Actions
Move: From sea zone to sea zone, sea zone to port, or port to sea zone.
Scout: Choose a player, NPC ship, or merchant in your sea zone and roll scouting. If you succeed, initiate combat.
Port: In a port, perform any combination of the following in any order:
Sell Goods: Gain 3 bits per cargo, or 6 if it was in demand. Contraband sells for 10 bits.
(Must be performed before other port actions.)
Buy Goods: Draw 6 cargo cards. 1 of a kind costs 3 bits each, 2 of a kind costs 2 bits each, 3+ of a kind costs 1 bit each. Contraband costs 3 bits.
Visit Shipyard: Buy and/or sell ships, repairs, and upgrades.
Recruit: Roll leadership to fill your crew. If you fail, you may pay 2 bits each instead.
Acquire a Rumor: Pay 2 bits and roll influence. If you succeed, draw a rumor card.
Claim a Mission: Attempt the mission's requirement. If you succeed, take the mission.
Stash Bits: Home port only. Stash any or all of your bits. Bits stashed counts towards secret glory points.
In your home port, you may spend your stashed bits. You may only use the actions of a given port once per turn.
Shipyard Costs
Sloop or Flute: Buy: 10; Sell: 5
Brig: Buy: 20; Sell: 5
Frigate or Galleon: Buy: 35; Sell: 10
Repairs: Buy: 2
Ship Modification: Buy: 3
Special Weapon: Buy: 3; Sell: 1
Each non-crew point of damage reduces the ship's sale price by 1. Each modification increases the ship's sale price by 1.
Ships
Code: Select all
Ship Tough Cargo Crew Cannon Maneuv
Sloop 2 2 2 1 4
Flute 3 4 1 1 2
Brig 2 4 2 2 3
Frigate 3 3 3 3 3
Galleon 4 5 4 4 1
Man-o-War 5 3 5 5 2
A ship loses its abilities as its locations are destroyed:
Hull: At 0, the ship sinks and its captain dies.
Cargo: If capacity is damaged below the ship's cargo, the excess is discarded at random.
Masts: At 0, the captain can only roll 1 die during seamanship contests and can only choose to shoot in battle.
Crew: At 0, the captain cannot choose to board in battle and if boarded will automatically lose.
Cannons: Damage inflicted in battle limited to number of intact cannons.
If a location is at 0, any further damage to that location is transferred to the hull.
Ship Modifications
Limit 1 each. No ship stat may be raised above 5.
Extra Hammocks: +1 to crew capacity
Advanced Rigs & Sails: +1 to maneuverability
Reinforced Hull: May absorb 1 hit done to any location. Costs 3 bits to repair.
Extended Cargo Hold: +1 to cargo capacity
Chasers: Once per combat, after you or an opponent declares a flee, inflict a hit on them.
Extra Cannon Port: +1 to cannons
Swivel Guns: Prior to crew combat at sea, roll 2 dice. If either is a success, inflict one hit to crew.
Long Guns: Prior to the first round of naval combat, roll 1 die per cannon. Inflict a hit for each success. Special weapons may not be used.
Carved Hull: Your opponent has -1 seamanship when either of you chooses to flee during naval combat.
Crow's Nest: You may add 1 die to your scouting roll or subtract 1 die from an opponent's (minimum 1), but only if your masts are fully repaired.
Smuggler's Hold: One contraband does not take up a cargo slot, is invisible to NPCs and is immune to all cards and damage effects.
Special Weapons
Limit 1 each. In a merchant raid, after your seamanship roll, any special weapons may be discarded to turn 1 failed die each into a success.
Grappling Hooks: After a seamanship contest roll where you choose to board, discard this weapon to reroll any number of your dice.
Chain-shot: After rolling hit-locations, discard this weapon to have each skull rolled count as a hit to masts, but excess mast damage will not transfer to the hull.
Grapeshot: After rolling hit-locations, discard this weapon to have each skull rolled count as a hit to crew, but excess crew damage will not transfer to the hull.
Heated shot: After rolling hit-locations and getting at least one skull, discard this weapon. Those skulls do no damage, but the target is set on fire. Before every following round, it will take 1 hit to a location of its choice. Effect ends when battle ends or crew combat begins.
Double shot: After rolling hit-locations, discard this weapon to make up to two skulls count as two each. After applying non-skull hits, the target applies skull damage evenly to as many non-empty locations as possible.
Caltrops: Discard this weapon after attempting to board, even if you lost the roll. On the next combat round, your opponent rolls 1 less die (minimum 1) on their seamanship or leadership. May be combined with grappling hooks.
Glory Points
1 glory point is earned (and a glory card drawn) every time you:
Defeat a player or NPC
Sell 3 or more cargo in a port where the goods are in demand
Sell every second contraband
Plunder 12+ bits in a merchant raid
Complete a mission
Find a rumor to be true
Buy a galleon or frigate (once per captain)
Stashed bits count towards secret glory points:
Code: Select all
Stashed Points
10 1
25 2
45 3
70 4
100 5
Location Effects
Basse-Terre (French): French naval ships may re-roll their scouting rolls.
Bridgetown (English): Frigates, Galleons, and Man-o-Wars take a hit to hull when entering port, unless a successful seamanship roll is made.
Caracas (Spanish): When you buy goods, draw 8 cards.
Caribbean Sea: No effect. No port here.
Cartagena (Spanish): When you buy 3 or more goods, get one for free. When you merchant raid, if you wish to find a Spanish merchant, you may automatically succeed the scouting roll.
Curaçao (Dutch): Rumor rolls cost no bits. Galleons and Frigates cost 30 bits.
Havana (Spanish): Non-Pirates get 7 bits for in-demand goods. If you raid a Spanish merchant, draw a 4th card and keep it if it has a hit.
Nassau (English): The starting price to buy/sell goods is 2 bits. Naval ships must roll scouting twice and succeed both rolls to find a player.
Old Providence (English): Captains with a Spanish bounty can buy special weapons for 1 bit and get free repairs.
Petite Goave (French): Pirates cannot recruit or repair. Non-pirates can recruit or repair for free.
Port Royal (English): Pirates can recruit for free. Pirates with an English bounty may enter port after paying 2 bits or succeeding an influence roll.
San Juan (Spanish): Get +3 plunder value when raiding Spanish merchants.
Santo Domingo (Spanish): When buying goods, you may pay 1 bit one time to re-draw all 6 cargo cards.
St. John (English): Ship modifications cost 1 bit. When you buy a new ship, you may transfer ship modifications to the new ship for 1 bit each.
St. Maarten (Dutch): You may stash bits here for a 5 bit fee. When you buy goods, draw 7 cargo cards, 8 if your captain is Dutch.
Tortuga (French): Pirates here are invisible to all French naval ships, unless they have a French bounty. NPC pirates never scout for French captains.
Trinidad (Spanish): All captains in this sea zone are invisible to all naval ships.