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.
(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.
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 or withdraw any number of bits. Each 10 bits stashed counts as 1 secret glory point.
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. Chain-shot and grapeshot may not be used.
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.
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
Plunder 12+ bits in a merchant raid
Complete a mission
Find a rumor to be true
Buy a galleon or frigate (once per captain)
Every 10 bits stashed counts as 1 secret glory point, to a maximum of 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 gold 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.