trying to sneak onto your crew, they might rob you blind in the night!
Pirate Captain
-
Plunder is in your future! … if you can get the right bloodthirsty crew behind you that is. Hire on the best of the worst so you can raid the high seas for all its bounty! But be warned, if the law makes its way on board, there could be a noose in your future…
Crew
Crew members are the sailors looking to join up with the ship Captain that can give them the best future. Each Crew member has a Pirate and Merchant variation of their Role. Make sure to sign on to the right Captain!
Merchant Crew
-
Privateer:
-
A navy spy. Get hired under a Pirate Captain so you can turn in their ship to the royal navy. But don’t get caught by a Turncoat or else…
-
Quartermaster:
-
The voyage will only be profitable if you have all the goods for sale. Gather up as many trade goods for your ship as you can, but beware stolen property. Get caught with that and you’ll be in trouble.
-
Gambler:
-
The only entertainment on the open seas are games of chance, so to make your fortune you need to get on a ship with lots of coin, both in your own pocket and in the pockets of the rest of the crew. But beware boarding a pirate ship or you might just have all your money cut from your pockets!
Pirate Crew
-
Turncoat:
-
A pirate spy. Get hired under a Merchant Captain so you can turn in their ship to your pirate pals. But don’t get caught by a Privateer or else…
-
Fence:
-
The voyage will only be profitable if you have all the goods for sale, and illegal goods are even more profitable! Gather up as many illegal goods for your ship as you can, but don’t take the legal trade goods as they’re marked by the navy.
-
Thief:
-
The best way to get money is to take it from those with lots. Board a pirate ship to join the crew in plundering from the rich and make sure your crew have enough coin you can “borrow” when the pickings are thin. But you better not board a Merchant vessel, or the only money you’ll see is through the bars of the brig.
Neutral Crew
Want to come and enjoy a night out of role-play and sailor tavern shenanigans but don’t care about the rules of the game? Come be a Deck Hand!
-
Deck Hand:
-
Not interested in the complications of the game? Join as a Deck Hand and you can spend the night with your fellow sailors drinking and gaming. Sign onto a crew or not, the night is wide open when you’re such a free spirit. (Note: this role will not be eligible to win the game prizes at the end of the night. Though Door and side game prizes are still possible.)
Your Role is assigned based on your prioritized list picked at ticket purchase and the balance of the Roles to ensure a fair game. If you did not get your favourite Role this time, look out for future runnings of this games!
Lore
Each player joining the game will be given a package including the lore they know about the world they find themselves in. This package will be personalized to each player based on their Role and their randomly assigned Sailing Experience. Those with higher Sailing Experience will receive more information about the seas than one with less Sailing Experience. This is the information you begin the game with, but during the event, you are welcome to use any information you find out along the way to advance your goals. But know that the only information you know to be definitely true is what is provided in your package.
A general story of the area will be sent out with the event information a week before the event. But then specific information provided by your Role will be given only when you arrive for the event. (On a card you can easily reference during the night if you need it!)
Skills
How are you going to figure out what crew is good for your ship? Need an edge at picking out the right Captain? Or just a nudge of good fortune when you’re gambling for some more coins? This is where special skills come in!
Each Role automatically starts with 1 Skill and may buy up to 3 more Skills to use during the game. These are abilities that Roles can use to learn some information, or push a scenario in their favour. The full details on what these skills are and how to use them will be included in your Package sent one week before the game. For now, here are quick descriptions of the available Skills:
-
Size Up: Look over a fellow Sailor and get a clear idea of their Sailing Experience.
-
Check the Source: Run down the bill of sale (or if there isn’t…) to determine if a number of Trade Goods are Legal or Illegal.
-
Back-Alley Swap: Change a number of Trade Goods from Legal to Illegal or vice-versa.
-
Cheat: Nudge the dice or palm a card, using this will allow the player to change a loss at gambling into a win.
-
Pick pocket: With help of a Marshal, take coin and goods from another Player’s pocket.
-
Identify: Remember the wanted posters up at the navy office and determine if another Player is a Pirate or not.
-
Disguise: Fool another player using the Identify Skill into thinking you are someone you are not.
-
Lucky: Sometimes you’re more lucky than you realize. When you gamble against the house and lose, you may use this skill to flip a coin and if they succeed they win that round instead.
Lunch
MENU TBD
Prizes
TBD
Entertainment
TBD