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Davy Jones' Locker: Curse of the Ghost Ships

Expansion for Davy Jones' Locker: The Kraken Wakes

Davy Jones' Locker: Curse of the Ghost Ships Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Before Starting the Game
  • Game Set Up
  • Act 1 - Objective
  • Game Play & Round Order
    • Phase 1. Haunt - New Phase
    • Phase 2. Event
    • Phase 3. Player Turns
    • Gaining Gold & Becoming Haunted
    • Phase 3. Player Turns - New Actions
  • Phantom Island
  • Curses
  • Act 2: The Banshee is Summoned!
    • Objective
  • Act 2 Set Up
  • Gameplay & Round Order
    • Phase 1. The Banshee's Turn
    • The Banshee Card
    • The Banshee Board
    • Banshee Teleport & Attack Examples
    • Phase 2. Ghost Ship & Player Turns
    • Phase 2. Player Turns
    • Phase 2. Player Turns - New Actions
  • Winning & Losing
  • Alternate Difficulties
  • Solo Mode
  • 5-Player Mode
  • Become the Pirate King! - Semi Co-op Mode
  • Act 1 Only Mode
  • Act 2 Only Mode
  • FAQ
  • Icon Reference

Game Components

Leatherback Components

  • Ship Board
  • Ability Cards x2
  • Infamy Tracker
  • Explore & Market Tokens
  • Deckhands x3
  • Stat Cubes x5
  • Integrity Die
  • Leatherback Miniature
  • Possession Aura x5

Miniatures

  • The Banshee Miniature
  • Ghost Ship Miniatures x4

Port Decks

  • Siren's Grotto Port Decks: Explore x1, Market x3
  • Mutineer's Bay Port Decks: Explore x1, Market x3
  • Shipwreck Reef Port Decks: Explore x1, Market x3
  • Remedy Cove Port Decks: Explore x1, Market x3

Boards and Gold

  • Banshee Board
  • Phantom Island Board
  • Ghost Ship Board
  • Gold Bag & Cursed Gold x15
  • Siphon Tiles x12
  • Grimoire Tiles x18

Cards

  • Haunt Cards x10
  • Shipwreck Cards x2
  • Spectral Cards x20
  • Treasure Cards x2
  • Banshee Cards x20
  • Curse Cards x30
  • Search Cards x64
  • Reference Cards x5

Tokens, Dice, Trackers & Tiles

  • Undead Parrot Meeple x1
  • Tracker Cubes x2
  • Ghost Dice x4
  • Green-Fire Tokens x13
  • Soul Dials x5
  • Sea Stacks x3
  • Reefs x3
  • Ghost Tokens x4
  • Portal Tiles x2

Before Starting the Game

The following cards are compatible with The Kraken Wakes, this expansion, & all future expansions:

  • Market Cards
  • Explore Cards
  • Treasure Cards
  • Ship Ability Cards
  • Event Cards
  • Open Sea Cards

You will also need to add the Cursed Gold to the gold supply used in The Kraken Wakes, as some new cards require the use of it. All new playable ships will also be compatible with The Kraken Wakes & all expansions.

To play this expansion, you will need The Kraken Wakes, but the following components can stay in the box as they will not be used in this expansion:

  • The Kraken Board
  • The Tentacle Life Dice
  • The Kraken head & 7 of the 8 Tentacle Miniatures
  • All Kraken Modifiers
  • All Black Spot Cards
  • The Whirlpool Deck

Game Set Up

Follow the normal set up for The Kraken Wakes, skipping steps 3, 4, 5 & 7 (the Event, Open Sea, Whirlpool Deck, & Black Spot set up). Then, follow these additional steps:

  1. Place the Portal tiles on the edge of the game board, one above the East and one below the West. These are placed on the side of the board, not directly on a hex space.
  2. Set up the Phantom Island Board near the game board, within reach.
    • Shuffle the Search & Spectral decks separately, placing them by the Phantom Island Board.
    • Place a white tracker cube in the first space of the Haunt tracker at the bottom of the board.
  3. Set up the Ghost Ship Board.
    • For each player, place 1 Ghost Ship, Ghost Token, & Ghost Die showing 4 at their corresponding spaces on the Ghost Ship Board.
  4. Set up the Banshee Board.
    • Set each Soul Level to correct number, depending on player count, as seen below.
2-Players3-Players4-Players
2 Souls3 Souls5 Souls
  • Randomly place a Siphon Tile at each Soul Level.
  • Place 1 white Tracker Cube at Soul Level 5.
  1. Shuffle all Haunt cards into the Open Sea Deck. Remember not to include any Kraken Modifiers.
  2. Shuffle all Event cards & randomly select 5 to make the Event deck. Place the Event Deck at the center, above the game board.
  3. Place 50 Gold pieces & all 15 Cursed Gold pieces into the Gold Bag.
  4. Starting with the first player, each player draws two Gold from the Gold Bag. If you draw one or more Cursed Gold, you are Haunted (see Gaining Gold & Becoming Haunted, below).

Note: the printed set-up table lists 2, 3 and 4 players only; no soul count is printed for 5 players in the set-up section.

Act 1 - Objective

Along with equipping your ship, getting crew members, & gaining gold, there are two new objectives that you will need to work towards in order to have a chance at defeating The Banshee!

  • Search Phantom Island to find Spectral cards to equip to your ship.
  • Find & return Cursed Gold to the Cursed Chest.

Game Play & Round Order

Phase 1. Haunt - New Phase

This new phase will be completed prior to the Event phase, making the new round order for Act 1:

  • Phase 1 - Haunt Phase
  • Phase 2 - Event Phase
  • Phase 3 - Player Turn Phase

At the beginning of the Haunt phase, move the Haunt Tracker on the Phantom Island board one space forward & follow the directions on the Haunt Tracker. Then, each player with a Ghost Token lowers their Integrity by 1.

You will skip this Phase on the first round of the game.

Phase 2. Event

This phase is unchanged from The Kraken Wakes.

Flip the top card of the Event Deck over to reveal the unique Event for the round. Some of these cards will stay in play throughout Act 1 & some have actions that happen before each round begins. When a card cannot be drawn from this deck, Act 2 immediately begins!

Phase 3. Player Turns

You still have three available actions per turn & cannot repeat actions in the same turn in Act 1. All actions from The Kraken Wakes are available to use & work the same way. Below are a few expansion-specific rules you need to know in order to succeed against The Banshee & its Ghost Ships!

Attack - To be able to deal damage to a Ghost Ship or The Banshee, you must have a Spectral Card on your ship (see Search, below). No one, player or enemy, can Attack through Portals in Act 1.

Sailing

  • Phantom Island - This is considered part of the Open Sea. If you end your turn on it without moving, you must draw an Open Sea card at the end of your turn. Whenever you move onto Phantom Island, place your ship on the Compass Rose. (see Phantom Island, below)
  • Portals - When sailing, as soon as you enter a Portal space, you are immediately moved to Phantom Island. Phantom Island & both Portals are considered connected. When moving from Phantom Island back onto the game board, the first space of your Sail action moves you to any space adjacent to either Portal.

Gaining Gold & Becoming Haunted

Whenever you would gain gold, draw that amount of gold from the Gold Bag, one piece at a time. If you draw one or more Cursed Gold, take the lowest numbered Ghost Token not in play & place it on your Ship Board. If all Ghost Tokens are in play, take the lowest numbered Ghost Token not on your ship & place it on your ship. You will only ever gain 1 Ghost Token any time you would gain gold, no matter the amount of Cursed Gold you draw from the bag.

You may Trade or spend Cursed Gold as if it were regular gold, but doing so does not move or get rid of any Ghost Tokens on your ship.

To remove Ghost Tokens & stop being Haunted, you must use the Drop action (below) to place at least one Cursed Gold onto Phantom Island.

Phase 3. Player Turns - New Actions

There are two new actions you have to use in Act 1:

Drop

While occupying Phantom Island, place any amount of Cursed Gold from your ship onto Phantom Island. Remove all Ghost Tokens from your Ship board, placing them back on the Ghost Ship Board.

If you Drop the amount of Cursed Gold shown in the table below over the course of Act 1, The Banshee will start with 1 less Soul Level (see The Banshee Board, below) in Act 2. At the end of any round, you may choose to summon The Banshee & begin Act 2 immediately if you have Dropped the specified amount of Cursed Gold.

2 Players3 Players4 Players5 Players
7 Cursed Gold9 Cursed Gold11 Cursed Gold12 Cursed Gold

The Cursed Gold dropped on Phantom Island will also be used to obtain Grimoires from Phantom Island in Act 2!

Search

While occupying Phantom Island, follow the steps below:

  1. Place a Deckhand at the Starting Location (1).
  2. Decide which of the two paths (2) your Deckhand will take from your ship.
  3. Draw cards from the Search Deck equal to the number listed in the space you are trying to move to (3).
  4. Move your Deckhand from the Starting Location to the first space of the chosen path.

Whenever you enter a space on Phantom Island & have drawn a total of less than 3 Hexes, you have two options:

  • Keep Searching - Try to enter the next space by drawing cards from the Search Deck equal to the number listed in that space. If you draw a third Hex while trying to enter a space, you fail the Search action. Immediately stop your Search action, remove your Deckhand from Phantom Island, & take a Curse from the Curse Deck. You do not receive any rewards.
  • End the Search - Reference the Legend (4) & find the type of biome (5) you are currently occupying to determine how many cards you will draw/keep from the Spectral Deck. For example, if you ended your Search action on a Volcano space, you would draw two card from the Spectral Deck & keep one, shuffling the other back in, & returning your Deckhand to your Ship Board.

All cards drawn from the Search deck are placed into a discard pile. If the Search deck ever runs out, reshuffle the discard pile.

When moving between spaces on Phantom Island, the cards drawn are cumulative & do not reset. For example, if you drew a Hex when trying to move your Deckhand from your ship into the first space of the Island, then draw 2 more Hexes when trying to enter the next space, you fail the Search action since you have drawn a total of 3 Hexes.

Phantom Island

  1. Starting Location - Where your Deckhand starts during a Search Action.
  2. Paths - The paths your Deckhand follows while searching Phantom Island.
  3. Search number - The number of cards you need to draw from the Search Deck in order to enter that space.
  4. Legend - References rewards gained for each of the three biomes you can search.
  5. Biomes - There are three unique biomes - Beach (yellow), Volcano (red), & Ghost Town (purple). Each biome has one space along each path. The further your Deckhand searches on the island the better your rewards will be, with the Ghost Town biome giving you the best rewards.
  6. Haunt Tracker - At the beginning of each Haunt phase, this tracker is moved forward 1 space. Whenever the tracker is moved into a space without an "X", each player must do what it says on that space (take a Curse card, lower two stats by 1 each, or lower their Integrity by 2).

The Legend on the printed board reads:

  • Beach (yellow): Draw 1, keep 1
  • Volcano (red): Draw 2, keep 1
  • Ghost Town (purple): Draw 3, keep 2

The Haunt Tracker has five spaces, in order: X, X, Curse, -1 on 2 Stats, -2 Integrity.

Glowing, green portals have appeared far off at the edge of the seas. Only a few Captains have been brave enough to approach them. They have told of a mysterious land through the rift - Phantom Island they call it. A place full of danger & horrors, but also power & wealth! One Captain even brought back an example of such power - an undead parrot.

Curses

Whenever you are told to take a Curse from the Curse deck, place the card face down beside your Ship Board. These will never leave play, but you can only have a maximum of 4 Curses on your ship at a time.

If you are ever told to take a Curse when you already have 4, you must instead lower your Integrity by 1.

Act 2: The Banshee is Summoned!

Once you have dropped the amount of Cursed Gold needed to summon The Banshee, or the Event deck runs out, Act 2 begins!

Objective

In Act 2, you have summoned The Banshee to face it & try to stop its haunting of the seas! You must use your new Spectral equipment & crew members to Siphon the souls from her ship & send her back down to Davy Jones' Locker!

Defeat The Banshee by Siphoning her Souls!

Before Starting Act 2, you may place all cards from Act 1 back into the game box except the following:

  • Market Cards
  • Treasure Cards
  • Spectral Cards

...The Banshee fires cannonballs of green-fire at your ship. One by one, as your crew falls, you see her lantern collect their souls. You cannot escape the constant pull of her ship, & your cannons do nothing but go through the ghostly vessel. You feel your soul being torn from your body...

Act 2 Set Up

  1. Clear the board & flip it over to the Act 2 side. Also flip your Ship Ability cards to the Act 2 side.
  2. Place a Portal on the center space of the board & place The Banshee on top of it.
  3. Check Cursed Gold - If you were able to Drop the amount specified in the table below, The Banshee starts at Soul Level 4.
    • Lower the Soul Dial under Soul Level 5 to 0.
    • Flip over the Siphon Tile on Soul Level 5.
2 Players3 Players4 Players5 Players
7 Cursed Gold9 Cursed Gold11 Cursed Gold12 Cursed Gold
  1. Flip the Phantom Island Board to the Act 2 side.
    • Take 1 of each Grimoire at random - Beach (yellow), Volcano (red) & Ghost Town (purple) - & place it face up at the corresponding space in the top row of Phantom Island.
    • Take 1 of each Grimoire at random & place it face down on the bottom row.
    • Form a stack for each set of Grimoires with the remaining tiles & set them next to Phantom Island.
  2. Set up the Banshee Deck - Shuffle all Banshee cards & choose 8 cards at random to create the Banshee deck.
  3. Choose your turn order - Starting with the player with the most Ghost Tokens, keep 1 Ghost Token on your ship & pass the remaining tokens to the player on your left. Do this until each player has 1 Ghost Token.
    • If you do not have a Ghost Token, take 1 Ghost Token not in play.
    • If playing with 5 players, you may choose to keep no Ghost Tokens & pass all of your Ghost Tokens to the next player. The player with no Ghost Tokens goes last, and is considered last for tie breakers.
    • The Player with Ghost Token 1 will be player 1, followed by the player with Ghost Token 2 & so on.
    • You are no longer Haunted for having Ghost Tokens in Act 2 & do not lower your Integrity each round.
  4. Spawn in each Sea Stack (3) & each Reef (3) using a Compass & League Die.
    • If there are multiple spaces that the first Sea Stack could be placed, choose the space. Then for each Sea Stack following, place it as far from the previous Sea Stack as possible.
    • Do the same for each Reef tile. When placing a Reef, it must stay within the League that is rolled.
    • If you roll a space already occupied by a Sea Stack or Reef, reroll the spawn.
  5. Check for Possession - Flip each Curse over to reveal them. If you have 4 Curses, you are Possessed (see Possession, below). Attach a Possession Aura to the bottom of your ship.

Gameplay & Round Order

Phase 1. The Banshee's Turn

At the beginning of each round, reveal the top card of the Banshee Deck. This card represents The Banshee's turn, which is broken down into the following actions:

  1. Push/Pull Effects - For each Pull (down arrow), you are pulled 1 space closer to The Banshee. For each Push (up arrow), you are pushed 1 space away from The Banshee. You must move in the straightest line possible to or from The Banshee when being pushed/pulled. If there are multiple spaces that could be used, you may choose which space to move into.
    • You cannot occupy the same space as The Banshee. If you would be pulled into The Banshee's space, you would instead lower your Integrity by 1 & stay in your space. If a Banshee card has multiple Pulls that would pull you into The Banshee, you lose 1 Integrity for each Pull.
  2. Primary Target - The Banshee chooses its primary target, based on the following priority:
    • Closest Ship
    • Lowest Numbered Ghost Token
  3. Teleport - Once The Banshee finds its primary target, it will Teleport to a space adjacent to its target that maximizes its Area Attacks. If there are multiple spaces it could choose, it will choose the space that also hits the player with the next lowest Ghost Token. Then, if there are still multiple spaces it could choose, players will choose the final space.
    • The Banshee will never move into the space of a player.
    • The Banshee is unaffected by Sea Stacks or Reefs & can move onto them whenever necessary.
  4. Attack - The Banshee makes 1 Attack action using 5 Fortune Dice. Its base Range is 1 space. There are 3 different effects that could be applied to this Attack depending on the card:
    • Nothing - The Banshee uses its base stats (located on the Banshee Board) to make the Attack.
    • +1 Success - The Banshee will add 1 Success to its Attack roll.

For each Attack The Banshee makes, be sure to add the amount of Successes shown on the Banshee Board (see below) for the current Soul Level!

The Banshee Card

The example card shown in the rulebook is "Wretched Scream". Its callout labels are printed as graphics and are not reproduced here; the rules that apply to every Banshee card are given under The Banshee's Turn above.

The Banshee Board

The Banshee Board shows, for each Soul Level:

  • Siphon Tiles - These tiles show how many Successes are needed for each type of Siphon roll in order to successfully Siphon The Banshee. Each Soul Level has a unique Siphon Tile.
  • Soul Levels - Starting at Soul Level 5, players must Siphon all the souls from each Soul Level to defeat The Banshee.
  • Adding Successes - The Banshee will become stronger as you Siphon souls from her ship. At each Soul level, you will add the number of successes shown by the Soul Level to every Attack from The Banshee. These are not added to any other rolls outside of Attacks.
  • Soul Dials - These are used to track the current amount of souls on each Soul Level. When you Siphon souls from The Banshee, you will spin this down. Once it reaches 0 you have Siphoned all souls from that Soul Level & you will move the tracker to the next Soul Level. Once all Soul Levels have reached 0 & all Ghost Ships are defeated, you win the game!

The Banshee's base Attack is 5 Fortune Dice (shown at the top of the board, with the Attack icon).

Siphon Tiles and the Successes added to Attacks, as printed on the board (Attack / Sail / Hull / Repair, then Successes added to Attacks):

Soul LevelAttackSailHullRepairSuccesses added to Attacks
15474+4
27652+3
34565+2
46743+1
5

Banshee Teleport & Attack Examples

Example 1: In this scenario, The Banshee's Primary Target will be The Hammerhead, as it is the closest ship. Even though The Hammerhead is adjacent, The Banshee will still Teleport to the space shown in order to maximize the Area Attack of the Possession Banshee card. This allows The Banshee to still hit its primary target with its first attack, while hitting both ships with its Area Attack.

Example 2: In this scenario, The Banshee's Primary Target will be The Hammerhead, as it is the closest ship. With the Wretched Scream card in play The Banshee will try to move, if necessary, to maximize the Area Attack on the card, but it still needs to be in a space adjacent to its Primary Target, The Hammerhead. The space The Banshee currently occupies allows it to hit 2 players with the Area Attack, but Teleporting 1 space towards the Sea Dragon, while staying adjacent to its Primary Target, will allow it to hit 3 players, so it will choose to do so.

Avast Ye! The Banshee does not target players with its Area Attacks. Instead, it targets the spaces players are in.

Phase 2. Ghost Ship & Player Turns

You & the Ghost Ships will alternate turns in Act 2, starting with Ghost Ship 1, followed by the player with Ghost Token 1. After that, Ghost Ship 2 will take its turn, followed by the player with Ghost Token 2, & so on until every Ghost Ship & player in play takes a turn. In a 5-player game, the player with no Ghost Token will go last.

At the beginning of this phase, you may decide to trade Ghost Tokens with any other player to change the turn order. If you do, you & the player you traded the Ghost Token with each immediately lose 1 Integrity.

Ghost Ship Turns

Each Ghost Ship will take its turn the same way.

  1. Choose a target - Ghost Ships choose their targets the same way The Banshee does, with the following priority:
    • Closest Ship
    • Lowest Numbered Ghost Token
  2. Sail up to 4 spaces, moving to the closest space adjacent to their target if possible, without entering its space.
    • Ghost Ships are unaffected by Sea Stacks or Reefs & can move onto them whenever necessary.
  3. Attack their target (Range of 1).
    • Ghost Ships do not roll Fortune Dice when making an Attack. Instead, they have a set value of 4 Successes (listed on the Ghost Ship Board).
    • Players defend normally by rolling Fortune Dice equal to their Hull stat.

Respawning Ghost Ships - If you ever need to respawn a Ghost Ship, they will be placed into the space of the player with their Ghost Token. If no players have their Ghost Token, they are placed into the space of the player with the next lowest Ghost Token.

...There is a power that connects the artifacts & people of Phantom Island to The Banshee. If one is near it, you can use The Banshee's lantern against itself & siphon the souls of the dead back out of its hull to set them free. This may be the key to weakening her & sending the ship back down to Davy Jones' Locker...

Phase 2. Player Turns

You still have three available actions per turn & can repeat actions in the same turn in Act 2. All actions from Act 2 of The Kraken Wakes are available to use & work the same way. Below are a few expansion-specific rules you need to know in order to succeed against The Banshee & its Ghost Ships!

Attack - To be able to deal damage to a Ghost Ship or Siphon The Banshee, you must have a Spectral Card on your ship (see Search, below for how to get a Spectral card if you do not have one).

  • Ghost Ships do not roll for defense. They have a static defense of 4 Successes, listed on the Ghost Ship Board.
  • Whenever you defeat a Ghost Ship, 1 Soul is Siphoned from The Banshee. Once you reach Soul Level 1, defeating a Ghost Ship no longer Siphons a Soul.

Sailing

  • The Portal in the center of the board teleports you to Phantom Island, as it did in Act 1. As soon as you enter the Portal space, you are moved onto Phantom Island without using any more Sail. When leaving Phantom Island, your first movement is to any space adjacent to the Portal on the game board.
  • Sea Stacks - Players cannot enter a Sea Stack space. If a player would be pushed/pulled or spawned into a Sea Stack, they lose 1 Integrity.
  • Reefs - It takes 2 Sail to leave a Reef space. It does not take any extra Sail to enter the Reef space. If a player is ever pushed/pulled or spawned into a Reef space, they must lower their Hull by 1.
  • The Banshee - Players can never occupy the same space as The Banshee. & The Banshee will never try to move into a player's space.

Possession

If you ever have 4 Curse cards, The Banshee possesses you in Act 2! When you are Possessed, you will make an Attack against an ally in range at the beginning of your turn, before any other effects take place. You will apply any Market cards on your ship that are not voluntary to use (such as Powder Monkey), and also receive bonuses from other ships with Market Cards such as Jolly Roger. The ally defends as normal. This Attack does not count towards your 3 actions. If no allies are within range, you will not Attack anyone. If multiple allies are in range, you will target the one with the lowest Integrity. After you Attack an ally, you must switch Ghost Tokens with them.

Phase 2. Player Turns - New Actions

Siphon

When adjacent to The Banshee, if you have at least 1 Spectral card, you may use a Siphon action. Look at the Siphon Tile on the current Soul Level & make a stat roll of your choice. Compare the outcome with the number next to the chosen stat on the Siphon Tile. If you roll the exact amount of Successes shown, The Banshee loses 2 souls. If you roll exactly 1 more than the amount of Successes shown, The Banshee loses 1 soul. Otherwise, The Banshee loses no souls.

When The Banshee loses souls, lower the Soul Dial on the current Soul Level down by the amount lost. If the Soul Dial is at 1 & The Banshee loses 2 souls, only lower it by 1 & move the tracker to the next Soul Level.

Any Market or Treasure cards that add Successes or Fortune Dice to rolls (not actions) will add those to Siphon rolls.

Ship Abilities, Market Cards, & Treasures - Any Ship Ability that allows you to deal damage, such as The Sea Dragon's Run a Rig ability or the Market card Bladed Hull, can be used against The Banshee as long as you have a Spectral card. For every damage your ability would do, The Banshee loses that many Souls. Siphoned Souls are considered damage for any effect, such as The Hammerhead's No Prey, No Pay ability.

Search

Once per turn when occupying Phantom Island, choose a Grimoire from a space on Phantom Island & place a Deckhand on top of it. If the Grimoire is face down, flip it face up.

At any time, you may remove a Grimoire from the game that has your Deckhand on it to gain its effects. To do this, you must either remove the specified amount of Cursed Gold on Phantom Island from the game, or lower your Integrity by the specified amount, depending on which type of Grimoire you are using.

GrimoireCost
Beach2 Cursed Gold or -1 Integrity
Volcano4 Cursed Gold or -2 Integrity
Ghost Town6 Cursed Gold or -3 Integrity
  • After gaining a Grimoire's effects, return your Deckhand to your ship board & replace the Grimoire with a new one, placing it face down in the same space.
  • If you go into Act 2 without a Spectral card, you may make a Search action to use a Ghost Town Grimoire, without gaining its effect (but still paying the cost). If you do, draw cards from the Spectral deck until you draw a Spectral card & equip that card to your ship. This can only be used if you do not already have a Spectral card.
  • If your ship sinks while your Deckhand is on a Grimoire, return your Deckhand to your ship board & remove the Grimoire from the game, replacing it with a new face down Grimoire.

Avast Ye! - Phantom Island is not a safe haven. In fact, it is the opposite!

  • Any Attack that would hit the Portal space also hits anyone occupying Phantom Island. If you are hit with an attack while occupying Phantom Island, add +1 Success to the attack total.
  • Players on Phantom Island will never be The Banshee's primary target (unless all players are on Phantom Island), but it will try to maximize its Area Attacks by hitting players on Phantom Island.
  • You cannot Siphon The Banshee from Phantom Island & effects from abilities, Market cards, or Treasures do not work through the Portal. For example, if a player is located on Phantom Island & has the Jolly Roger, no players outside of Phantom Island would gain the Jolly Roger's benefits.
  • If The Banshee is ever occupying the Portal space, you lose 1 Integrity when leaving Phantom Island.
  • You are still affected by push/pull effects when occupying Phantom Island, pushing or pulling you from the island through the portal.

Rescue Deckhands - This action stays the same as the one in The Kraken Wakes, but if the sunken ship had any Spectral cards, shuffle those together along with any Market/Treasure cards & randomly take one to place on your ship, along with all Gold & Cursed Gold from the sunken ship. If the ship that sank had a Ghost Token, remove it from play.

Sinking Ships - Your ship sinking still works the same way as it does in The Kraken Wakes, with a couple additional rules to know:

  • All deckhands are returned to your ship as soon as you sink, except the 1 you place in your space.
  • All cards on your ship are removed from the game until someone rescues you. The rescuer will receive 1 of those cards.
  • You are still affected by The Banshee's Push/Pull effects.
  • Swim - You cannot move into a Sea Stack or Reef space with this action.

Rescued Deckhands - Playing as Rescued Deckhands works the same way as it does in The Kraken Wakes, with a couple additional rules to know:

  • Whenever you Man part of the ship, you may use that stat as a Siphon Roll instead of gaining its normal ability, as long as the rescuer's ship has a Spectral card. If you do, you use the rescuer ship's stats for the roll but do not apply any benefits from cards or abilities on the rescuer's ship.
  • Your turn is still immediately before the rescuer ship's turn.

Bribing Your Crew & Cursed Gold - Along with using Gold to bribe your crew, you are also able to use 1 Cursed Gold to change your fate & reroll any 1 die on an enemy's roll.

Winning & Losing

Winning the Game - Once Soul Level 1 reaches 0 Souls on The Banshee Board & all Ghost Ships are defeated, you win the game. If the last player sinks in the same turn that The Banshee's last soul is Siphoned, you still win the game!

Losing the Game - You lose the game if all players sink, or you cannot draw a card from The Banshee deck.

Alternate Difficulties

The Spectre Set Up - Difficulty: Hard

  • Remove 3 Cursed Gold from the Gold bag before starting the game.
  • Remove 3 Cursed Gold cards from the Spectral Deck.
  • When setting up The Ghost Ship Board, put the Integrity of each Ghost Ship at 5 instead of 4.
  • Skip the final step of drawing Gold from the bag. Instead, give each player 2 Gold (not Cursed Gold).

Act 2 Rules:

  • Ghost Ships gain the Successes listed next to each Soul Level to all Attack actions as The Banshee does.
  • Defeating a Ghost Ship no longer Siphons a Soul from The Banshee after Soul Level 3.

The Cursed Set Up - Difficulty: Very Hard

  • Follow the Set Up of the The Spectre difficulty along with these additional set up instructions:
  • Open Sea Deck: Remove the following cards from the game before setup:
    • Merchants at Sea (x2), Smuggler's Secrets (x2)
  • When setting up The Ghost Ship Board, put the Integrity of each Ghost Ship at 6 instead of 4.
  • Players do not start the game with any Gold.

Act 2 Rules:

  • Ghost Ships gain the Successes listed next to each Soul Level to all Attack actions as The Banshee does.
  • Defeating a Ghost Ship no longer Siphons a Soul from The Banshee.

Solo Mode

Set Up

  1. Before starting, there are a few expansion cards you need to remove from the game. These cards are labeled with an "S" in the bottom right corner of the card next to the expansion icon.
    • Banshee Deck: Possession x2, Soul Catcher x2, Ritual of the Deep x1, Poltergeist x1, Forcefield x1
    • Curse Deck: 11 Cards marked with "S"
    • Spectral Deck: Cursed Gold x2
    • You will also need to remove these Market Cards from the game:
      • Siren's Grotto: Grappling Hook, Deadeyes x1
      • Mutineer's Bay: Musician, Powder Monkey x1
      • Shipwreck Reef: Headrails x1
      • Remedy Cove: Bridge Plank, Stern Lanterns x1, Patchwork Wood x1
  2. Take the Curse card that reads "When Possessed, you must lower your Integrity by 1 at the beginning of your turn, before any other effects take place" & place it by your Ship Board. You will always start Solo Mode with this Curse.
  3. Banshee Board - Put the dials on Soul Levels 1 & 5 at zero. Put the dials for the other 3 Soul Levels at 3. The Banshee starts at Soul Level 4.
  4. Ghost Ships - Only Ghost Ships 1 will be in play. It starts the game with 2 Integrity. This is its max Integrity.
  5. Shipwreck & Treasure Galleons - Add 2 successes to all Shipwreck & Treasure Galleon card rolls. You roll both stats for Treasure Galleons. When you successfully complete a Shipwreck, gain 2 Gold instead of 4. When you fail a Shipwreck, lower the amount of all Integrity/stats that would be lost by half rounded up.
  6. Event Deck - Remove the Avast, Matey! card from the game before creating the Event deck.

5-Player Mode

Set Up

  • During set up, remove 3 Cursed Gold from the game.
  • When setting up the Ghost Ship board, put the Integrity of each Ghost Ship at 6 instead of 4.
  • Skip the final Set Up step of drawing Gold from the bag. Players do not start with any gold.
  • You must Drop 12 Cursed Gold onto Phantom Island to summon the Banshee & begin Act 2.

Act 2 Rules

  • Whenever you lower a Soul Level down to 0, instantly respawn 2 defeated Ghost Ship.
  • The Banshee cannot be defeated until all Ghost Ships are defeated. Before drawing a new Banshee card, if The Banshee is defeated but there is at least 1 Ghost Ship still in play, The Banshee respawns on the Portal space with 5 Souls on Soul Level 1.
  • When determining turn order, The player that does not have a Ghost Token goes last.

Become the Pirate King! - Semi Co-op Mode

Although you must all work together to defeat The Banshee, power & notoriety are always at the front of your mind. You are pirates, after all! Coming out of this battle with the best ship, crew, equipment & infamy will give you the title of Pirate King, ruling over all pirates across the Seven Seas!

As you play through the game, there will be many achievements to complete & add to your Infamy. Some of these achievements give you Infamy right away, while others are counted at the end of the game. Whenever you complete one of the challenges in the During the Game table below, you will move up your Infamy tracker that many spaces as soon as you complete the achievement. Then at the end of the game, you will add up your Infamy from the End of the Game table, moving your cube up the Infamy tracker as you score your achievements. The Captain with the most Infamy becomes the Pirate King! You must defeat The Banshee for any player to become Pirate King, so you will still need to work together to win!

During the GameGainEnd of GameGain
Each defeated Naval & Raiding Ship1 InfamyFor every 2 Gold1 Infamy
Successful Shipwreck/Treasure Galleon3 InfamyEach position a stat is raised1 Infamy
Successful Search on Phantom Island1 InfamyEach Market card on your ship2 Infamy
Drop 2 or more Cursed Gold2 InfamyEach Spectral card on your ship3 Infamy
For each Ghost Ship defeated2 InfamyEach Treasure card on your ship4 Infamy
Rescuing Deckhands3 InfamyEach position a stat is lowered

If your ship sinks, you cannot become the Pirate King, but you can be part of their crew! If the ship that rescues you becomes the Pirate King, you are considered their First Mate & most trusted ally! All Infamy you gain as a deckhand goes towards their Infamy.

Tiebreaker: If 2 or more players are tied for Infamy, the player with the most Gold is named Pirate King. If there is still a tie, the player with the most Treasure cards is Pirate King!

Solo Mode: You can still become Pirate King playing solo. If you defeat The Banshee & have 35 or more Infamy, you are the Pirate King!

Act 1 Only Mode

In this mode, players can choose to play cooperatively or competitively.

Set Up

Follow the set up instructions for The Kraken Wakes, skipping steps 2, 3, 4, 5, & 7. Then, follow these set up rules:

  1. Remove the Exotic Goods & Raiding Ships Event cards from the Event deck. Shuffle the remaining Event cards & randomly select 8 to create the Event Deck. Place the Raiding Ship Event card above the Event Deck. This Event is always in play.
  2. Remove the following cards from each port's Market Deck:
    • Siren's Grotto: Dead Eyes x1, Lifeboat, Interwoven Shroud, Smokescreen Barrels, & Sail Master
    • Shipwreck Reef: Bladed Hull, Black Cat, Suppressive Barrage, White Flag, & Copper Plating
    • Remedy Cove: Bridge Plank, Patchwork Wood x2, Protective Coaming, Repair Dinghy, Carpenter, & Tightened Cables
    • Mutineer's Bay: Dense Cannonballs, Explosive Cannonballs, Exploding Barrels, Sharpened Bowsprit, & Anchor
  3. Shuffle all Open Sea cards together to form the Open Sea deck. Do not include Haunt or Kraken Modifier cards.
  4. Take the top 4 cards of the Treasure deck & place them on the Smuggler's Den board.
  5. Give each player their Infamy Tracker. You will be following the Infamy chart (see Become the Pirate King!, above) as you play.

New Actions

  • Scuttle (competitive only) - If you are adjacent to another player, you may make a Scuttle action against them. When you do, both players roll 3 Fortune Dice. If the scuttler rolls more Successes than the defending player, they may take a Treasure card from the defending player. If the scuttler rolls the same amount or less Successes than the defending player, then the scuttler must lower their Integrity by 2 & lower a stat by 1.
  • Purchase Treasure - If you are occupying Smuggler's Den, you may use 1 action to buy 1 Treasure card from the Smuggler's Den board for 8 Gold.
  • Bury Treasure - While occupying a Shipwreck space, you may choose 1 Treasure card on your ship & flip it face down above your ship board. Then, place a tentacle on the Shipwreck space you are occupying. You cannot Bury Treasure on a Shipwreck space with a Tentacle.

Follow all other rules as you normally would when playing Act 1.

Tentacles - If a player ever moves adjacent to a tentacle on the board, the tentacle will make an Attack action against them, using 3 Fortune Dice. Players defend as normal. If a tentacle would deal damage, it instead takes 2 Gold.

Buried Treasure - For each Buried Treasure you have above your ship board, you gain 8 Infamy at the end of the game instead of the normal 4 for Treasure on your ship. You still gain 4 Infamy for each non-buried Treasure on your ship.

Winning

To win cooperatively, players must bury the amount of Treasures listed below.

2 Players3 Players4/5 Players
4 Treasures6 Treasures8 Treasures

Competitive: The player with the most Infamy at the end of the 8 rounds wins & is the Pirate King!

Act 2 Only Mode

If you cannot wait to take on The Banshee & would like to skip Act 1, follow these set up rules.

Player Set Up

  • Each Player chooses a ship & an Act 2 ability to use.
  • Determine which player will go first by rolling Integrity dice. Starting with that player & going clockwise, each player will be able to choose & purchase 1 Market card (for its normal value), 1 Spectral card (for 4 Gold) or 1 Treasure card (for 8 Gold).
  • After each player gets a chance to purchase a card, repeat this step, starting with the player who chose last in the previous round.
  • Each player may purchase up to 18 Gold worth of cards.
  • After every player has reached their 18 Gold limit or has decided not to purchase anything, give each player the difference in Gold between their purchased cards & the 18 Gold limit.
  • Any player with Gold may now use 2 Gold to raise any stat by 1 position.
  • Each player randomly takes 2 Curse cards from the Curse deck.

Banshee & Ghost Ship Set Up

  • Set up the Ghost Ship & Banshee boards as normal.
  • Randomly select 8 Banshee cards to make the Banshee Deck.
  • Follow the remaining set up instructions for Act 2 (see Act 2 Set Up, above).

FAQ

Banshee Teleport - When the Banshee Teleports, it is not considered a Move, or Sail. Cards that are triggered by Move or Sail actions, such as Chain Shot are not triggered when the Banshee Teleports.

Leatherback Provocateur Ability - The spaces you Sail during a round add together. For example, if you Sail 6 spaces in 1 action, you would instantly Repair 1. Then, if you Sail 6 for your second action, you would instantly Repair 2, as the remaining 2 spaces from your initial Sail action would be added to the 6 spaces of this action, cumulatively sailing 12 spaces.

Treasure Cards - Cursed Idol - The ability upgrade for this card locks the player's Sail stat in place at the first space above the base position.

Icon Reference

Card Icons: Attack, Hull, Sail, Repair, Range, Success, Fortune Dice, Gold.

Map Icons: Naval Ships, Raiding Ships, Merchant Ships, Shipwrecks, Trade Winds, Strong Tides, Waterspouts.

The printed keyword index (page references only) is not reproduced.

  • Spawn your ship onto the board using a Compass & League Die. If there are multiple spaces where your ship could be placed, choose the space. Place the Ghost ship matching your Ghost Token in your space.
    • If you spawn onto a Sea Stack, you must lower your Integrity by 1 & place your ship in an adjacent space.
    • If you spawn onto a Reef, you must lower your Hull by 1.
  • Curse - Any player The Banshee hits must take a Curse card, regardless of damage being dealt.
  • Ability - The Banshee performs the ability listed. Reading from top to bottom, left to right, perform The Banshee's ability.
    • Area Attacks - The gray space on each Area Attack represents The Banshee while green spaces represent spaces that are targeted with the attack.
    • The Banshee makes 1 Attack roll using 5 Fortune Dice for the entire Area Attack & all ships in the green spaces are hit.
    • If there are any effects listed next to/under the area attack such as Pull, Push, or Curse, all players that are in the Area Attack are affected by it, regardless if they were dealt damage.
  • 7
    5
    4
    4
    none printed
    -1 Infamy
    Siphon the final Soul of The Banshee5 InfamyEach Curse on your ship-2 Infamy