Pirates of the Caribbean JJP Rulesheet (WIP)

So my buddy just played Liars Dice after he played the wizard mode with tentacles attacking the ship. He wagered 'Your Sou’l ( not Souls). He lost the game of Dice. The game blanked out and went quiet. They put in a credit which brought him back to the main game display but still no sounds no flippers no ball.

Intended behavior? Wagering ypur soul ends whole game and requires power cycle?

If so…cool touch

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Guess I’m going to have to double check this, sounds like a bug. What’s supposed to happen is you lose your ball like you normally do, but also your character (have to pick a new one). If you win, you get an extra ball.

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Is it possible to try unreleased 1.0 code on my POTC CE? Is there eta for official release?
The game is amazing - true masterpiece!

We can safely assume unreleased code has been played on developer machines so we know it can be installed on those.

We don’t know if you have the code or if there are checks restricting any leaked copies to a specific machine.

I’ll try to be more specific: @keefer - does JJP consider an open beta format for unreleased code update? As a software dev I’d be interested to give it a go and run some bleeding edge software on my POTC.

I play this game pretty often and wanted to offer some helpful playing tips to this game to the thread and potentially the rulesheet. I recommend people new to the game play barbossa on individual playthroughs, it helps to see where the multiball shots start and to learn how to stack each multiball and use them as add a balls, while collecting supers in the process.

for the more experienced players, henry turner offer a bit more value in his traits. With henry turner, you can go through the process of starting/stacking multiballs but more importantly, start chapters, and easily collect characters and progress through the chapters. In one playthrough, I collected 34 characters with Henry Turner and in the process, collected shot, bonus and super x and ended that game to the tune of 1.5m, 3 supers and big bonuses. The long term value of henry turner is that you can move faster to the wizard modes by virtue of the character collects on target.

two other things I didn’t see mentioned as clearly on the rulesheet

  1. the potential for slide saves on left outlane and right outlanes. If you’ve played fathom, you’ll know how a save on the left outlane works, nudge slightly right and the game may reward you to the ball going back into play than directly out. with the right outlane, it’s similar to the simpsons or the hobbit, where you can get a nudge to the left, and the post (with rubbers) will cause the ball to bounce into the plunger, auto plunging it to play more.

other than that, I think that each consecutive blue inner loop followed by gold target collect multiplies the amount of gold you collect. I have hit the loop 4-5 times then the gold, and collected 20-30 gold in a few taps of the center button.

just your local fairly informed pinball player posting here :slight_smile:

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I’ve seen 7 consecutive loops into gold targets give 380 gold spawned.

That was probably when the gold targets were completed which gives a lot more when cashed in.

I played a game today and managed to loop like 12 times or so. This spawned many large chests with gold. Collected it all for total 590 gold pieces!

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so the gold collect is exponential? Wish we had a dev to tell us the formula :slight_smile:

Wanted to thank Keefer for the plunder off flipper code. It has been a lifesaver for our league.

There is a chapter with 12!!! Got it today. Just FYI. Biggest one I’ve seen, but it does exist. Had I known the rules said 8 would have taken note of the name. Please correct rules…

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Replying to my own post because I bought a JJP POTC standard edition this week and I’m loving it!

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Congrats! I’ve been watching @kdeangelo blow this game up on live streams–looks fun and I hope to play it more and learn the rules someday.

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Uploaded one of my favorite pinball photos onto the game. What a cool feature!

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Haha great pic. Trent’s tournament wardrobe is unmatched.

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Added some details to Skull values and Chapter Scoring.

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I recently had my best two scores(both slightly over 5 million) using this character. " Spot Character Target Always Lit" is the main attribute but this is not important. The secondary attribute is “Shot Chapter Increase Value Doubled”. This is where the points are but is incorrect. The normal building up of Skull values remains the same. Moreover, collecting Skull values during chapters does not appear to be doubled. Where this character shines is Skull values are increased DURING chapter shots, at an extremely accelerated pace.
Blue 200 pts
Red 400 pts
Purple 400 pts.
Yellow 400 pts
Green 300-600 pts

So your Skull values increase dramatically with this character. Of course, you’ll need to get some Skull holds along the way to make this really valuable. I was able to get my Red skull value maxed at 10K and then had 6X playfield so it was awesome shooting Maelstrom ramps for 60K a shot.

One last thing I discovered. I THINK once you get a Skull value up to max 10K, it will carry over to the next ball whether you have a Skull hold or not. At least it appeared that way.

This is all on V.99.

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Yes, Henry Turner.

BTW the skull value increases that happen DURING a chapter are based on the shot hit, not on a color. Generally speaking, the “harder” a shot is to make the bigger the skull value increase. It behooves you to try and shoot the outside shots first so the inner shots are way more valuable.

Skull values only hold when they say they are held. (Except one character, I think Angelica, always gives 1 free hold if you drain as her.) It’s very possible to lose your maxed-out Skull. By default, though, the game does its best to try and hold your most valuable skull first (unless you’re in a chapter, then it prefers the chapter you’re in).

A Tia Dalma shot adds the most during a chapter, 750, so if you’re Henry, she’ll add 1500.

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Thanks Keefer! I was wondering why the Green shots I tried varied from 300 to 600.