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Pirate Cove

Pirate Cove Rulebook

Table of Contents

Table of Contents

  • Objective
  • Setup
    • Build Player Deck
    • Build Quest Deck
  • Decks
    • Upgrade Deck
    • Play Deck
    • Quest Deck
    • Damage Deck
  • Rounds
    • Planning Phase
    • Quest Phase
    • Curse Phase
    • Rest Phase
  • Playing Cards
  • Questing
  • Taking Damage
  • Crew
  • Ship Upgrades
  • Any Time Actions
  • Winning The Game
  • Solo Rules
    • Setup - (solo mode changes)
    • Planning
    • Questing
    • Damage Cards
    • Curse Phase
    • Rest Phase
  • Reference

Objective

Complete all of the quests before morale reaches zero. Otherwise lose the game.

Setup

  • Players set a cube at spot 3 on their ship card (Life Track).
  • Place a black cube at spot 10 on the morale card.
  • Build player decks (see Build Player Deck below).
  • Build quest deck (see Build Quest Deck below).
  • Reveal 3 cards from each deck to build quest, crew, and upgrade rows.
  • Players draw 5 starting cards and start with 2 gold.

Build Player Deck

Add the following cards to create a starting deck of 10 cards for each player:

  • 2 Hull Cards
  • 3 Shanty Cards
  • 2 Map Cards
  • 2 Damage Cards
  • 1 Rum Card

Build Quest Deck

Each quest card shows a Quest Level and a Gold Reward.

Shuffle cards into separate piles by level. Then build an 8 card quest deck by adding:

  • 2 level 1 cards
  • 2 level 2 cards
  • 3 level 3 cards
  • 1 level 4 card

Then shuffle quest deck.

Decks

Upgrade Deck

Spend gold to buy upgrades and gain new cards.

Play Deck

Players have a main deck and discard pile. Draw cards from the main deck. If main deck runs out, shuffle the discard into main.

Quest Deck

Attempt quests each turn to gain gold and win the game.

Damage Deck

Draw when questing to see how much damage you receive.

Rounds

Each round contains 4 phases.

Planning Phase

Each player will decide if they will attempt a quest or stay at Pirate Cove. Players can join the same quest.

Quest Phase

Play cards to beat a quest. If successful, split gold amongst players that participated in any way the players desire.

Failed quests are placed back in the quest row.

Players that rest at Pirate Cove gain 1 gold and move their cube to spot 3 of the life track. They may optionally discard and draw a card.

Curse Phase

Players may squash rumors by bribing pirates and spending 1 gold per quest in row. Lose 1 morale for each non-bribed quest. If all players stayed at Pirate Cove, lose 1 morale.

Rest Phase

Fill in quest row if able.

Each player may spend gold buying crew and/or ship upgrades (max 3). Cards purchased are added to the discard pile.

Discard down to handsize, if able. Then players may discard 1 card. Put all played cards into your discard pile. Then draw up to your hand size.

Default Handsize=5

Playing Cards

When questing, players must use an action to play a card. Each player only gets 1 action.

  • Shanty cards add +2 actions allowing for more cards to be played.
  • Map cards that say +2 cards allow you to draw more cards.
  • Hull cards grant absorb. Each absorb reduces 1 damage you have to take.
  • Damage cards add their value towards some quests.
  • Rum does nothing unless you get crew or upgrades.

Questing

Players alternate, in any order, drawing 1 damage card until number of cards shown on the quest card. The sum of cards for each player is the total damage they might take.

Play cards. If the number of cards played for each requirement type is met then the quest is complete. Discard it and gain gold. Use cards from all players that joined in on the quest. Any damage not absorbed with cards is taken. Reduce Life track value.

The quest card shows:

  • Gold earned
  • Requirements
  • Damage cards drawn

Taking Damage

If your life track value ever reaches 0 from taking damage in a quest, you are stranded. Cards played during the quest phase still count, and rewards can still be earned, but lose 2 morale and reset your life track to 3 in the rest phase.

Crew

Cost to buy. Add crew cards to your discard pile when you purchase them. Replace spot in row with new card from crew deck. Crew card abilities are all optional. Playing crew cards counts toward quest requirement.

Ship Upgrades

The ship upgrade card shows:

  • Cost
  • Cards gained
  • Abilities

After purchasing, add cards shown on the top of the card to your discard pile. Replace card in row with new card from ship upgrade deck. Place card next to your ship. Abilities can be used each round.

Any Time Actions

You may spend 1 gold to get a new quest, upgrade, or crew card by replacing a card in its row with the new card.

Winning The Game

If there are no quests at the start of the planning phase, players win the game.

Solo Rules

Setup - (solo mode changes)

When setting up a solo game set the cube at spot 1 on the bot's ship card instead of spot 3. This is the modifier value. Do not add the level-4 card when building quest deck.

Planning

Reveal 3 cards every planning phase. Determine if the bot is joining you on a quest or staying at Pirate Cove. It can't attempt quests solo.

Questing

Revealed cards count towards a quest's requirements that the bot is assisting on. Each card is multiplied by the bot's modifier value when questing. The bot does not take actions, draw cards, or gain upgrades.

Damage Cards

The bot never takes damage. It is still dealt damage cards. You must take the first damage card when alternating cards, if the bot is joining you on a quest.

Curse Phase

You can spend the bot's gold to bribe pirates.

Rest Phase

Bot may spend its gold to buy 1 crew card or increase the modifier value once.

The cost to increase the modifier value is equal to the next modifier value.

  • 1st upgrade = 2 gold
  • 2nd upgrade = 3 gold

Reference

  • Subtract 1 damage requirement from quest.
  • Subtract 1 map requirement from quest.
  • Subtract 1 hull requirement from quest.
  • Subtract 1 shanty requirement from quest.
  • Trashing a card removes it from the game.
  • When card abilities show damage icon, players can use any damage card (1, 2, or 3).