Ahoy: Rivals & Renegades
Ahoy: Rivals & Renegades Rulebook
Table of Contents
Table of Contents
The Blackfish Brigade
The Blackfish Brigade replaces the Bluefin Squadron from the core game. Exactly like the Bluefin Squadron, they gain Fame at the end of the round by controlling regions. Your Flagship and Patrols add +2 and +1 to control of regions, respectively, just like the Bluefin Squadron's. You also have Veteran Patrols, which add +2 to control.
Blackfish Brigade Components
- 1 Player Board
- 1 Whale Pod Tile
Figures:
- 1 Flagship Figure
- 10 Patrol Figures
- 3 Veteran Patrol Figures
- 1 Whale Pod Figure
Dice:
- 5 Action Dice (action dice are referred to simply as "dice" in the rules)
Cards:
- 3 Aid Cards (Whale Pod, Patrol, Veteran Patrol)
Tokens & Markers:
- 1 Fame Marker
- 2 Pledge Markers (these pledge markers are used by the Smugglers in the core game)
Blackfish Brigade Faction Setup
Your faction replaces the Bluefin Squadron faction from the core game.
- Roll Action Dice. Roll the 5 action dice of your color.
- Take Gold. Take 1 gold token.
- Set Up Blackfish Brigade. This replaces the Set Up Bluefin Squadron step.
- A. Take your 10 Patrol figures, 3 Veteran Patrol figures, Whale Pod tile, 3 aid cards, and the first player card. (You may place your figures on their aid cards if you want.)
- B. Place your Flagship figure and 1 Patrol figure on the Island on either region tile.
- C. Place your Whale Pod figure around the wealth die in the same region.
Blackfish Brigade Faction Rules
Fifth Die
You have 5 dice. On your first and second turns, you place 2 dice. On your third turn, you place 1 die. If you're last in turn order, take your third turn right after your second turn. This works just like the Bluefin Squadron.
Veteran Patrols
Along with Patrols, you have Veteran Patrols. Veteran Patrols are identical to Patrols except for two differences: they add +2 to control, and they are not damaged by Wreckage. Otherwise, references to "Patrols" include Veteran Patrols.
Official card note: The Convincing card says you can "Move up to 2 Patrols…" This card can move Veteran Patrols.
Patrols work like the Bluefin Squadron's: they return to your supply when they take damage, and they battle just like your Flagship does.
Whale Pod Tile
You keep a Whale Pod tile near your player board. As you play, you will fill this tile with Patrols, which you will eventually place onto the map. Keep your Whale Pod tile in the same orientation as the map.
Your Sail, Tailwind, and Cannons actions show a Patrol or Veteran Patrol icon above them. When you place a die in one of these die slots, you also place 1 Patrol of the shown type from your supply onto an empty space on your Whale Pod tile. (If you have no empty spaces, don't place a figure.)
If you would place a Veteran Patrol on your Whale Pod tile but you have none in your supply, place a normal Patrol instead.
Example: You place a die in the third Sail die slot, which lets you place a Veteran Patrol onto an empty space of your Whale Pod tile. You have no Veteran Patrols in your supply, so you place a Patrol instead.
Whale Pod Figure
Your Whale Pod figure is always in a single region, placed so it sits around the region's wealth die. By moving your Whale Pod figure with your Migrate action (page 6), you can place Patrols onto the map from your Whale Pod tile.
Island Dominance: You can recruit Crew from the Island in the region with your Whale Pod figure as if your Flagship were there. Enemies cannot take cards from the Market or deliver Cargo by using that Island. This Island dominance works exactly the same as the Bluefin Squadron's strongholds (core rulebook, page 16).
Blackfish Brigade Standard Actions
Sail: Place a die in the leftmost empty Sail slot. Its value must be greater than each other die in your Sail slots. Place a normal Patrol (1st or 2nd slot) or Veteran Patrol (3rd slot) on your Whale Pod tile. Then, move your Flagship 1 or 2 spaces.
This is the standard Sail, but it lets you place a Patrol on your Whale Pod tile. Example: You have already taken the Sail action with "2" and "4" dice. When you Sail again, you must place a "5" or "6" die. You place a "5" and place a Veteran Patrol on your Whale Pod tile.
Tailwind: Place any die. Place a Veteran Patrol on your Whale Pod tile. Then, you may Tailwind your Flagship (core rulebook, page 10).
This is the standard Tailwind, but places a Veteran Patrol on your Whale Pod tile.
Cannons: Place any die. You now have loaded Cannons (core rulebook, page 13). Place a Veteran Patrol on the Whale Pod tile.
Repair: Place any die. Remove up to 2 damage from any of your die slots.
Blackfish Brigade Unique Actions
Whale Song: Place any die. Move 1 or 2 Patrols, each 1 or 2 spaces. (They can explore.)
Surge: Place a "4" die. Choose a Patrol at least 1 space away from your Flagship in a straight line. It cannot be separated by a Sandbar or a gap in the map. Move your Flagship to that Patrol, ignoring battles and Strong Currents. (You still take damage from Wreckage.) Remove all Comrades from each Island you move to or through.
Example: You Surge to a Veteran Patrol that is 3 spaces away from your Flagship. Your Flagship moves through a Wreckage, so you take 1 damage.
Migrate: Place a "1," "2," or "3" die. Move the Whale Pod figure a number of regions up to the value of the placed die. To move it, place it around the wealth die of a region sharing an edge (not corner) with its current region. It cannot move back into a region that it was in earlier in this action. After each move of the Whale Pod figure, you may take a Patrol or Veteran Patrol from the Whale Pod tile and place it in the corresponding space in its region.
Example: You place a "2" die to Migrate, letting you move the Whale Pod twice. You move it, then place the top-left Veteran Patrol from its tile into the top-left space of the new region. You choose not to move it again, even though it would let you place another Patrol.
Blackfish Brigade Battle Victory
When you win a battle, you may choose one of the following options:
- Deal 1 damage and steal 1 gold from the defeated player.
- Deal 2 damage.
- Yellow Ship: Deal 1 damage and remove 1 Comrade from the Island in the region of battle. "Yellow Ship" means a figure of a Yellow faction, currently the Shellfire Rebellion or Mollusk Union.
The Shellfire Rebellion
The Shellfire Rebellion replaces the Mollusk Union from the core game. Exactly like the Mollusk Union, they gain Fame at the end of the round by controlling regions. Your Flagship and Comrades on Islands each add +1 to control of regions, just like the Mollusk Union's.
Shellfire Rebellion Components
- 1 Player Board
- 1 Launch Comrades Tile
Figures:
- 1 Flagship Figure
- 3 Launcher Figures
Dice:
- 4 Action Dice (action dice are referred to simply as "dice" in the rules)
- 1 Range Die
Cards:
- 12 Plan Cards
- 1 Launcher Aid Card
Tokens & Markers:
- 20 Comrade Tokens (to make the Comrade tokens, you'll need to put the 20 included stickers on the 20 yellow wood discs)
- 1 Fame Marker
- 2 Pledge Markers (these pledge markers are used by the Smugglers in the core game)
Shellfire Rebellion Faction Setup
Your faction replaces the Mollusk Union faction from the core game.
- Roll Action Dice. Roll the 4 action dice of your color.
- Take Gold. Take 1 gold token.
- Set Up Shellfire Rebellion. This replaces the Set Up Mollusk Union step.
- A. Take your 20 Comrade tokens, 3 Launcher figures, and Launcher aid card.
- B. Roll your Range die and place it on your Launch Comrades tile.
- C. Place your Flagship figure and 2 Comrade tokens on the empty Island.
- D. Place 1 Launcher figure in any space of your Flagship's region (even the same space). Slide 2 Comrade tokens in a stack under the Launcher.
- E. Place 2 Comrade tokens on the Ready Comrades section of your player board.
- F. Shuffle your 12 plan cards into a plan deck and draw 2 plan cards into your hand, keeping them secret from the other players.
Shellfire Rebellion Faction Rules
Comrades
- Gaining: Your Sail action lets you take Comrade tokens from your supply and place them onto the Ready Comrades section of your player board. You can have any number.
- Removing: Removed Comrades are returned to your supply, not your Ready Comrades.
- Battling: Comrades are tokens, so they cannot battle or be battled.
Comrades work just like the Mollusk Union's.
Launchers
- Control: Your Launchers add +1 to control.
- Comrades: Launchers can hold Comrades under them. These Comrades do not add to control, and they can only be removed by damage, plan cards, and Launching Comrades (page 11).
- Damaging: When a Launcher takes 1 damage, remove 1 Comrade from under it. If it has none, return the Launcher to your supply instead.
Example: Your Launcher with 3 Comrades under it gives you 1 control. The Blackfish Brigade has 2 Patrols, which give 2 control, so they control the region.
Launchers battle just like your Flagship does.
Range Die and Slot
Your Range die shows how far you can Launch Comrades (page 11). At the end of each round, you must roll your Range die and place it in the Range die slot on your Launch Comrades tile.
The Range die is not an action die. Its value cannot be changed with gold.
Launching Comrades
At the end of your turn, you may Launch Comrades from your Flagship and Launchers.
- For your Flagship, take any number of Ready Comrades from your player board.
- For your Launchers, take any number of Comrades from under the Launcher.
Each figure can Launch Comrades to exactly one Island in a straight line from it, a number of spaces away exactly equal to your Range die value. You may Launch Comrades over Sandbars and gaps in the map, counting each space-sized gap in the map as one space.
Example: Your Range die is a "3." You Launch Comrades from your Flagship to an Island exactly 3 spaces away. You could also Launch Comrades from any Launchers.
Surrounding
The new term surrounding means all 8 spaces around a space.
Plan Cards
- Drawing: You start the game with 2 plan cards in your hand. After cleaning up at the end of each round, you draw 2 plan cards into your hand unless your plan deck is empty. You can hold any number of plans in your hand.
- Playing: You may play plan cards as an action. When you play one, resolve it and discard it face up into a discard pile.
- Discussing: You may talk (and lie!) about plans in your hand, but you cannot show them to other players.
These plan cards work just like the Mollusk Union's plan cards.
Shellfire Rebellion Standard Actions
Sail: Place any die. Move your Flagship 1 or 2 spaces. When you anchor, you may place any number of Ready Comrades under any Launchers surrounding your Flagship, or you may gain 3 Ready Comrades instead if your Flagship anchors at an Island.
This is a standard Sail that lets you place or gain Comrades.
Tailwind: Place any die. You may Tailwind your Flagship or a Launcher (core rulebook, page 10). When your Flagship anchors, you may place any number of Ready Comrades under any Launchers surrounding it.
This is a standard Tailwind that lets you place Ready Comrades under Launchers.
Cannons: Place any die. You now have loaded Cannons (core rulebook, page 10).
Repair: Place any die. Remove up to 2 damage from any of your die slots.
Shellfire Rebellion Unique Actions
Build: Place a "4," or "6" die. Place 1 Launcher in your Flagship's space or a space surrounding your Flagship. Place any number of Ready Comrades (even zero) under that Launcher.
Aim: Place a "1," "2," or "3" die. Move 1 or 2 Launchers, each a number of spaces from 1 up to the value of the placed die. (Launchers can explore and battle like your Flagship.)
Shellfire Rebellion Battle Victory
When you win a battle, you may choose one of the following options:
- Deal 1 damage and place 1 Comrade on the Island in the region of battle. If you won with your Flagship, this Comrade comes from your Ready Comrades. If you won with a Launcher, this Comrade comes from under the Launcher.
- Deal 1 damage and steal 1 gold from the defeated player.
Change to Core Game
One change to the core game is necessary to make it compatible with this expansion. The Bluefin Squadron's Battle Victory option that refers to the "Mollusk Union Ship" should now say "Yellow Ship" so that it can affect the Shellfire Rebellion as well.
Appendix: Plans
- Build: Play as an action, then discard. Place a Launcher in a space surrounding your Flagship or another Launcher. Place up to 4 Ready Comrades under it.
- Enlist: Play as an action, then discard. Choose any one Island with any Comrades. Recruit any number of Crew of its suit, ignoring cost. Refill the Market only when done.
- Hide: Play as an action, then discard. Move your Flagship to any space with Fog. If you do, gain 3 Ready Comrades. (If you're in Fog, you can stay there to gain Ready Comrades.)
- Homecoming (x2): Play as an action, then discard. Return 1 Launcher and its Comrades to your supply to gain 3 Ready Comrades or place 3 Comrades from your supply (not Ready Comrades) under a Launcher.
- Immediate Launch (x2): Play as an action, then discard. You may Launch Comrades (page 11) now from your Flagship and any of your Launchers. (You may also Launch at the end of your turn.)
- Rally: Play as an action, then discard. Choose up to 2 Launchers on Islands. Place up to 2 Comrades from your supply (not Ready Comrades) under each.
- Scramble!!!: Play as an action, then discard. Move any Launchers, each up to 2 spaces. (They may explore and battle.) In battles with them, add +2 to your battle die roll.
- Sharpshooters (x2): Play as an action, then discard. Remove 1 or 2 Patrols, each in a straight line from your Flagship or a Launcher, a number of spaces away exactly equal to your Range die. (Trace this line exactly like when you Launch Comrades. Return the Patrols to their faction's supply.)
- United We Stand: Play as an action. This round, Comrades under Launchers add to control. Discard this card after scoring at the end of the round.
Team Games
Your play group may decide to play a two-versus-two team game, pitting two Blue factions against two Yellow factions. As of this release, you can play the Bluefin Squadron and Blackfish Brigade against the Mollusk Union and Shellfire Rebellion.
Game Setup
The game setup for team games is identical, except for Step 5: Set Up Map and Step 9: Mark Fame Track.
- Step 5: Set Up Map. Draw and place 4 region tiles instead of 2. Arrange them facedown in a two-by-two grid, staggered by one space. Flip them face up and rotate the region tiles so their Islands are as far away from each other as possible.
- Step 9: Mark Fame Track. Only place one Fame marker for each team, not each player. You can use the Fame marker for either faction on a team.
Faction Setup
The seating order for factions is either Blue faction first (Blackfish Brigade or Bluefin Squadron), then either Yellow faction (Mollusk Union or Shellfire Rebellion), then the other Blue faction, then finally the other Yellow faction. Give the first player card to the first player in seating order.
When a setup rule prompts you to place on "the empty Island," you may place on any empty Island.
Example: This region has the Blackfish Flagship, 1 Blackfish Patrol, and 2 Bluefin Patrols. The Blue team has a total of 5 control in this region. The Yellow team has no control, so the Blue team gains 1 Fame for this region.
Rules
Fame, Control, and Victory
Players on the same team win together, add their pieces together for controlling regions, and gain Fame together. The game ends as normal.
Piece Sharing
Blue team players can take actions with Patrols on the map. For example:
- The Bluefin Squadron can use Order to move Blackfish Patrols.
- The Blackfish Brigade can use Whale Song to move Bluefin Patrols.
Yellow team players can take actions with Comrades on the map. For example:
- The Mollusk Union can use the Evacuation plan card to move Shellfire Comrades from an Island to other Islands, but cannot move Comrades that are under a Launcher.
- The Shellfire Rebellion can use the Enlist plan card to recruit Crew from an Island with Mollusk Comrades.
Players cannot use pieces in their teammate's supply. For example:
- The Mollusk Union cannot gain Ready Comrades from the Shellfire Rebellion's supply.
- The Blackfish Brigade cannot place Patrols from the Bluefin Squadron's supply onto their Whale Pod tile.
Players are not affected by their teammate's Cannons. For example:
- If the Bluefin Squadron has loaded Cannons, the Blackfish Brigade is not forced to start battle when they move their Flagship into a space with an enemy figure.
- While the Blackfish Brigade is battling, the Bluefin Squadron cannot lower their Cannons die to add to the Blackfish's battle die roll.
Exchanging Gold and Crew
On your turn, as an action, you may freely exchange gold and Crew with your teammate if your Flagship and their Flagship are in the same region.
Increasing Region Wealth
At the end of each round, during step 2, the first player must increase the wealth die in a region by 1, then their teammate must increase a different region's wealth die by 1. The first player may also choose to discard all cards in the Market and refill it.