Raiding Parties: Golden Age of Piracy
Raiding Parties: Golden Age of Piracy Rulebook
Table of Contents
Table of Contents
- Quick Rules
- Pre Game Preparations
- Raiding Parties - Deck Building
- During your Turn
- Hit the Deck (using your cards)
- Abilities
- Attacking
- Projectile Weapons
- Cannons
- Melee Combat
- Ship/Fort Combats and Melee
- Keywords Dictionary
- Abilities Reference
- Example of Melee Combat
- Example of a Stand & Shoot
- Example of a Ship Melee Combat
- Example of a Gang Attack Melee
Quick Rules
Quick Rules for the game
- Build your Raiding Party
- Take Turns
- Destroy all enemy cards
Quick Steps for your turn:
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Draw one card from your LOCKER.
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Play one card at some point during your turn.
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Use all of your cards in play once each on your turn. Cards can either attack or use an ability that requires a "Hit the deck" (flip a card from the playing card deck). A card is considered used when it does this. You are done when you have used all of your cards in play. Then pass the turn.
Pre Game Preparations
Before playing a game, all players will have to build their deck with Raiding Parties cards.
You will also need a separate deck of 52 standard, poker style playing cards to play. These are not included with this box. Shuffle the deck, and set it in a common place (in the middle) for you and your opponent. You will both be flipping cards from this deck whenever you "Hit the Deck", which is a term in Raiding Parties for using your cards. Once you have the playing cards ready, look through your Raiding Parties game cards and select which ones to hire for the battle. Each one has a gold cost located on the treasure box, and players will have to choose their own cards to include in their deck. You must all agree on an equal gold total to have (see the Golden Rule). After everyone has chosen what cards they want to use, players will then shuffle up their Raiding Parties deck. This deck is also called your "Party", put it in front of you and start the game:
The Golden Rule
20 Gold for each player: No player can use a Ship or a Fort in a 20 gold game.
30 Gold for each player: Players may each use up to one Ship, OR one Fort.
40 Gold for each player: Players may use up to two Ships/Forts (2 total).
Gold Cost
This is how much gold the card takes up in your party. A "pirate" would take up one gold. There is no limit as to how many of each card to include- except for the ones with an (X) by their name. This means that you can only have one of that particular card (i.e. Captain, Officer).
Hit Points
This is how many hits the card can withstand. If a weapon would do damage to a card, put permanent tokens on it to indicate the damage. (1 HP dies to 1 damage)
This is the only "regular" pirate card.
A Pirate is a Pirate (above is a regular pirate) A card with "Pirate" in the title, is a pirate. A Brethren is a Brethren (not a pirate) A Skipper is a Skipper (not a pirate), etc... A Pirateer is a Pirateer, but once it is in play its ability makes it a Pirate and a Privateer.
Make a Pirate- Bring a regular Pirate card into play that was from outside of the game. Treat this as an extra card that is spawned.
Start the Game
When all players have their party selected and shuffled, randomly decide who will go first. Then players must all draw three cards each. Whoever is going first will start the game. Take turns going and go clockwise if there are more than two players. See page 3, "During your turn".
Raiding Parties - Deck Building
This page will talk about the pre game context and how to build your own Raiding Party
Deck building is also known as party building. If you and your opponent are sharing a box of cards you will both need to determine who gets to use which ones. A way to resolve this is to go back and forth picking cards one at a time. Once you have your own, the party building process will begin. Players must agree on an equal gold total to play (the Golden Rule). A lot of strategy depends on what you decide to include in your party. After learning the rules, certain ideas may come to mind in how to gain an advantage through the cards you choose. Many cards work well together, or have a certain time they work best. The example party to the right is one that is themed to the Pirateer card. You may use this exact party in any 30 gold battle if you want to. Pirate Ship enables your Pirates to also hit on another suit. Pirateers count as Pirates and Privateers, and Privateers give your Pirateers an additional shot. This is one of the many themes.
Example of a 30 Gold Party: Pirateers
- 1 x Pirate Ship ... 8 gold
- 1 x Lieutenant ... 3 gold
- 1 x Flotilla ... 4 gold
- 2 x Pirate Chief ... 4 gold
- 1 x Skipper ... 3 gold
- 2 x Privateer ... 2 gold
- 2 x Pirateer ... 2 gold
- 1 x Jolly Roger ... 2 gold
- 2 x Pirate ... 2 gold
The layout below is an example of what playing the game looks like:
The sheet shows two players' areas. Each player has a Hold row (face-down cards, the Locker is the deck of cards from which you draw), an In play area (cards that are in front of you on the table), and a Locker (the deck you drew from, shown with the "Davy Jones Locker" label). The middle area is labelled "No mans land": an area in the middle where any melee combats are fought.
During your Turn
HOW TO WIN- Destroy all of your opponents cards first. Not just the ones in play, but ALL of them in their entire party (their whole deck).
On your turn, there are a few things that you must do; and things you may do:
Draw one card from your LOCKER
You can order your turn however you want to after you draw a card, but you MUST begin your turn by drawing one card from the top of your locker (the deck you created). If you have no cards left in your locker, you do not have to draw.
You MUST play one card on your turn.
Some cards allow you to play extra cards on your turn (Brethren, Ranger). However, unless the card(s) allow you to, you can only play ONE card- put it infront of you on the table. If you do not have any cards in your hold, then you cannot play a card this turn (This may happen when you have played all of your cards or they die to cannons).
Either play, or use your card(s) first.
It does not matter if you decide to use your cards that are in play first, or if you play one first. As an example- you could use (attack with) your card in play first... then play a new card, then use your other cards in play. Or you could play the new card first, and then use them all. Or you could use all of your cards in play, play your new card, and then use it. As long as you draw one card to start your turn, you can decide how to order the rest of it. You do not have to use a card in play, unless it is in melee combat (then it must melee attack). Sometimes your cards may have no target to attack.
A card is considered used if it is in play and you "Hit the Deck" with it.
To either attack or use some abilities, "Hit the deck". This is what you call it when you go to flip over a card from the deck of 52 playing cards. Once you have used all of your cards in play during your turn (and played your one card), you are done. If you choose not to use a card, or cannot, you must still pass the turn after deciding either way.
Hit the Deck (using your cards)
"Hit the Deck": Flip the top card of the 52 playing card deck. See if it is a "hit" or a "miss". After you flip a card, put it into a single separate face up pile with the rest of the flipped cards. If the playing card deck runs out, reshuffle the pile of flipped cards and continue on.
A card is considered used if you "Hit the Deck" with it. This is done either by attacking or using an ability that they have. In the example of a Rogue, it can either attack or use the ability that allows it to try and destroy a card at random from the opponents hold. Some cards like Brethren or Scalawag have weapons with multiple attack targets. In this case you may be able to flip (hit the deck) multiple times with that attack, but after the full attack it will then be considered used. When you "hit the deck" you either hit or miss.
Example card: Rogue. Heart or Ace: "Destroy a card at random in any hold (target can still use evade ability if they have it)." Pistol: Spade, Diamond, A. Dagger: Spade, A K Q.
"My Rogue will use its ability and go after your hold. Needing a Heart or an Ace, I proceed to hit the deck. (the flip is a 4 of Hearts) HIT!! So now I select a random card from your hold to target. Due to the Rogues ability which says "destroy", it does not even matter how many hit points the card has that is chosen. The Sloop in this case is hit! It tries to evade but fails. Sloop is destroyed! Put it in Davy Jones Locker."
If a card requires- Dagger: Spade, Diamond, Ace, King That successfully "hits" on any of the following cards: any Spade, any Diamond, any Ace, or any King. If a different card is flipped, it is a miss.
Abilities
Some cards have more than just weapons. Any further text on these cards are considered abilities. If there is a playing card symbol next to the ability (for example the Rogue requires: Heart or an Ace for its ability) then you must "hit the deck" in order to use it. But the Advisor for example allows you to draw a card when you play it. Something like this does not count as using it... so the Advisor would still be able to attack this turn.
Attacking
There are two forms of attacking: Projectiles and Melee. The following pages will show you how to attack with your cards.
Projectile Weapons
Choose your projectile weapon (projectile symbol), pick a target(s), and shoot it!
Example card: Advisor. When played- draw 1 card from locker. Pistol: Spade, Diamond, A K Q. Dagger: Spade, Club, A K.
"My Advisor shoots your Scalawag with his pistol." (hit the deck) See if it is a success (hit) or is a miss... And that's it!
Example card: Scalawag. Heart: Evade: If successful, throw grenades. Grenades: Club (3 targets). Cutlass: Spade, Diamond, A J.
Some cards have multiple targets next to their weapon. i.e. (3 targets) In this case, you can select up to that many different targets & "hit the deck" for each one.
Example of Scalawag throwing grenades- Scalawag can hit up to (3 targets). "Hit the deck" for the first target, see what happens. "Hit the deck" again for the second target- see what happens. "Hit the deck" again for the third target, see what happens. If Scalawag chooses to use grenades at a ship or a fort, it must be the only target so you would only get to "hit the deck" one time. (If there are only two targets in play, you can only throw two grenades, one "hit the deck" at each target). In the case of "stand and shoot", Scalawag can target the attacker, plus up to two others.
Cannons
Cannons: Cannons can attack a card in play or someone's hold. If cannons ever hit crew, the crew dies regardless of how many HP they have. If a cannon hits someone's hold, select one card at random (face down) to hit from their hold. An evade attempt can still be made (but not fortify) if the card has it. One timer cards also die to a cannon shot if hit from a hold. If cannons hit a Ship, Fort, or Land, it does not kill it but will instead do 2 damage. If a Ship/Fort/Land is hit from a hold, play it immediately with -2 HP. If it has a when played ability, the ability still occurs.
Melee Combat
Instead of shooting a projectile, you can attack in a Melee Combat- a 1 vs. 1 duel. (below)
To engage in a melee combat, you must "charge" at an enemy card with your card (see Stand and Shoot). Put your card physically on the defender. Once you are in melee combat, both cards will attack each other one time each per turn, with their chosen melee weapon until one of the them dies. Whoevers turn it is gets to attack first, and the defender can retaliate (counter attack) one time that turn with a melee weapon that it has. You must announce one melee weapon you want to use before you "hit the deck". If a card dies, it does not get to attack back. No one can shoot projectiles at any card in a melee combat unless shooting at a Ship/Fort in melee.
In a melee combat, put the cards physically on each other. When one of them dies, put the living card back on that players side and continue. (Example card: Flagbearers. When played: One crew may attack again. Pistol: Spade, A. 2 Cutlass: Spade, A K. Boarding Axe: Club, J.)
Stand and Shoot- On the initial charge, if the defender has a projectile weapon, they can opt to shoot the attacker before the attacker even gets into melee. If you choose to do this, the defender cannot retaliate in melee this turn (They have already done their attack). Once in melee combat, stand and shoot no longer applies to the subsequent turns. Melee weapons only!
Melee Weapons- Any weapon without a projectile symbol on it is a melee weapon. If a card has (2 Cutlass or 2 Boarding Axe, you get 2 hit the deck flips at one target). If the first flip hits the enemy but they have evade/fortify, they can try the evade/fortify before the next attacking flip occurs. Retaliate must wait until both attacking flips happen. Boarding axe- This melee weapon can attack in melee as normal. Or it allows the card the option to melee attack vs. Ships and Forts. Normal melee weapons cannot.
Ship/Fort Combats and Melee
Normal melee weapons cannot attack a Ship or a Fort. Any number of crew with a boarding axe can attack a ship or a fort in melee combat at once (see Gang Attack). Ships cannot Stand and Shoot. On a ships turn- the ship can still shoot a projectile even if they are in a melee combat (not at the melee attacker though). The melee attacker does not get to retaliate for this. Any weapon with multiple targets shooting at a ship or a fort cannot shoot at another target(s) also.
Keywords Dictionary
The Bold words are terms that you will need to know
Hit the Deck: Flip the top card from the deck of playing cards. If a card requires you to do this by either attacking or using an ability, the card is considered used. Evade and Fortify do not count under this restriction and you can attempt these abilities any amount of times when applicable.
Hit Points (HP): Each attack hit does 1 damage, unless stated otherwise. (1 HP dies to 1 damage)
Brace of Pistols: (same as 2 Shots) You can shoot twice, at the same or at different target(s).
Fortify: Only use fortify if a card with fortify in play is hit. "Hit the deck", If it hits, the card with fortify does not lose the hit point(s). This does not work vs. cannons, or if it is in your hold.
Evade: Only use evade if a card with evade is hit (from a hold also). If it is successful, they are not hit. Evade can be attempted against anything including cannons, and even if it is in your hold.
Retaliate: Counter attack whoever attacked (Projectile = Projectile Retaliate. Melee = Melee).
Hold: The cards in your hand (do not reveal). There is no maximum or minimum hold size.
Locker: The cards that are still in your deck of Raiding Parties game cards that you draw from.
Davy Jones Locker: A separate pile for your dead cards. Put this pile to the right of your locker.
Crew: Any card in your party count as crew except for Ships/Forts/Lands/One timers.
Land: Does not count as crew. Cannot be shot at, except by cannons. Land only loses 2 HP to cannons. Land can be gang attacked in melee by multiple attackers, and by any melee weapons. On a Lands turn, ignore any melee attackers on it and use the lands abilities (Like a Fort).
Ship: Does not count as crew. Loses 2 HP to cannons. On a ships turn, if there is a melee attacker on it (with a boarding axe), you ignore the attacker and may still shoot its cannon(s).
Fort: Does not count as crew. Loses 2 HP to cannons. On a Forts turn, if there is a melee attacker on it (with a boarding axe), you ignore the attacker and may still use abilities (i.e. Make a Pirate).
Melee Defense: Can only Retaliate (counter-attack). Any card with melee defense cannot attack in melee on their turn, although they can use an ability or shoot a projectile elsewhere. Cards with melee defense cannot charge. Melee Defense can retaliate against ALL melee attacks against it.
One timer: Any card with a (-) in the Hit Points box is a one timer. You can play these at any time that seems appropriate. But if you play it before playing your one card for your turn, it counts as the card for your turn. After you play a one timer and use the effect, put it in Davy Jones Locker.
Hit: When you "hit the deck" you either hit or miss.
Target: A card that you choose to attack or use an ability on.
Gang attack: Normally a melee must be 1 vs. 1 only. But in some cases cards can attack a Land, Ship or Fort without this restriction, and is called a gang attack. Melee Defense is able to retaliate after each card attacking it. If 3 Brethren attack, the Ship/Fort/Land may retaliate after each one.
No mans land: An area in the middle of the play field where you have all Melee Combats.
Abilities Reference
Abilities are any special text above the weapons. Some abilities require you to "Hit the Deck."
General Abilities
When played: This allows you to use the effect anytime (once) on the turn you play it only.
When played, you may play another Brethren: When you play your Brethren for the turn, you can also play another Brethren. And another.. and another, as many as you can or want.
You can also play (1 Ranger per turn): With this, you can play your regular card for the turn... and then also play this card. Treat it as a bonus card you can play this turn.
Make a Pirate: Some cards like Flotilla, Pirate Fort, and Pirate Chief can make a Pirate. In this case you will put a regular Pirate card into play that was from outside of the game.
Attack again: Take an "extra attack". If you do an extra attack in melee, the defender does NOT get an extra retaliate attack, (I.e. If a cannoneer retaliates in a melee combat because of his ability, the other card does not get to retaliate) unless they have "Melee Defense". If you get an extra attack in melee, it does not count for your regular one attack that turn.
Destroy: If a card destroys another, it does not matter how many HP the target has, they die.
Fortify/Evade: These abilities can only be used when the card is hit, and whenever they are hit. If you fail an evade or a fortify with a card, you can still play Jolly Roger, and try another evade.
FAQ by card (Brethren of the Coast and Golden Age of Piracy):
Captain Redd: All of your Swashbucklers may now shoot a Cannon. (projectile shot) This allows any of your Swashbucklers in play to have the option of shooting a cannon shot.
Pirate Ship: All of your pirates are successful if they flip a club for anything they do.
Coastlands: Your Brethren cannot be shot by anything, or by anyone with Coastlands in play.
Skipper: Search your locker: If you ever search your locker for a card, you must shuffle it afterwards. Quicksilver works the same way.
Raiders: They can "attack again". You have the duration of your turn to decide how to use their extra attack. They can shoot, and engage in a melee... shoot twice, or melee twice.
Navigator: If your hold is hit by a cannon, a Rogues ability, or something else that targets a hold, you can reveal a Navigator from your hold. If you do so, "hit the deck", if you succeed with his ability you evade the shot. If you fail, one of your cards at random is hit.
Dueling Grounds: If you have a card with multiple targets (Brethren)- only shoot one target. That targets retaliate must do the same (Brace of Pistols can take 2 shots at 1 target though).
Instructor: Your whole party also hits on (Jack). Whenever you flip a (JACK) from the playing card deck, it works for whatever you are doing, even if it is a card in your hold.
Example of Melee Combat
"My Swashbuckler charges your Master Gunner. The Master Gunner can either STAND AND SHOOT, or let the Swashbuckler attack first, and then counter attack (retaliate). In this case the Master Gunner opts to retaliate. So the Swashbuckler arrives at the Master Gunner and takes his melee attack. Choosing to use his "2 Cutlass", he takes his first swing and hits! The Master Gunner has a fortify ability, and he can try to use this now. It is a success, therefore does not lose a hit point. The Swashbuckler now gets his second Cutlass swing- and hits again! The Master Gunner tries to fortify again, but fails. He loses one Hit Point. Now that the Swashbuckler has finished his attack, the Master Gunner gets his counter attack (retaliate). He hits the Swashbuckler! -1 Hit Point to the Swashbuckler. They will continue this combat next turn."
"On the next turn (Master Gunner player), the Master Gunner will get to use his melee weapon to attack the Swashbuckler once. He misses! The Swashbuckler now gets to counter attack (retaliate), choosing his 2 Cutlass again... and hits with the first! The Master Gunner tries to Fortify, and succeeds, so he does not lose the hit point. The Swashbuckler takes his next swing, and hits! The Master Gunner will try to fortify, but fails this time. So he loses another hit point and that being his last one to spare, he dies. The Swashbuckler is returned to his side."
Example of a Stand & Shoot
"My Swashbuckler charges your Master Gunner. The Master Gunner can either STAND AND SHOOT, or let the Swashbuckler attack first, and then counter attack (retaliate). In this case the Master Gunner opts to Stand and Shoot. He "hits the deck" and hits! The Swashbuckler dies before he even arrives in melee because it is a cannon shot which kills any crew it hits instead of the normal -1 HP."
"However, in this special case I have a Jolly Roger card in my hold. I choose to play it on my Swashbuckler! So the Swashbuckler gets an attempt to evade the shot. As I go to "hit the deck", it fails. The Swashbuckler dies and he is put into Davy Jones's Locker."
Example of a Ship Melee Combat
Cards are unable to attack a Ship or a Fort in melee combat, unless they have a boarding axe. If they have one, they can attack a Ship or a Fort in melee as normal. Ships and Forts will always have Melee Defense, which allows them to only counter attack after an attack. When it comes time for the Ship or Forts turn, because of melee defense, they will not attack the melee attacker on it but can instead use another ability or projectile they have at any other allowed target. Example:
Turn one- Liberty
"On the first turn of a game, I play (Ship- Liberty). An additional Privateer is brought into play as well because that is Liberty's ability. I will shoot your Hold with Liberty's Cannon. It is a miss. My Privateer has no one attack, so my turn is over."
Turn two- Raiders
"I play a Raiders. I will charge the ship with my boarding axe. Since the ship cannot stand and shoot, I will attack with my boarding axe. Hit! Liberty loses one hit point and now gets to retaliate with its melee defense. Miss! Due to the Raiders ability, it can attack again. Miss! Normally the other card would not get to retaliate again, but melee defense is the only exception. So the Ship retaliates and hits! Raiders lose 1 HP."
Turn three- Liberty
"The Raiders are still in melee combat with the Ship, but on my turn I must ignore the Raiders. I shoot my cannon at your Hold. It is a miss. I play a card for my turn and it is a Pirate. I'm done."
Example of a Gang Attack Melee
"My first Brethren charges your Liberty. Liberty cannot stand and shoot, because it is a ship. So the Brethren attacks with his boarding axe, which enables him to melee attack the ship in the first place. It is a Miss! Liberty gets a melee defense attack, and hits! Brethren dies. My second Brethren will charge at your Liberty. Again, the ship cannot stand and shoot, so the Brethren attacks it with his boarding axe. It Hits! -1 Hit Point to Liberty. Liberty gets to Melee Defense and misses. My third Brethren charges the Liberty as well, and misses. Liberty gets to Melee Defense, and misses. There are now currently two Brethren onboard the Ship in melee right now."