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Pirates 2 ed.: Governor's Daughter

Pirates 2 ed.: Governor's Daughter Rulebook

Table of Contents

Table of Contents

  • Game Objective
  • Game Components
    • The Board
    • Character Sheets
    • The Adventure Deck
  • Wooden Markers and Tokens
    • Wooden Markers
    • Tokens
  • Game Setup
    • The Game for 2 or 3 Players
    • Goods Used in the Game
  • Game Overview
    • I. Archipelago Phase
    • Filling Stocks with Goods
    • The Merchant Ships' Cruise
    • The Battleship
    • II. Cruise Phase
    • Crisis Situation
    • Sailing
    • Drawing a Card
    • Discarding a Card
    • Buying
    • Selling
    • Trading Rum
  • Ending the Game

Game Objective

The objective of the game is to rescue the governor's daughter, kidnapped by pirate Roberts. The player who does this first wins the game.

Game Components

The box contains the following elements:

  • the board,
  • 112 wooden markers,
  • 55 adventure cards,
  • 28 tokens,
  • 8 fragments of the map,
  • 4 players' ships tokens,
  • 4 character sheets,
  • rulebook.

In case any elements are missing, please contact us by email: [email protected] – we will supply the missing pieces as soon as possible.

The Board

The game's board represents the archipelago where the players' ships sail. It has several types of squares: seas, islands, ports and trade routes.

Sea: The fragment of the archipelago where ships can sail (1). There are reefs on some of the sea squares (2) (see: page 3, Sailing).

Island: There are several types of islands scattered over the archipelago.

An island with a merchant ship mooring there is an island with a plantation (3). Goods of given color are produced there. The players can also trade and upgrade their ships there. The following islands have plantations: Waitu Kubali (cotton), Palamedes (spice), Panza (coffee) and Dulcina (sugar).

Islands without ships (4) are places where the players can only trade and upgrade their ships.

Each island, except for the Pirates Island, has stocks (5), with information about the current prices of goods printed.

Pirate's Island (6): Is marked with captain Roberts' picture. This is where the Dread Pirate is hiding. The island is hidden during the game and one can go there only when they have gathered two different fragments of the map.

Port (7): The ship has to be on this square if the player wants to trade, upgrade their ship or attack the fort. Ships cannot fight against each other in ports.

Trade route (8): Four colored lines representing the routes of merchant ships.

There are three tracks on the board, used for marking the players' progress in the game.

The Doubloon Track (9): It is used for marking the current number of doubloons in the players' possession.

The Splendor Track (10): It is used for marking the current level of the players' Splendor.

The Roberts Track (11): It shows how impatient Pirate Roberts, who keeps the governor's daughter imprisoned, is. It is divided into 3 parts. The Roberts marker on a given part informs about the power of merchant ships and battleships and the number of Actions the players can take during their turn.

The Roberts marker is on the first part of the track. Each player has 3 Actions during their turn. The power of battleships' cannons equals 3, while the power of merchant ships is 2.

Character Sheets

They represent the captains and their ships. The power of the ships' cannons (1), the capacity (2) and the contents of their holds (3) and all additional effects influencing the ships and their crew are marked on the sheets. Each captain has also their own special ability.

  1. Morgan Kidd: She may place 1 Damage (4) on the appropriate space on the character sheet instead of placing it on the ship's Cannon or Hold.
  2. Khali: He has an additional Mission marker (5) and can carry out two missions at the same time.
  3. Anne-Marie de Sang: She can have 1 card over the limit in hand (6).
  4. Barbanegra: Instead of playing a salvo from his hand, he can draw a card from the top of the deck (7).

The Adventure Deck

The deck of 55 cards which help the players achieve the victory. Some of them have special rules affecting the gameplay. They are also used in battles and for determining the production of goods.

The following elements can be found on each card: the Salvo value (1) (upper left corner) and the symbol of a colored cube or a battleship (2) (lower right corner). See: page 4, Sea battles and page 2, Archipelago phase.

There are four types of cards: Boarding cards, Mission cards, Reef cards and Crew cards. See: page 3, Cruise phase.

Notice: The cards marked with this symbol (a crossed-out figure in a red circle, printed on the card) are not used in the 2-player version of the game – leave them in the box.

All cards which were used or discarded during the game should be placed on the discard pile face up. If at any time the Adventure deck runs out, the discard pile should be shuffled and turned into a new Adventure deck.

Wooden Markers and Tokens

Wooden Markers

Goods markers: 90 wooden cubes in 5 colors, 18 items each. They represent the Goods the players trade: cotton, sugar, coffee, spice and rum.

Captain markers: 21 wooden cylinders, 5 for each captain, in the colors of the character sheets. They are used for marking the current number of Doubloons, Splendor, the current value of Cannons, Holds and Missions. Notice: Khali – the green captain – has an extra Mission marker.

Pirate Roberts marker: A black wooden cylinder is used for marking Roberts' current patience.

Tokens

Players' ships: 4 tokens with ships in different colors. Notice: Before the first game, join the ship tokens with the plastic holders.

Fragments of the map: 8 tokens representing the map leading to the Pirate Island.

Damage tokens: 9 tokens used for marking the damage done to the player's ship's Cannons and Hold.

"Drunk crew" tokens: 6 tokens used for marking when the crew get drunk while selling rum.

"Wanted dead or alive" tokens: 6 tokens used for marking a captain after they attack a fort.

Merchant ships: 4 tokens with ships in the colors of appropriate Goods (cotton, sugar, coffee and spice).

Battleships: 3 ships patrolling the seas where the players sail.

Game Setup

Before the beginning of the game:

  1. Place the board on the table.
  2. Take the appropriate number of Goods markers from the box (consult the chart Goods used in the game) and leave the remaining ones inside. They will not be used in this game.
  3. Take five markers of each Good (apart from rum) to be used in the game and put them in your hand. Then place 3 randomly chosen Goods in every stock on 6 islands which do not have a plantation. Do it in the following order: Scheria, Bonita, Dorada, San Elmo, Aquaviva, Margarita. Next to the board form a Goods pool from the unused Goods markers. Notice: While adding new Goods to the stocks on the islands, always start filling available spaces from the right, that is choose the stocks with the lowest prices (see: frame page 3, Filling stocks with goods).
  4. Each player takes a character sheet with the corresponding ship tokens (with holders) and captain markers. You may choose the character sheets or draw them randomly. Then each player places the markers on the sheet: Cannons (space "1"), Holds (space "2") and Mission markers. The player who is Captain Khali gets 2 Mission markers. Notice: If fewer than 4 players take part in the game, consult the chart The game for 2 or 3 players.
  5. Place the captain markers on the appropriate numbers on Doubloon and Splendor Tracks (each captain starts the game with 10 Doubloons and 3 Splendor points).
  6. Place the Roberts marker on the first square from the left on the Roberts Track.
  7. Shuffle the deck and give each player 3 cards, place the rest on the table next to the board.
  8. Place merchant ships in the ports on the islands with plantations, while battleships on the islands Margarita and San Elmo.
  9. Place the Damage tokens, the "Drunk crew" tokens and the "Wanted dead or alive" tokens next to the board.
  10. Each player – starting with Morgan Kidd, then according to the numbers – draws a card from the top of the deck. If a player draws a yellow (sugar), white (cotton), green (spice) or black (coffee) symbol, they place the ship in the port on Scheria, Bonita, Dorada or Aquaviva, respectively. If there is a red (rum) symbol or a battleship symbol on the card, the player chooses on which of the above islands they will start the game. The player also chooses the starting island if they draw a card with the color of the island which is already occupied by another player's ship. There can be only one player on one island.

The Game for 2 or 3 Players

When fewer than 4 players take part in the game, some captains are not available. 2 players may choose from Morgan Kidd and Khali. 3 players may also choose Anne-Marie de Sang. Barbanegra is available only in the 4-player version of the game.

Goods Used in the Game

PlayersRum markersCotton, Sugar, Coffee and Spice markers
2812 of each
31015 of each
41218 of each

Game Overview

The game is divided into subsequent turns. Players take their turns according to the numbers in the upper right corners of their character sheets. Each player's turn has two phases: the Archipelago phase and the Cruise phase.

I. Archipelago Phase

In this phase a player draws a card from the top of the deck and checks the symbol in the lower right corner:

  • goods: sugar, cotton, coffee, spice or rum, or
  • a battleship.

If the player draws rum, they move the Roberts marker one square forward on the track, then place 2 Rum markers (see: frame page 3, Filling stocks with goods) on an island chosen from: Aquaviva, Bonita, Dorada or Scheria.

Notice: There are squares on the Roberts Track marked with numbers 3 and 4. The marker can be moved there only if 3 or 4 players, respectively, take part in the game. Otherwise, ignore these squares.

If the player draws any other type of goods than rum, they choose one option:

  • the player chooses an island marked with the symbol drawn and removes all Goods of a chosen type from all the stocks on this island, or
  • the plantation marked with the given symbol produces Goods. The player places 2 Goods markers of an appropriate color in the stock on the plantation drawn (see: frame page 3, Filling stocks with goods), or
  • a merchant ship's cruise begins, see: page 3.

Example: The player drew (spice) and chose Scheria. All the spice markers are removed.

If the player draws a battleship, see The battleship below.

Filling Stocks with Goods

Frame, page 3. When a player has to fill an island's stocks with Goods (during the Archipelago Phase or selling the Goods during the Cruise Phase), they always have to fill the spaces starting from the right side, that is start from the stocks with the lowest prices.

Example: The player sells 1 cotton on the empty Scheria. The Good is placed on the first space from the right, with the lowest price of cotton – 3 doubloons.

Example: The player sells 2 coffee. There are other Goods on the island, so the first coffee is placed on the first free space from the right, priced 4 doubloons. The second is placed on the next free space from the right – 5 doubloons.

The Merchant Ships' Cruise

Whenever a player draws sugar, cotton, coffee or spice symbol, check the merchant ship of a given plantation. If the merchant ship mooring to the chosen island is empty, the player fills its holds with the markers of a given Good (1).

If there are not enough goods available to fill the whole hold of the ship, it should be filled with the available markers, but such a ship cannot begin a cruise!

Example: The player has the coffee symbol on the card drawn. The merchant ship is in the port and is empty, so 3 coffee markers are placed in its hold.

If the ship is already filled, the player moves it two squares according to the route – to the square marked with the symbol of a ship (2). The ship sails on the route of its color towards the island of destination until it reaches it or is looted.

When the merchant ship reaches the end of the route, Goods from its holds are moved to the island (see frame: Filling stocks with goods). Then the ship is immediately placed on the start of the route, at the island with a plantation.

Example: The player drew another coffee symbol. The merchant ship is in the port and it is full – the player moves the token by two squares on the black route.

The Battleship

Drawing the symbol of a battleship means that the representatives of the government appear on the seas during this turn. The player chooses an island marked with this symbol – Margarita or San Elmo – and removes all Goods of a chosen type from all the stocks on this island. Then moves the chosen battleship (at the beginning of the game they moor to the islands called Margarita and San Elmo) no more than two squares.

Notice: A battleship cannot move onto a reef.

If the battleship moves to a square with a pirate ship (even the one controlled by the player whose turn it is right now!), a battle begins (see: page 4, Sea battles).

Example: The player has the battleship symbol on the card drawn. They move the token of a chosen battleship to the square with a pirate ship belonging to one of the players. A battle starts immediately.

II. Cruise Phase

During the Cruise phase, the player can play one card from their hand and apply its effect.

There are the following types of cards in the game:

  • Boarding cards: They are played during a battle to improve the power of Cannons. See: Sea battles.
  • Mission cards: They are played at the beginning of the Cruise phase. The player puts the card on the table and then places the Mission marker on the square determined by the card. After carrying out the Mission's rule (only the player who played this card can do it), the marker is moved back to the character sheet and the card is discarded. A player who does not have a free Mission marker has to abandon their current Mission if they want to play another Mission card.
  • Reef cards: They are played on the opponent at the beginning of the Cruise phase.
  • Crew cards: The moment when they are played is determined by a given card.

Moreover, the player has to spend all available Actions. The number of Actions depends on where the Roberts marker is on the track (see: page 1, The Roberts Track).

Spending 1 Action, the player can:

  • sail 1 square,
  • draw 1 card,
  • discard 1 card,
  • buy Goods,
  • sell Goods,
  • go to the shipyard,
  • attack the fort,
  • empty the hold.

Crisis Situation

Frame, page 3. If at any moment of the game the player has no Doubloons and no Goods, they may spend their whole next turn and take one chosen Goods marker from the pool outside the board.

Sailing

The player sails to the next sea square, adjacent to the square where the ship currently is by moving the token of their ship. The squares should be connected by their sides. The following rules should be applied:

  • If the player sails to a square with a reef, the ship gets 1 Damage (see: frame page 4, Damage).
  • It is not allowed to sail between the sea squares which are connected by their corners.
  • It is not allowed to move onto an island.
  • There can be any number of ships on one square.
  • If the player sails to a square where another ship already is, they can start a battle (see: page 4, Sea battles).
  • If the player sails to a square where a battleship is, there is always a battle.

Example: The player spends 1 Action and moves to the adjacent square.

Example: This move is forbidden – the squares are connected by their corners, not sides.

Example: The player cannot move onto the island.

Example: The player moves to the reef and gets 1 Damage.

Drawing a Card

The player draws 1 card and puts it in their hand. Players can have no more than 5 cards in hand.

Discarding a Card

The player discards 1 card from their hand.

Buying

If the player's ship is in the port, they can buy Goods which are available on the island (any types and amounts, following the restrictions below). They can choose the Goods from any stock on the island and pay for them in Doubloons, moving their marker on the Doubloon Track to the appropriate square. The prices are marked at the stock from which the Goods are taken. The Goods bought are moved to the ship's hold.

A player cannot have more Goods in the hold than the level of the Hold marked on the character sheet equals. Notice: The player cannot buy Goods if they do not have enough Doubloons or the hold is full.

Example: The player's ship is in Dulcina. Its hold is empty and can take up to two Goods (1). Two sugar are moved to the character sheet (2) and the player pays 2 Doubloons (1 for each sugar), moving their marker on the Doubloon Track (3).

Selling

If the player's ship is in a port, they can sell Goods from the ship's hold (all or a part of them). The player moves them from the hold to the stock (see: frame page 3, Filling stocks with goods) and earns Doubloons, moving their marker on the Doubloon Track. The prices of the Goods are marked at the stock to which the Goods are moved. Players have to start filling stocks with the free spaces as close to the right side as possible, that is – with the lowest prices.

Example: The player's ship is in Margarita. It has 4 cotton for sale in its hold. There are some goods in the stocks on the island and only 3 free spaces. The player moves 3 cotton to the nearest free spaces (1), earning 3 + 3 + 4 = 10 Doubloons and moves their marker on the Doubloon Track (2).

Trading Rum

While selling rum, the player draws a card from the top of the deck and looks at its lower right corner. If they draw a card with a rum symbol or a battleship symbol, the crew get drunk after completing the transaction. The player takes a Drunk Crew marker and puts it on the character sheet. The ship cannot sail until the end of the player's next turn. However, other Actions can be taken. The marker is removed after the end of the player's next turn.

Notice: You cannot trade rum on Margarita and San Elmo.

The Shipyard

If the player's ship is in a port, the player can go to the shipyard. Depending on the island, shipyards may offer:

  • upgrading the Cannons – the cost of the next level (in Doubloons) is printed on the character sheet,
  • expanding the Hold – the cost of the next level (in Doubloons) is printed on the character sheet,
  • buying the map – see: frame The Map,
  • the repair yard – after paying the printed cost (in Doubloons), the player may remove 1 Damage marker from their Cannons or Hold.

Everything that the shipyard offers can be bought at once, but the Cannons and the Hold may be upgraded only by 1 level per Action (these two upgrades can be done at the same time).

Example: Captain Barbanegra's ship has 1 level of Cannons and 2 of Holds. After moving to the port, the player can spend 1 Action and upgrade the ship's Cannons to 2 and Hold to 3. They have to pay 6 + 4 = 10 Doubloons. Barbanegra cannot immediately upgrade the Cannons to 3 and the Hold to 4 as 1 Action.

The Map

Frame. Two fragments of the map: I and II, are necessary for ending the game. They are available on two different islands: Aquaviva and Palamedes. Each fragment can be obtained by:

  • buying it in a shipyard for 15 Doubloons or 10 Splendor points (mark on the appropriate tracks);
  • looting after a successful attack on a fort.

The player who gathers both fragments of the map may enter the Pirate Island safely and succeed in the game after satisfying pirate Robert's conditions (see: Ending the game).

Attacking a Fort

If the player's ship is in a port, it can attack the fort guarding the island. The battle is similar to a normal sea battle (see: Sea battles), but the player has to spend 1 Action to start it. The power of the fort's Cannons is printed next to the island.

If the player wins the battle, they can choose one of the following options:

  • take all the goods from one stock, or
  • sack the treasury, taking as many Doubloons as the power of the fort's Cannons equals, or
  • take a fragment of Roberts' map if it is available in this port (see: frame The Map).

If the player loses this battle, the ship gets 1 Damage (see: frame Damage).

The player who attacked the fort gets a "Wanted dead or alive" marker and until the end of their next turn they cannot trade or go to any other port. The marker is removed after the end of the player's next turn.

Notice: The player who is wanted dead or alive does not have to leave the port they tried to sack.

Emptying the Hold

As 1 Action, the player may remove any number of Goods from the hold. They are taken off the board to the pool.

Sea Battles

After moving to a sea square with another ship, the player may attack it. It is not an Action. If the attacked ship belongs to another player, they may decide to lose 2 Splendor points and avoid the battle – move the marker on the Splendor Track.

If a player's ship moves to a square with a battleship, there is always a battle.

When a battle starts, the players who take part in it play a card face down from hand and then turn them face up at the same time. The salvo value printed on the card (in the upper left corner) should be added to the power of the ship's Cannons.

Then the players, starting from the attacking one, may play Boarding cards from hand (by one card, alternately) to improve the power of their Cannons.

The player whose total Cannon power is higher wins the battle. If there is a draw, the attacking player is considered to be the winner.

Example: Michael, who plays captain Barbanegra, moved to a sea square where Eva's ship was and attacked her. Eva plays captain Morgan Kidd. The power of Barbanegra's ship's Cannons equals 2 (1), while Morgan Kidd's 3 (2). Michael and Eva play one card each face down and then reveal them simultaneously (3). Both Michael's and Eva's Salvos equal 2. Now Michael first – as the attacking player – can play a Boarding card from his hand to add 1 to his Cannons (4). Eva also plays a Boarding card from her hand and adds 1 to her Cannons (5). Michael could lose the battle now – the power of his Cannons equals 2+2+1 = 5, while Eva's 3+2+1 = 6. Michael plays another Boarding card (6) adding +2 to the power of the Cannons and raising it to 7 in this battle. Eva does not play a card, so she loses the battle. Michael takes 2 Goods from Eva and gains 3 Splendor points. Eva's ship gets 1 Damage.

The defeated player's ship gets 1 Damage (see: frame Damage).

After winning a battle, the player can:

  • take the defeated player's Doubloons – up to the nearest guaranteed number marked on the Doubloon Track, or;
  • take up to 2 Goods from the defeated player's hold.

The winner of the battle gains the number of Splendor points equal to the value of the opponent's Cannons.

Example: Square 22 on the Doubloon Track with the "guaranteed number" icon.

Battles against merchant and mission ships, battleships and forts

During battles against merchant or mission ships, as well as battleships or forts, the salvo is random – draw a card from the top of the deck. Boarding cards may be played only by the player who takes part in this battle. If there is a draw in the battle, the attacking side is considered to be a winner.

After a battle against a ship from a mission card, the Mission card has to be discarded and the marker moved from the board to the character sheet regardless of the result of the battle.

Merchant shipsBattleshipsShips from mission cards
The player lost the battleThey get 1 Damage, the merchant ship stays where it was.They get 1 Damage, the battleship stays where it was.They get 1 Damage.
The player won the battleThey get Splendor equal to the opponent's Cannons' power and may take goods from the merchant ship's hold, if there is room in the player's ship's hold. The merchant ship is immediately moved to its mother port.They get Splendor equal to the opponent's Cannons power. The battleship is immediately moved to the nearest port with a Repair yard.They get Splendor equal to the opponent's Cannons power and the reward described on the mission card.

Damage

Every time a player's ship gets Damage, a Damage marker should be placed on the last available Cannon or Hold space. The defeated player always chooses which element is damaged. Treat the ship as is if it had 1 Cannon or Hold space fewer.

Notice: If there is a Goods marker in the damaged hold, it should be removed (this does not cost an Action). The minimum capacity of the ship's Hold is 2 (Damage markers do not affect it).

If there is no room for adding new Damage, the ship is immediately moved to the nearest port with a repair yard and the player has to fix at least one Damage point.

If the player does not have enough Doubloons, they spend their whole next turn to remove 1 Damage level.

Example: Barbanegra's ship gets 1 Damage. The player decides to reduce the power of the Cannons, not the Hold. The token is placed on the last space bought – number 3. Now the power of the ship's Cannons equals 2.

Example: Barbanegra's ship gets another Damage. The player decides again to reduce the power of the Cannons. The token is moved from number 3 to 2. Now the power of the ship's Cannons equals 1.

Ending the Game

In order to finish the game, the player has to have the map which consists of two fragments: I and II (see: frame The Map). The player who completes the map may sail to the Pirate Island and free the governor's daughter. This is done by spending 1 Action and:

  • paying 50 Doubloons of ransom to Roberts, or;
  • intimidating him, if the player has at least 30 Splendor points.

If none of the players wins before the marker on the Roberts Track reaches the last square, all the players lose the game and a fate worse than death awaits the governor's daughter.

The Shipyard
  • The Map
  • Attacking a Fort
  • Emptying the Hold
  • Sea Battles
  • Damage
  • Morgan Kidd starts the game, then the players take their turns according to the numbers on their character sheets.