Skull Tales: Full Sail!
Skull Tales: Full Sail! Rulebook
Table of Contents
Table of Contents
- Symbols & Abbreviations
- Book I: Adventure Guide
- Game Modes
- Components
- The Characters
- Dice Rolls
- How to start
- Adventure Phase
- Adventure Components
- Tokens
- Cards
- Adventure Phase Setup
- Adventure Phase Sequence
- Character Actions
- Types of Terrain
- Run
- Open Door (1 Action Point)
- Attack (2 Action Points)
- Combat
- Search (2 Action Points)
- Switch Equipment (1 Action Point)
- Pick Up/Use/Drop (1 Action Point)
- Push (1 Action Point)
- Explore (1 Action Point)
- Jump/Climb (2 Action Points)
- Insult (1 Action Point)
- Magic
- Disengage (2 Action Points)
- Revive (2 Action Points)
- Take a Breath
- Reload Firearm (3 Action Points)
- Loot (1 Action Point)
- Allies
- Enemy Management
- Character and Enemy States
- Permanent Injuries and Retirement
- City - Village
- Pirate Flag Token
- End of the Adventure
- Adventure Phase Sequence — Summary
- Book II: Port Guide
- Port Phase
- Locations
- Feats, Classes and Skills
- Feats
- Classes
- Special Skills
- Prerequisites
- Synergy
- Skill Cost
- Rogue Skills (taught by Maggie at the Market Square)
- Duelist Skills (taught by Francisco Carranza at Madame Claude's Manor)
- Scholar Skills (taught by Jerôme Feuilet at the Chapel)
- Mystic Skills (taught by Marie Laveau at the Chapel)
- Rowdy Skills (taught by Gerrit Jensen at the Tavern)
- Shooter Skills (taught by Grace Jennings at the Docks)
- Port Phase Sequence — Summary
- Appendix I: Replacing Enemies in Campaigns
- Appendix II: Admiral Mode and Cabin Boy Mode
- Book III: Voyage Rules
- Voyage Phase
- Voyage Components
- Voyage Posts/Stations
- Important Concepts
- Firepower Rolls
- Speed Rolls
- Morale
- Trust Points
- Mutiny
- Command Points
- Unconscious / Incapacitated
- Game Setup
- Voyage Phase Sequence
- Goal Tokens
- Docking on an Island
- Event Round
- Involuntary Movement
- Sea Enemy Spawning
- Sea Enemy Round
- Enemy Area of Effect
- Enemy Movement and Attack
- Enemy Defeat
- Fleeing the Enemy
- Clarifications of the Sea Enemy Cards
- Naval Combat
- Boardings
- End of the Voyage Phase
- Voyage Phase Sequence — Summary
- Voyage Phase
- Credits
Symbols & Abbreviations
The rulebook uses the following icons and abbreviations throughout the three books:
Attributes: Agility, Charisma, Strength, Intelligence, Movement, Perception, Action Points, Destiny Points, Fame Points
Combat: Health Points, Unarmed attack, Ranged Combat, Melee Combat, Wound, Unconscious, Line of Sight (LoS), Range
Voyage & Port: Boarding Enemy (BE), Weather, Pirate Group, Persistent, Trust Points
Miscellaneous: Time Units, Heads, Tails, Success, Double success, Failure, Tile token (TT), Coins, Pirate Flag token, Dice results (2-6), Player Character (PC), Non-Player Character (NPC)
Book I: Adventure Guide
Game Modes
The hazardous life of a pirate
You should know that the pirate life is not easy. You won't be able to retire unless you manage to gather decent booty, and for that you will have to live all kinds of adventures exploring islands, towns or caves; and face enemies that you never imagined existed in an immersive Campaign. Are you ready to become a rascal, a scoundrel...?
Campaigns
Skull Tales is designed to be played in Campaign mode, featuring a story that unfolds as you complete a series of chapters linked by a storyline.
The players will follow the chapter order of the campaign as they cooperate with each other to achieve success, while competing for the captaincy of the crew. The Captain has numerous advantages over other players, such as a higher salary, privileges during the stay in Port and the possibility to decide on other aspects of the game such as the deployment and attacks of Enemies.
Before starting the Campaign, each player must choose a Character. Throughout the campaign, each player will try to improve their Character's skills, weapons and items to become the richest and most famous pirate captain of all time.
Chapters
Each chapter presents a number of challenges that you must complete, and depending on which ones you manage to complete, you can attain different degrees of success and thus earn different rewards. In addition, completing the goals also determines whether you can move on to the next chapter or if you must replay the current chapter.
Each chapter consists of up to 3 Phases: Port, Voyage and Adventure. The campaign book details how to interpret the chapters, and the particular rules to be applied, which will prevail over the general rules in case of conflict. There, you will also find which is the initial Phase of each chapter, the steps to follow, and sometimes even if you have to skip a Phase; this is the case of the first chapter, which starts directly in the Adventure Phase and skips the previous Phases. The duration of the chapters may vary from approximately 120 to 240 minutes.
Chapter Phases
In the Voyage Phase you will face naval battles, boardings, and even mutinies, as well as the treacherous Caribbean sea and the vicious creatures that inhabit it.
During the Adventure Phase you will explore different locations, such as islands, caves, temples or towns, in search of treasures and fame.
The campaign's example chapter structure is: Chapter 1 → Port Phase; Chapter 2 → Voyage Phase; Chapter 3 → Adventure Phase; and so on for the next chapters.
Each of the Phases that make up the chapters can be considered a separate game within Skull Tales. Each phase requires its own setup, uses certain components and follows a game sequence based on Rounds.
The Port Phase takes place on Tortuga Island, where you have your base. There you can upgrade your ship, your crew and, of course, split the booty... yo-ho-ho!
Lone Pirates
You can play Skull Tales' campaign in solo mode. Most of the rules apply to Solo Mode, but in some cases you will find a text box like the following one to clarify certain rules for this game mode.
When you find a text box like this, it will contain some rule or clarification to the Solo Mode. In Solo Mode, you choose a Pirate as Captain and 3 random Allies (see Allies, pg. 7).
As Captain, you may hire new Allies during the Port Phase, paying the Salary and Fame costs indicated on their Ally Cards. You must pay their salary and Fame cost each time you arrive in port. As the Captain, you may lead a maximum of 3 Allies during the Adventure Phase, but you may hire more allies to assist you during the Voyage. In any case, the number of Pirates plus Allies may never exceed 5.
The Captain may pay Allies with the Crew's Booty (see book II, pg. 3). A Captain who is stranded or captured (after losing a naval combat in the Voyage Phase or when the crew mutinies), will draw three Allies at random to play the corresponding Adventure (put the available Character tokens in a container and draw three at random).
Components
The box contains:
- 3 Rulebooks
- 1 Campaign book
- 1 Adventure/Voyage board
- 1 Port/Boarding board
- 1 Auxiliary Magic/Voyage board
- 1 Adventure/Voyage reference card
- 1 Port reference card
- Record sheet and other resources
- 10 6-sided dice
- 40 Coins in 2 colors (10 gold coins of value 10, 10 silver coins of value 5, and 20 bronze coins of value 1)
- 20 color gems (valued 20)
- 16 Small tiles
- 4 Large Village/Voyage tiles
- 12 Characters/Allies cards
- 9 Enemy Cards
- 52 Miniatures:
- 12 Characters: Avenger, Voodoo Shaman, Lookout, Cutthroat, Sea Dog, Freedman, Captain's Daughter, Cook, Gunner, Surgeon, Witch and Cabin Boy
- 40 Enemies: 8 Redcoats, 2 Officers, 6 Cannibals, 6 Skeletons, 6 Cursed Ones, 2 Mummies, 4 Longshadows, 4 Bootbiters, 2 Darkclaws
- 166 Small cards:
- 69 Gear cards
- 41 Search cards
- 5 Legendary cards
- 34 Adventure Events
- 17 Magic cards
- 220 Large cards:
- 64 Voyage Events
- 25 Tavern Events
- 25 Market Events
- 25 Chapel Events
- 30 Port Events
- 20 Manor Events
- 19 Rumors
- 12 Captain Assignments
- 228 Tokens:
- 36 Tile tokens (TT)
- 10 Fallen Enemy tokens
- 10 Dead End/Hidden tokens
- 6 Poison tokens
- 5 Goal tokens
- 8 Stunned tokens
- 11 Door tokens
- 1 Pirate Flag token
- 8 Throwing weapon tokens
- 1 Zombie token
- 1 Compass/Clock token (and dial)
- 12 Pirate tokens
- 12 Impact tokens
- 5 Cannon tokens
- 31 Goods tokens
- 10 Sea Enemy tokens
- 40 Wound tokens
- 14 Destiny Point tokens
- 6 Pirate Group tokens
- 1 Dirt token
The Characters
In Skull Tales, each player takes the role of a Pirate. Each Pirate has a token, a miniature and a Character Card detailing their attributes and skills.
Allies: they are Characters that help the Pirates and are controlled by the players. In general, they follow the same rules as the Pirates, although they have fewer actions available, and both their skills and attributes may be different (see Allies, pg. 7).
Non-Player Characters (NPCs), which are secondary characters that you encounter occasionally during the adventure, may appear in some chapters.
Mind the eye patch, me matey! Pay attention to the following definitions:
- Pirates: represent each player's Character.
- Character (PC): this term encompasses both Pirates and Allies.
- Enemies: they are the foes of the Characters.
CHARACTER LIMIT: There cannot be more than 5 Characters (Pirates and Allies) in play under any circumstances. Therefore, if there are 5 players, it is not possible to play with Allies.
Pirates
The Character Card fields:
- Melee Combat: indicates the number of dice your Pirate rolls when fighting with melee weapons.
- Ranged Combat: indicates the number of dice your Pirate rolls when attacking with firearms or throwing weapons.
- Strength: indicates the number of dice to roll for 'Unarmed Attacks' or for other Strength-related actions, such as 'Push', throwing an axe, etc.
- Agility: indicates the number of dice your Pirate rolls for actions such as 'Disengage' or 'Jump', or for other actions related to agility.
- Intelligence: indicates the number of dice your Pirate rolls to overcome intellect or will-related checks, such as 'Revive' an Unconscious Character.
- Perception: used to overcome perception-related checks and actions, such as 'Search' inside a room or on a tile.
- Character Class: indicates their training background. It affects the type of new skills that your Pirate will find easier to learn (see book II, pg. 10).
- Skills: in general, Characters initially have two types of skills, one type related to the Adventure Phase and the other to the Voyage Phase. You can check the skills in book II, pg. 10.
- Starting Gear: indicates your Pirate's weapons and items at the start of each Adventure Phase.
- Salary: is the amount of Coins that your Pirate adds to your Personal Booty by collecting your Salary in the Port Phase (see book II, pg. 3).
- Charisma: this attribute is used to try to take over the captaincy and to pass checks related to your ability to convince comrades or NPCs to join your cause.
All Pirates have their own Character Card featuring their archetype, attributes and skills:
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Archetype: defines the Pirate's job. The name of the Character in the Campaign will be decided by each player.
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Action Points: these are the points that your Pirate has to perform actions. Check all available actions on pg. 16. When your Pirate is wounded, you lose 1 Action Point until your health is fully restored. However, this effect is not cumulative, only a single Action Point can be lost in this way.
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Health: is the total amount of Wounds your Pirate can suffer before falling Unconscious (see pg. 30). Each time your Pirate receives one or more Wounds, place the corresponding number of Wound tokens on your Character Card. As your Pirate heals, remove the Wound tokens from the Character Card.
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Destiny Points: these points have different uses, although you can only use one per turn. They do not consume Action Points and can be used to: a) Discard one die during your turn. b) Carry out an extra action of up to 3 Action Points (only in the Adventure Phase). c) Add +1 to the result of each die on one of your rolls. d) Activate certain skills.
Each time you use a Destiny Point, discard a Destiny Point token from your Character Card. Your Pirate may not collect more than the number indicated on the Character Card.
Allies
Your Pirate may hire an Ally during the Port Phase by paying their Salary and their recruitment cost. Each Pirate may only hire one Ally per chapter (the Solo Mode is an exception to this rule). Your Ally will remain loyal to your Pirate from chapter to chapter as long as you pay their Salary and Fame during the Port Phase.
Allies have their own cards, with their attributes and skills. The attributes on these cards are the same as on the Character Cards, with the following exceptions:
- Movement: indicates the number of Movement Points the Ally can use to move, 'Jump/Climb', 'Open doors' or 'Explore' (see Ally Actions, pg. 26).
- Action Points, Destiny Points: Ally cards do not have these attributes.
More information about Allies can be found on pg. 25.
There cannot be more than 5 Characters (Pirates and Allies) in play under any circumstances. Therefore, if there are 5 players, it is not possible to play with Allies.
Enemy
The Enemies also have cards where their attributes and skills are represented, as well as guidelines for their behavior. These Enemy Cards are only used in the Adventure Phase.
- Class: the name of the Enemy's class is stated here.
- Movement: indicates the number of spaces the Enemy can move.
- Agility, Intelligence and Strength: like Pirates, Enemies have these attributes, which are used in confronted rolls.
- Health: is the total amount of Wounds the Enemy can sustain before being defeated. When an Enemy receives as many Wounds as indicated on its card, its miniature is removed and a random Fallen Enemy token is placed on its space.
- Fame: this icon represents the Fame gained by the Pirate who delivers the final blow to this Enemy.
- Melee and Ranged Combat: these attributes show the values used by an Enemy in combat. For those Enemies that have both types of action, the rules will determine which should be used on each occasion. The value inside a cube indicates the number of dice the Enemy must roll, while the number of Wounds inflicted by each successful attack is indicated under the icon. If it is a Ranged icon, the Wounds are indicated below and to the left, and the attack's Range to the right.
- Skills: each Enemy has skills that they can use along their actions. The skill under (+) is added to the previous one in games with 4-5 Characters.
- Behavior Patterns: are the possible behaviors that this type of Enemy has if it is not adjacent to a Character (see Enemy Behavior, pg. 28).
- Type: each Enemy belongs to one of the following types: Human, Supernatural, Abomination.
An Enemy can show two different values for the same attribute. The white values on the left are used in games with 3 or less Characters, and the yellow values on the right are for games with 4 or 5 Characters (i.e. Pirates and Allies). These values are maintained throughout the chapter, even if the number of Characters varies.
Dice Rolls
During the game, you will often have to resolve skill-related challenges, combats and events, which are resolved by rolling dice. Take the following information regarding dice rolls into account:
Criticals results in Melee, Ranged or Unarmed rolls: during the Adventure Phase, a result of 6 on the die, without applying modifiers, is considered a "critical roll." This result is not affected by penalties on the rolls. A critical attack roll can only be blocked by another critical roll obtained by the defender. The attacker causes one extra Wound for each critical hit obtained that is not canceled by the defender. This can be added to the bonus that a weapon may have, for instance, if a vial of poison is applied to it.
Some Pirate weapons have special "optional critical" or "additional critical" rules. When your Pirate rolls a critical with a weapon that has an "optional critical," you may choose to apply the optional critical effect instead of dealing an additional Wound. However, if it is an "additional critical," you may deal an extra Wound as usual and, in addition, trigger the effect described in the card.
Bonus Limits: a Character who obtains several bonuses that affect the dice of a single roll, either due to cards or skill effects, is limited to using only the most favorable bonus. However, other types of bonuses, such as the increase of Wounds inflicted by a weapon, can be added together (e.g. using a Vial of Poison and the Vigorous skill).
The Cutthroat has learned the Fencing skill (the Character adds +1 to her rolls with swords or daggers). She uses the Siamese Swords (adds +1 to the attack). When attacking an Enemy, the Assassin can only use a single +1 bonus.
Accumulated Penalties: pirate life is dangerous, there is no limit to the number of negative conditions for your Character, so if you get several penalties that affect the result of the same roll, they are all added together.
The Sea Dog, who wields an axe in his weak hand, makes a consecutive attack with it, so he must subtract 2 from his roll (-1 from the consecutive attack and -1 from attacking with his weak hand).
Dice Limit: 5 is the maximum number of dice that can be rolled for any roll of any Phase.
Destiny Points: remember that, in any Phase, you can spend one Destiny Point after making a dice roll to increase the result of each die by +1, in your Melee, Ranged, Strength, Agility, Intelligence, Perception, or Charisma rolls (see Destiny Points, pg. 6).
Charisma rolls
Charisma is a special Character attribute, and the dice rolls are different from other rolls made using the other attributes. Any Charisma die roll is resolved by rolling a die and adding the value of the Character. This applies both to difficulty rolls, as well as to confronted rolls. In the case of confronted rolls, the winner is whoever gets the highest result and, in the event of a tie, the tied players repeat the roll.
Behavior rolls
Occasionally, Enemies must make a Behavior Roll to determine their behavior. If an Enemy is NOT adjacent to a Character, roll a die and consult the behavior chart on its Enemy Card to read the text associated with the die's result.
Difficulty rolls
Whenever you have to make this type of roll, you will find a value to exceed and an attribute associated with a number of successful rolls. You get one success for each die that exceeds the specified value. Difficulty rolls usually require a single successful roll to pass. However, some situations require at least two successful results to overcome the check. In the event of failing to get any success on the roll, you will have failed.
The Voodoo Shaman must pass an "Agility 4 (2)" roll. This means that you must roll as many dice as your Character's Agility value, i.e. 3 dice, and that you need to get at least 2 results of 5 or 6 (higher than the specified value) to pass successfully. You roll the 3 dice and get a 5, 5 and 2. You got 2 successful rolls and pass the difficulty roll. However, if you got only one successful roll or none at all, you would have failed the roll.
Confronted rolls
This type of dice roll takes place when your Character attempts to perform a given action against another Character or an Enemy. In this case, a Character attribute or skill is indicated, which you must use to overcome the attribute or skill of your opponent. Roll as many dice as indicated by your Character's attribute, and you get one successful roll for each result that exceeds the value of your opponent's attribute or skill. In the same way, your opponent will try to exceed the value of your attribute, rolling as many dice as indicated by their own stats. Finally, compare the number of successful rolls, if you got more successful rolls than your opponent, you can perform the action. In case of a tie or defeat, the action fails.
The Sea Dog wants to 'Push' the Surgeon against his will. To perform this action, they must make a confronted Strength vs Strength roll. The Sea Dog's Strength is 3, while the Surgeon's is 2. The Sea Dog rolls 3 dice and must exceed the Surgeon's 2 value on each die. As for the Surgeon, he rolls 2 dice and must exceed the Sea Dog's 3 value to get a successful roll. These are the dice results: Sea Dog rolls 2, 3 & 5 (needs to exceed 3); Surgeon rolls 2 & 4 (needs to exceed 2). With these results, the Sea Dog gets two successful rolls (3 and 5) while the Surgeon gets only one (4). Thus, the Sea Dog manages to push the Surgeon.
How to start
Well, me hearties, it's time to weigh anchor and set sail.
Anchors aweigh!
If you are going to start a campaign, you must first choose a Pirate and take their Character Card. If two or more players want the same Pirate, the dispute must be resolved at random.
Once all players have chosen a Pirate, if you are going to start a campaign, read the first chapter of the campaign. It gives you background information about your mission, and indicates which is the first Phase you must play (Port, Voyage or Adventure Phase). Follow the specific setup instructions indicated in the chapter, as well as the general setup rules described in the corresponding sections for each Phase.
However, if you are going to resume an ongoing campaign, each player takes the Pirate's Record Sheet and Character Card with which they started the campaign along with the gear they have.
If this is your first voyage, continue reading this rulebook to play the chapter "The Secret of Captain Jones". Once you have read the concepts described in this section, go on to read the chapter instructions and take a sip of rum, because you are going to need it!
In any situation where rounding is necessary, always round up.
Contradictions
Sometimes the numerous rules contained in these rulebook are contradicted by the rules detailed in the game components. When this happens, follow these guidelines to clarify any rules conflict:
- Any Enemy Cards, other cards, or skills that contradicts the general rules will take precedence over the general rules.
- Any chapter rules that contradict the general rules or the rules of Enemy Cards, other cards, or skills will take precedence over those rules.
- If a Character's skill is in conflict with an Enemy's special skill, the Character's skill prevails.
Honor among thieves
Players are allowed to negotiate and reach agreements of all kinds in Skull Tales, as long as they are not expressly forbidden by the rules or there are no rules that regulate the use of the elements that make up the deal between players (such as the use of certain Gear cards exclusive to some Characters).
Agreements can range from an alliance between two Characters to share a reward at the expense of a third, sell an item to another Character at an agreed price, or the promise of special booty to whoever gives you their approval to take a goal in the Adventure Phase or helps you complete a Rumor.
Your Character's Fame and/or Trust Points cannot be used as a bargaining chip under any circumstances, since they are non-transferable elements of each Pirate.
It is recommended that any currency or Gear card exchanges be made when switching between the different Phases of a chapter (these are times when the Characters are usually together on the Pirate Ship).
Needless to say, when dealing with people of dubious repute, there is no guarantee that the deal will be honored in its entirety, so beware of these scoundrels because if you reach out to them, they'll take your arm and anything else they can get their hands on.
Adventure Phase
By Neptune's beard! The time has come to prove your worth, you rapscallion. If you want to be a real sea dog, you have to use all your skills to explore the hidden places your old ship takes you to. But, blistering barnacles!, the mission will not be easy. Your crewmates will help you complete it and send all the enemies that cross your path back to meet their maker.
Adventure Components
Adventure Board: this numbered board tracks the progress of the adventure. The further the Pirate Flag token advances, the less likely the players are to successfully complete the mission (see Pirate Flag Token, pg. 34). There is also a difficulty indicator for dice rolls on each Chapter's Enemy Chart.
Tokens
This section describes a large number of cardboard tokens that have various uses in the game. Don't worry about trying to learn what each one is specifically used for, the rules will remind you when to use each one, because... after a shot of rum, you probably won't remember... yo-ho-ho!
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Pirate Flag Token: it is used as a counter on the Adventure Board (see Pirate Flag Token, pg. 34).
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Tile Tokens (TT): there is one of these tokens for each Island, Cave, Temple, City-Village and Special tile. Each of them shows the identifier of a different tile, so, during the Adventure, these tokens are placed face down on one side. When you move across the tiles and need to open a new path, pick up one of these tokens at random and flip it over to reveal which new tile to place.
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Destiny Point Tokens: the Destiny Points are placed on your Character Card and help you perform feats and overcome certain adversities (pg. 6). They are personal and non-transferable.
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Fame Dials: used to track the amount of Fame earned by each Pirate in each Phase. Fame cannot be transferred among Pirates.
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Magic Board: this board is used as a turn counter for spell cards with a cooldown period played by Pirates with magic abilities (see pg. 12 and 14 on Magic).
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Wound Tokens and Tiles: the tiles form the board where the actions and movements of Characters and Enemies are carried out during the Adventure Phase. There are Island, Cave, Temple, City-Village and Special tiles. A letter identifying the type of tile can be found in a corner (Island: I, Cave: C, etc.) along with a number, for you to quickly identify it and associate it with its token.
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Action Points Dial (AP): used to keep track of the Action Points of your Pirate.
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Wound Tokens: these are placed on the Character Cards or next to the Enemy miniatures each time they suffer wounds (see pg. 22, on Suffering Wounds).
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Fallen Enemy Tokens: these tokens are placed face down next to the playing area. Each time an Enemy is defeated, place one at random on the space where the Enemy was defeated in combat, without revealing its back side (see pg. 29).
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Dead End / Hidden Tokens: they are placed next to a tile's exit when you have to place another tile and you cannot do so, or when indicated in the text of a game component. The Hidden token is used to mark Enemies when they are in that state.
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Poison and Stun Tokens: when your Character is Poisoned or Stunned, place one token or the other accordingly on your Character Card.
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Character Tokens: they have multiple uses, such as indicating if your Character has already performed the 'Insult' action (by placing it next to your Character card), or if you've been captured by an Enemy (by placing it under the Enemy). These tokens are also used when your Character uses the Stealth skill (replacing your miniature with this token for as long as you are Hidden).
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Zombie Token: represents the Zombie that the Voodoo Shaman Character can raise when he uses his spell. See pg. 26 for more information on the Zombie.
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Compass / Clock Token: this token is used to indicate the difficulty level in the Adventure Phase (Compass side). The other side shows the Clock used in the Voyage Phase.
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Coins and Gems: they are used to quantify the booty that your Character collects during the adventure. Coins and Gems are obtained by completing goals, by searching Fallen Enemies, and by other means. The color of each coin indicates its value: Copper = 1; Silver = 5; Gold = 10 and Gem = 20.
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Goal Tokens: these tokens are given to the Characters as they fulfill the goals listed in each chapter of the Campaign Book. At the end of the Adventure Phase, fulfilled goals are traded for the Coins and/or Fame value shown on the chapter's Goals Chart. There are three types of goals:
- Achievements: they represent outstanding Character actions that allow the adventure to progress. If your Character falls Unconscious, discard any Achievement tokens you have. The goal is still considered fulfilled for the purpose of successfully completing the adventure, but no one receives Fame.
- Items: as the name suggests, these can be exotic artifacts, weapons, utensils and even treasures. Unless stated otherwise, this type of Goal tokens occupy a space in your Character's inventory. If your Character already has three non-starting Gear or Legendary cards, you must discard as many as you need in order to collect this goal token.
- NPCs: they represent Non-Player Characters who, depending on the conditions of the scenario, may join the Characters or perhaps provide valuable pieces of information.
More information on Goal tokens can be found in the Campaign Book.
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Door Tokens: these tokens show the status of a door: open or closed. Only Characters can 'Open Doors'.
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Throwing Weapon Tokens: if you throw a throwing weapon, place this token on the space of the tile where your weapon has landed. This same token is also used when a Character leaves an item on the ground.
Cards
In this section you will find a detailed description of the cards used during the Adventure Phase. The following clarifications should be kept in mind when using cards:
- Deplete cards: the rules text of some cards begins with "Deplete". This means that, to activate the special effect of one of these cards, you do not need to spend Action Points, but you must flip the card face down when you use it, preventing its use until it is turned face up again in the Adventure Event Round (see pg. 15).
- Inventory limit: your Character only has room to carry all of your starting gear plus 3 non-starting items such as Gear cards, Legendary items and/or Item tokens. Rum and Brew Gear cards occupy half a space, i.e., two of these cards occupy only one of the three spaces available for non-starting items of your Character. Search cards do not count towards this item limit that your Character can carry.
Gear Cards: Pirates begin each Adventure Phase with their own starting gear, and may upgrade their equipment throughout the campaign. These cards count towards the 3 item limit that your Character can carry if they are not part of your starting gear. Each Gear card shows:
- Item/weapon name.
- Cost: this is the price you must pay for it if you want to acquire it and it is not part of your starting gear. Some cards show a Character icon, instead of having a cost. These exclusive cards may only be used by that particular Pirate.
- Usage: one or more icons indicate how to use a Gear card:
- Equipped: cards with this icon do not count towards the limit of cards your Character can carry during the Adventure Phase and are considered equipped at all times.
- Hands: indicates the number of hands required to use the item.
- Firearm: see Firearms, pg. 20.
- Combat Values: all weapons have one or two combat values.
- Melee: indicates that it is a melee weapon. To use it, your Pirate must be adjacent to the Enemy (see Combat, pg. 18).
- Ranged: indicates that it is a ranged weapon. To use it, your Pirate must have Line of Sight and Range to the Enemy (see pg. 20 and 21).
- Damage: indicates the Wounds received by the Enemy for each successful hit when attacking with this weapon.
- Range: indicates the distance, measured in spaces, at which you can attack with this weapon. For some weapons this distance is equal to the numerical value of your Pirate's Strength (see Throwing Weapons, pg. 20).
Magic Cards: some Pirates have magical abilities represented by these cards. In order to apply the effects described in them, the Pirate must spend Action Points to use them. This type of card contains the following information:
- Name.
- The Action Point cost.
- Skill level required to be able to use it: to use level II magic cards you need to learn a specific skill (see Voodoo II, book II, pg. 17).
- Effect description.
- Cooldown time: casting a spell is a strenuous effort for your Pirate, so you need to recover before using it again. Whenever you cast a spell, place the card on the indicated space of the Magic Board. During each Adventure Event Round, move the card one space to the right until it reaches the number zero, thus making the spell available to use again.
Clarifications for some special Magic cards:
- Clairvoyance: has no cost and you can use it even if it is not your turn.
- Voodoo Doll: has no cooldown time, but you cannot use it again until the Zombie is defeated (see Zombie, pg. 26).
- Totem: activated by the Witch, it remains on your Character Card until it is replaced by another totem. At that point, the deactivated totem is placed on the Magic Board.
Adventure Event Cards: in the Adventure Phase, the Characters are in hostile territory where constant dangers may be unleashed. These cards present various situations that are usually associated with certain types of tiles (as indicated on the lower left corner of the card as well as on the card's text).
Search Cards: there are Legendary item cards among the Search cards that you must set aside from the deck to be used when indicated in the Campaign Book (see below). Each time your Character performs a successful 'Search' action, draw a card from the Search deck. You can keep it hidden from other players unless you must resolve its effect immediately. Remember that these cards do NOT count towards the limit of 3 items your Character can carry.
Keep the cards that grant Coins or Fame until the end of the Adventure Phase. If you succeeded in completing the adventure, write down on your Record Sheet the Coins and Fame that you have gained with these cards and return them to the deck.
With the exception of Legendary items, any other Search cards (Rum, Brew, Rope, etc.) not used at the end of the Adventure Phase are not noted on the Record Sheet, and are returned to the Search deck so that they can be used in the next adventure. In turn, when a Search card is used during the adventure, it is discarded until the end of the adventure.
Legendary Item Cards: these are powerful items that the Characters can find in their adventures. These cards count towards the limit of 3 items your Character can carry. Although they have the same back as any Search card, they can be easily identified by looking at the different background used for the card name. If an effect involves the loss of a Legendary item card, discard it and it will return to the Search deck once it is reshuffled, allowing the Characters to find it again by performing 'Search' actions.
Adventure Phase Setup
To play the Adventure Phase you should check the Campaign Book for the setup of the chapter you are going to play. In general, and unless otherwise specified in the chapter description, setup goes as follows.
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Tile Tokens (TT): the description of the adventure indicates the type and number of tiles you have to set aside, as well as which of them you have to use during the game. Take the Tile tokens corresponding to each of them, and place them face down forming a pile as described in the adventure.
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Duration and Difficulty: place the Pirate Flag token on the space indicated in the chapter and the Compass token pointing to difficulty 1.
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Starting tiles: place the starting tiles as indicated in the Campaign Book. As a general rule, no Enemies are placed on the starting tiles, unless the Campaign Book tells you to.
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Search and Adventure Event Decks: leave the Legendary item cards in the game box. Next, shuffle the Search deck and the Adventure Events deck separately, and place them face down on one side of the table so that all players can draw cards.
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Equip Pirates: Pirates may carry one item in each hand. If you equip your Pirate with an item that shows the two-handed icon on its card, that item will occupy both hands and will be the only one your Pirate can take with them. To indicate which item is in each hand, place the cards on either side of your Character card (left and right) to show in which hand the Pirate is holding each item. The dominant hand of your Pirate is the same as yours; so if you are right-handed, your Pirate's dominant hand is the right hand, and the left hand if you are left-handed. Logically, ambidextrous players can choose which hand they will use as their dominant hand, but by Neptune's beard! they cannot use both hands as dominant hands or change their choice during the adventure. Tell the other players which is your dominant hand and which is your weak hand. Note that attacking or defending with a weapon equipped in your weak hand gives you a -1 penalty to your rolls.
The remaining equipment is placed at the top of your Character Card, taking into account the limit of 3 non-starting items. Firearms are always loaded at the beginning. If for some reason your Character already has the maximum number of items allowed and obtains an additional one, you must discard any excess items of your choice. In this case, it is not necessary to spend Action Points to drop them.
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Tokens: leave the tokens described in the "Components of the adventure" section (pg. 10) at the side of the table.
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Pirates: if you are playing the first chapter of the Campaign, each player takes their Character card along with a Record Sheet, their starting gear, a Fame Dial and their Destiny Points. In general, unless otherwise stated in the chapter, players start with no Coins nor Fame. When resuming a campaign, each player follows the previous step but starts with the amount of Coins and Fame registered after the last game, as noted on their Record Sheets. You will also start without any of the Coins or Fame gained in previous Phases and/or chapters. The Coins and Fame noted on the Record Sheet are safe and are not lost during the adventure.
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Enemies: pick the Enemy Cards indicated in the chapter and leave them within reach of all players for reference.
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Allies: take the cards of any Ally Characters in play and place them in the game area.
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Deployment: if the crew has a Captain, the Captain will have the Initiative and will decide the order and the spaces where the Character miniatures are placed on the initial tile. If the crew does not currently have a Captain, the Pirates will make a Confronted Charisma roll. The winner will have the Initiative for the time being (see Initiative, pg. 15).
Remember that in the event of a dispute between players or a situation that the rules are not able to clarify, it is up to the Captain to decide how to resolve it.
Story text: the Captain, or the better-versed Pirate, reads aloud the goals and special rules detailed for this Adventure, since all Pirates should know them before you start.
At this point, you are ready to start the Adventure. Take a sip of rum and get ready for what is to come. Yo-ho-ho!
Often, the most important tiles in each chapter of the Campaign Book are marked with a series of icons with colors and/or letters marking doors, buildings or spaces. These marks will acquire significance when the corresponding Story Moments are read as the Characters progress through the chapter.
Adventure Phase Sequence
The Adventure Phase is comprised of several Rounds that are played in succession until any condition to end the Adventure Phase is met (see End of the Adventure, pg. 34):
- Character Round: each Character performs their actions.
- Enemy Round: during this Round, the Enemies act.
- Adventure Event Round: a series of standard steps are carried out, in addition to resolving an Event card (when necessary).
Don't worry, matey. The following is a detailed explanation of how each of these Rounds is played, arrr!
Character Round
During this Round, in turns, the players have the opportunity to perform actions and advance to achieve the goal. For Character Actions, see pg. 16.
Initiative: at the beginning of the Adventure Phase, the Captain holds the Initiative, i.e. the power to decide the players' turn order. However, when a Pirate's Fame exceeds that of whoever holds the Initiative, that Pirate will take the Initiative and will be the one who decides the turn order of the players. If there is no Captain, the Initiative will initially go to the player who wins a confronted Charisma roll. In case of a tie, repeat the roll between the tied players (see Dice Rolls, pg. 8).
To determine who holds the Initiative, only the Fame gained in the current Adventure Phase will be taken into account. Obtaining the Initiative does NOT make you Captain, if you want to obtain the captaincy consult the Mutiny rules, book III, pg. 8 of the Voyage Phase.
Enemy Round
Once all players have taken their actions, it is the Enemy's turn, who move and attack during this Round. Enemies are activated following the order indicated in the "Enemies" section of the Campaign Book. All Enemies of the same Class must be activated before moving on to the next one. The Captain (or the player with the Initiative if there is no Captain) decides in which order the Enemies are activated when there are several of the same Class.
For Enemy Actions, see pg. 28.
Adventure Event Round
Perform the following steps during the Adventure Event Round:
- If all the Characters are Unconscious, the Adventure Phase ends immediately (see End of Adventure, pg. 34).
- Resolve any condition related to the Adventure Board that may move the Pirate Flag token (see Pirate Flag Token, pg. 34).
- Remove the Fallen Enemy and Throwing Weapon tokens from the tiles if there is no Character on the same tile or if they have no LoS to any Character on another tile. However, if a Story Moment mentions a Goal or Fallen Enemy token, do not remove it from the tile even if the conditions for removing it are met. If an Ally is not on the same tile as another Character, or has no LoS to any Character in other tiles, remove that Ally's miniature from the game (see Allies, pg. 25). During this step, an Unconscious Character does not count as present on the tile.
- Recover all Enemies that were Stunned in the previous turn and any Stunned Characters that failed to recover.
- Perform any rolls related to the Characters' states, e.g., Poisoned.
- Flip all depleted cards face up to indicate that they can be used again (see Deplete cards, pg. 11).
- The Pirates recover the Magic cards that are on position 0 of the Magic board and advance each Magic card on the cooldown turn track one position.
- Draw a random Event card if all Characters are on tiles with no Enemies and have no LoS to any Enemies on adjacent tiles. If the card does not apply to the situation the Characters are currently in, discard it and move on to the Character Round.
Character Actions
Move
For each Action Point you spend, you can 'Move' your miniature from your current space to an adjacent space, either vertically, horizontally or diagonally, following the movement rules below:
Some Adventure Event cards indicate that new Enemies spawn and launch an attack. These attacks are immediately resolved as usual, without waiting for the Enemy Round. Once the Adventure Event Round is over, a new Character Round begins.
Your Character must end the Move on an empty space (see Types of Terrain).
Adjacency: a space is considered adjacent to any other space if they have a side or corner in contact. However, two spaces are not considered adjacent if the only side they share is a wall, a dead end of the tile, a closed door, an obstructed space, or if there is a height difference (see Types of Terrain).
Occupied spaces: you cannot move through spaces occupied by Enemies (horizontally, vertically or diagonally), but you can move through a space occupied by another Character. However, you need to get their permission to pass; if you don't, you can try to push them (see Push, pg. 23).
The Cutthroat and the Lookout finished the Round with no Enemies on their own tiles and no LoS to other Enemies on adjacent tiles. At the start of the new Event Round, the event card "Ambush" is drawn at random, which reads «All pirates are ambushed by Stray Enemies. Place an Enemy next to each Pirate. Each Pirate immediately receives an attack». Place a Stray Enemy next to each Pirate, make an attack roll for each Enemy and resolve it. Then, a new Character Round begins.
Corners: you CANNOT move diagonally if there are obstructed spaces, walls, tile edges, or miniatures in any of the spaces whose corner is adjacent to both spaces (the space where the Character is and the destination space). In these cases, even if movement is not allowed, the adjacency still exists for all other purposes (such as combat).
However, if the miniature in the corner is a Character, you may request permission to pass through the corner like you would if you were passing through the space it occupies.
Destiny Points: if your Pirate uses 1 Destiny Point to perform an action of up to 3 Action Points, you can only move a single space since each Action Point spent to 'Move' is considered a different action.
Engage: when a Character who is not Hidden (see pg. 31), moves to an empty space adjacent to an Enemy, they become Engaged in combat and the movement stops immediately. To be able to move freely again, you need to perform a 'Disengage' action (see pg. 24) or eliminate the Enemy.
Note that you can cross the space of a Character who is Engaged in combat with an Enemy without your Character becoming Engaged. You will only become Engaged in combat when you move to an empty space adjacent to an Enemy.
Enemies that are Stunned, Knocked Down, or Hidden do not engage Characters moving adjacent to them.
Action Points: at the start of your Pirate's turn, you have as many Action Points as indicated on your Character Card (minus 1 if you are Wounded or if another condition lowers it). Pirates can spend their Action Points to move around the board, fight, search... Each of these actions has a certain cost. Each Pirate may carry out as many actions as desired until all of their Action Points are spent and, once they have carried out their actions, it is the next Pirate's turn.
Pirates may only perform actions during their turn, even if they have not spent all their Action Points. You can use the Action Points Dial to keep track of how many you spend.
Remember that, during your turn, you can spend one Destiny Point to perform a single action of up to 3 Action Points.
Types of Terrain
The following is a description of the different types of terrain you may encounter on a tile:
Chasm spaces: Chasm spaces are framed by a dashed line. Inside the framed space there is an X icon that represents the difficulty to move through this type of spaces (see Jump/Climb, pg. 24). Chasm spaces count as a single space for the purpose of determining Range and the Enemy's Movement. You cannot end your Move over a chasm space, but another Character can push you into one (see Push, pg. 23).
Water spaces: these are the spaces framed by blue edges. To move from a water space, you must spend 2 Action Points instead of 1.
Walls: they are all those red and black lines, identical to those framing blocked spaces. Walls are obstacles that interrupt the LoS, their corners impede movement and can break adjacency between spaces.
Roofs and Heights: any dotted lines not tied to an X roll indicate areas of different heights. To cross one of these lines you must perform a 'Climb/Descend' action (see Jump/Climb, pg. 24). Two spaces at different heights are not adjacent to each other and prevent LoS from below and upwards (see pg. 20). These lines represent roofs when they appear on Village tiles. Roof areas count as a single space and can hold up to 4 Characters and/or Enemies (see Roofs, pg. 33).
Exit spaces: these spaces are always located at the edges of the tiles and indicate the place from where you can 'Explore' (see pg. 23), and where the Enemies of the Enemy Chart (see campaign book, pg. 3) spawn in most cases.
Obstructed spaces: these are the spaces framed by red and black lines. You cannot move through these spaces, which means that you cannot end your Move on them either. Also, their corners prevent diagonal movement and block the LoS just like the movement.
Empty spaces: these are all those spaces that are NOT occupied by a miniature, including water and exit spaces. As a general rule, miniatures end their Move on these spaces. An empty space can also have tokens of any type on it (Fallen Enemy, Goal, Throwing Weapon, etc.), so you can end your Move on top of one of these tokens.
Run
A 'Run' action must be declared at the beginning of your Pirate's turn and it must be the first action of your turn. Your Pirate doubles their Action Points during this turn, but may only use them to perform 'Open Door', 'Move', 'Explore', 'Push' and 'Jump/Climb' actions.
When your Pirate runs, the standard rules for 'Movement' actions still apply, except that you are not required to stop when moving adjacent to an Enemy. However, if your Pirate decides not to stop, you receive as many Wounds as indicated by the Melee value on the Enemy Card. These are inflicted a single time when passing by each Enemy, no matter how many spaces adjacent to the same Enemy your Character crosses.
For instance, if your Pirate runs across three spaces adjacent to a Redcoat, you will only receive 1 Wound.
If your Character wants to perform an action other than those mentioned above, you must spend 1 Destiny Point. After doing so, you can perform a single extra action with a cost of up to 3 Action Points, and your turn ends.
The Cutthroat decides to 'Run' to the Goal token. She slows down every time she leaves a water space (2 Action Points) and, since she is running, she does not have to stop her movement to engage with the Redcoat. However, the Redcoat inflicts 1 Wound on her as she continues to run. Finally, she must perform an orthogonal movement when passing by the corner (marked in red) to position herself on the Goal after having spent a total of 10 Action Points.
Open Door (1 Action Point)
Whenever you want to perform this action, your Character's miniature must be placed on the space in front of a door (a door cannot be opened diagonally). If it is the door of a town building, remove the Door token. If it is the door that connects two different tiles, flip the Door token showing its Open Door side. Normally, this causes Enemies to spawn in the next room or tile (see pg. 27).
Attack (2 Action Points)
The type of combat is determined according to the Enemy's position relative to your Character's miniature and the weapons your Character is using (see Combat). On the other hand, based on the frequency and type of your attacks, your Pirate may have to apply special modifiers (see Attack Types, pg. 21).
Combat
There are three types of combat: Melee Combat, Ranged Combat and Unarmed Combat.
Melee
A melee takes place when your Character fights at least one Enemy on a space adjacent to your miniature, if your Character has a weapon card in either hand with a Melee attack value.
The combat is resolved with a confronted roll. The attacker rolls as many dice as their Melee value. Each die that exceeds the opponent's Melee value is considered a hit. The defender repeats the same process, trying to surpass the attacker's Melee value with their Melee roll. Finally, compare the hits of both rolls, so that a hit by the attacker is blocked by a hit by the defender. Each critical hit by the attacker (rolling a natural 6, with no modifiers) can only be blocked by another critical roll in defense.
For each successful hit by the attacker that was not blocked, the defender suffers the damage of the weapon used in the attack. Each unblocked critical hit by the attacker adds +1 Wound to the damage, cumulative with any additional or optional critical effect that the weapon used may have.
If the defender matches or exceeds the number of hits by the attacker, nothing happens, since they have successfully blocked the attack.
Unarmed defense: your Pirate can only use the Melee value for defense if you are equipped with either a weapon or a two-handed weapon. If you are unarmed, or equipped with a one-handed weapon, you defend yourself by rolling a single die instead of your Melee value. Enemies and Allies always use their Melee value for defense.
The Sea Dog performs a ranged attack with his pistol against a Redcoat with a Ranged value of 2. He has 3 dice and, after rolling them, he gets 2, 3 and 5, surpassing the Redcoat's Ranged with the 3 and 5. Then, he inflicts his gun's damage for each hit (2 per hit), defeating the Enemy and replacing its miniature with a Fallen Enemy token.
The Surgeon makes an attack with his sword against a Redcoat (who has Melee 2). The Surgeon rolls his 3 dice and gets 3, 5, 6 on his roll. Since the Redcoat's Melee is 2, the Surgeon got two regular hits (3 and 5) and one critical hit (6). Next, the Redcoat rolls his 2 dice for defense, and gets a 3 and a 4. Since the Surgeon's Melee is 3, the Redcoat has only managed to beat it with his 4, so the Redcoat gets only one hit. Comparing the hits by the Surgeon and the Redcoat, you see that the Redcoat only managed to block one hit (the Surgeon's 3 or 5), so the Surgeon wins this combat. The damage caused by each of the two unblocked hits will be whatever the weapon card used indicates (the sword, which causes 2 per successful hit) +1 extra from the critical hit. In total, the Redcoat receives 5 Wounds (2+2+1) and is defeated, so a Fallen Enemy token is placed to replace its miniature.
Ranged Combat
Ranged combat occurs when a Character that has a weapon equipped in either hand with a Ranged value attacks an Enemy who is not adjacent to the Character's miniature, or another target such as a space of the board in the case of the Gunner's grenade. You can only perform ranged attacks against an adjacent Enemy if your Character has a special skill or a card that specifically allows it. In order to make the attack, you must check if you have Line of Sight and Range (see below).
The attack is resolved by rolling as many dice as indicated by your Ranged value. Each result that exceeds the Enemy's Ranged is considered a successful hit. Each successful hit inflicts the damage indicated on the weapon card used. Critical hits (6) inflict 1 extra Wound.
To perform a Ranged attack, a Character must have weapons that exceed the melee range. All these weapons can be identified by the Ranged icon on their cards. They can be classified into the following types:
- Firearms: firearms are marked with this icon on the card. Most of these weapons become unloaded after being shot. To show this, rotate the card 90º (turn it horizontally). This indicates that you cannot use it again until you perform a 'Reload Firearm' action (see pg. 25).
The Sea Dog has a clear Line of Sight to the Redcoat, who is in the corner at Range 3, with no penalty, and would roll one less die to attack the other Redcoat because the LoS crosses the space of his crewmate the Surgeon. He has no LoS to the Officer because there is an obstructed space that blocks the LoS. One of the skeletons is within the Sea Dog's LoS, however, since the LoS is blocked by the Enemies, the second skeleton is under cover. Finally, the Sea Dog also has no LoS to the Cannibal because it is Hidden thanks to its ability.
- Throwing Weapons: when you throw a throwing weapon at an Enemy, use your Strength value to determine the Range of the attack, for which ranged combat rules apply. Place the Throwing Weapon token on the space of the Enemy you have thrown it at. Place the card next to the board until a Character performs a 'Pick Up' action on the Throwing Weapon token.
- Other weapons: some ranged weapons, such as the Voodoo Shaman's blowpipe, can be used again immediately after attacking with them, as they do not need to be reloaded like firearms.
Line of Sight (LoS)
When performing a Ranged attack with a Character or Enemy, you must check if they have LoS to their target. To do this you must draw an imaginary straight line from any corner of the attacking miniature's space to the center of the target's space. If the line does not pass through or touches an obstacle, there is a clear LoS.
Obstacles: obstacles that impede LoS include: obstructed spaces, walls, closed doors and, under certain circumstances, roofs/heights and miniatures.
In the case of Characters, spaces occupied by Enemies are considered an obstacle for these purposes and therefore block the LoS, so you cannot trace the LoS through a space occupied by an Enemy to attack another more distant one.
However, the spaces occupied by other Characters hinder, but do not block the LoS. Therefore, it is possible to make a Ranged attack even if the LoS crosses over one or more Characters, but in that case you must roll one die less for each Character your LoS crosses. When this happens and you roll 1 on all your dice, instead of the Enemy, you hit the nearest Character crossed by your LoS, who suffers the damage of your weapon.
In the case of Enemies the situation is reversed: Characters block their LoS, but an Enemy does not hinder or block the LoS of another Enemy (see Enemy Combat, pg. 29).
The Redcoat has LoS to the Surgeon, who is at Range 3, because the Enemies do not block each other's LoS. But he has no LoS to the Sea Dog because it is blocked by the Surgeon.
Heights: Characters or Enemies that are in spaces separated by a dashed line are at different heights (see Types of Terrain, pg. 17). In the case of Village tiles, this happens with roofs. A Character or Enemy that is at a lower height (on Village tiles that would be the spaces that represent the street) will not have LoS to the Characters and/or Enemies that are higher (which on Village tiles would be the roofs). A Character or Enemy will have LoS to other Characters or Enemies that are at the same height (like another roof) and to those that are at a lower height.
However, a miniature does not block the LoS if it is currently in one of the following states: Knocked Down, Unconscious or Hidden (see States, pg. 30). Note that a Character can trace a LoS from any corner of its current space, even if that corner is shared with an obstacle.
Range
Range is how far a weapon can reach, and is calculated by counting the number of spaces from the starting space to the target space, in a straight line and ignoring any obstacles. Chasm and roof spaces (see pg. 17) count as a single space when determining Range.
You can see the Line of Sight for Ranged attacks on the tile where the Voodoo Shaman is located. The red dots mark the corners of the obstacles that block the Line of Sight. The green shaded spaces are those that the Voodoo Shaman can attack from a distance. If the Voodoo Shaman wants to shoot with a Range 3 weapon, the space marked in gray is the one that would be within the LoS but outside the Range of that weapon.
Unarmed Attacks
Unarmed combat takes place between your Pirate and at least one Enemy who is on a space adjacent to your Character, if your Character is not equipped with any weapon card with a Melee attack value. Just like the Melee attack, these attacks are resolved by means of a confronted roll. In this case, use your Pirate's Strength value (instead of the Melee value) against the opponent's Melee value. The difficulty to overcome for both the Pirate and the Enemy is equal to the Melee value of the opponent. If the hit succeeds, instead of inflicting damage, the target is Stunned (see Stunned, pg. 30).
A critical hit also inflicts one extra Wound.
Attack Types
Your Pirate can perform single, consecutive or alternate attacks. Allies are not affected by these rules.
As a general rule, using a weapon with your weak hand means a -1 penalty to the results of all dice in the roll, in both attack and defense. However, this penalty does not apply to weapons with the "Equipped" icon (see pg. 12).
Single Attacks: this type of attack happens when, after performing an 'Attack' action (either Melee, Ranged or Unarmed), the Pirate performs a different action before performing another 'Attack' action.
Consecutive Attacks: when your Pirate makes two or more consecutive 'Attack' actions, either against the same or a different Enemy, with the same hand or equipped weapon (see pg. 12), you are making consecutive attacks. For each attack action after the first, you must spend another 2 Action Points, but you must apply a -1 penalty to all the dice of the roll (this penalty is not cumulative). If your Pirate performs a different action between the two attacks, they are not considered consecutive attacks.
If your Pirate makes a consecutive attack with their weak hand, apply a -2 penalty to the roll as the penalties add up (see pg. 22). Your Unarmed attacks suffer no penalty from consecutive attacks, unless your Pirate has lost a hand due to a Permanent Injury (see pg. 32).
Alternate Attacks: when your Pirate performs 2 or more consecutive 'Attack' actions (either on a single or on different Enemies) with a weapon in each hand and alternating between their dominant hand and their weak hand, you are making alternate attacks. You must spend 2 Action Points per action, but you do not suffer the penalty that applies to consecutive attacks. However, you will suffer the standard -1 penalty when attacking with the weak hand unless some effect, such as Ambidextrous, prevents it.
Two-handed attacks: a Pirate making an attack with a two-handed weapon is considered to be making alternate attacks and receives no penalty, not even for using the weak hand.
The Sea Dog spends 2 Action Points and performs an attack action with his axe against an adjacent Redcoat. Since Wolf (the player controlling the Character) is right-handed, so is his Pirate. Therefore, his axe card is on the right side of the Character Card indicating that he uses it with his dominant hand, for which he rolls his three Melee dice. Next, as he has his pistol equipped on the left side of his Character Card, he spends another 2 Action Points and does an alternate attack action, a Ranged attack this time. His Ranged value is 3, but, since the pistol is equipped in his weak hand, he applies a -1 penalty to the dice rolled. Finally, Wolf decides to use his remaining 2 Action Points to perform an alternate attack with his axe (with no penalty to the roll, since his axe is in his dominant hand).
Some cards and/or skills indicate that, after a successful attack, you can inflict as much damage as the result of one die roll. In such cases, the usual damage inflicted by the number of hits is replaced by the damage inflicted by the result of the die. An example would be the Freedman Ally with his Great Hunter skill.
Suffering Wounds
When a Character or Enemy suffers damage, place the appropriate number of Wound tokens on the Character Card (or Enemy miniature) according to the amount of damage received. When the number of tokens equals the Health value indicated on the Character or Enemy Card, they are defeated. Characters fall Unconscious (see Unconscious, pg. 30) and Enemies are removed from the board and replaced by a Fallen Enemy token (see Fallen Enemy, pg. 29).
In the case of Pirates, if you suffered at least one Wound without falling Unconscious, you lose -1 Action Point (see Wounded, pg. 30).
Search (2 Action Points)
Once per turn, you can make a Perception 4 roll to search the tile or room where your Character's miniature is located.
To perform this action, there can be no Enemies on that tile or in that room.
- If you pass the die roll, draw a card from the Search deck. If the card has a beneficial effect, you can keep it hidden to use it whenever you wish or when the card allows it. If it is a harmful effect, you must reveal it and apply it immediately.
- If you fail the roll, advance the Pirate Flag token one space on the Adventure Board. Also, if you roll at least a 1 on the failed roll, your Character gains 1 Destiny Point, if possible. This Destiny Point cannot be used to modify that same 'Search' roll.
If you need to perform a successful 'Search' in order to read a Story Moment of the chapter, only read the corresponding Story Moment and don't draw a Search card.
Each Character can only perform one 'Search' action per turn, but different Characters can perform this action on the same tile or in the same room in the same turn.
Switch Equipment (1 Action Point)
With this action you can switch the weapons and items carried by your Pirate in both hands. Your Pirate can equip any weapon or item in your inventory by switching it for any other weapon or item in your hands at the time. You can make all the modifications you need to your Pirate with a single action.
A 'Switch Equipment' action also allows you to trade Gear cards, Search cards, Item Goal tokens, and even Coins, with a single adjacent Character. Only the Character playing the turn will pay the Action Point cost. Both the giving and the receiving Characters can re-equip their items without any additional Action Point cost. There is no limit to the number of items that can be traded or re-equipped with this action.
If your Character reaches the limit of items allowed (usually 3) and gets an additional item for any reason, you must discard any excess items of your choice. In this case, it is not necessary to spend Action Points to drop them.
If your Character gets a starting gear card from another Pirate, you lose it at the end of the adventure.
Pick Up/Use/Drop (1 Action Point)
Characters can pick up or drop items on the space where their miniature is located or on an adjacent space. You can spend 1 Action Point for your Character to:
- 'Pick Up' a single item from your space or an adjacent space, even if it is occupied by a miniature, such as a Throwing Weapon token, an Item Goal token, or anything else indicated in the rules. When your Pirate picks up a weapon or item, you may also equip it without spending additional Action Points.
- 'Use' an item card (a Gear card, a Search card, etc.) that includes the text 'Use' (Brew, Map, Rum...) by spending 1 Action Point per item (unless otherwise indicated on the card). When a card effect starts with the text "Deplete", it does not require you to spend 1 Action Point to use that effect (see Deplete cards, pg. 11).
- 'Drop' an item on your space or an adjacent space and mark it with a Throwing Weapon token.
If your Character reaches the limit of items allowed (usually 3) and gets an additional item for any reason, you must drop any excess items of your choice. In this case, it is not necessary to spend Action Points to drop them.
Remember that, during the Adventure Event Round, if there are no Characters on the same tile where the Throwing Weapon tokens are, and no Character has LoS to them from another tile, the tokens are removed from the game along with the item they are marking.
Push (1 Action Point)
When performing this action, you can grab and drag another Character whose miniature is adjacent to yours. Characters cannot push Enemies, unless you have some skill or item that allows you to do so. This action can usually be performed in the following cases:
If you want to move through another Character's space and they don't allow you to pass, or if you want to move a Character's miniature out of their space against the owner's will, you must make a confronted Strength roll.
If your Character wants to 'Push' another Pirate or Ally by mutual agreement, whoever performs the 'Push' action makes a Strength roll with a difficulty equal to the target Character's Strength (an Unconscious Character can also be pushed in this case, without the need to grant their permission).
In both cases, the outcome may be:
- Success: the pushing Character chooses an adjacent empty space and places the pushed Character there (ignore corner restrictions). This allows the Character doing this action to separate another Character from an Enemy with whom they are Engaged, or even to throw them into a chasm.
- Failure: nothing happens and you cannot try again on the same Character or Enemy until the next turn.
The Surgeon pushes the Sea Dog and places him on one of the spaces adjacent to the Surgeon, marked in red.
Chasms: if a Character is pushed into a chasm space, the pushed Character immediately falls Unconscious as if they had failed to 'Jump' over the chasm. In the case of an Enemy, it is defeated without leaving a Fallen Enemy token, but any Item Goal token remains on the space where it was before the enemy was pushed.
Heights: if you 'Push' a Character or an Enemy from above (e.g. from a roof to the street), the pushed Character or Enemy is Knocked Down and suffers one Wound.
Explore (1 Action Point)
This special action takes place when your Character stands on an exit space of your current tile (see Types of Terrain, pg. 17) and you decide to reveal a new tile to enter it.
As soon as your Character performs this action, advance the Pirate Flag token one space on the Adventure Board and draw a Tile Token at random from those indicated by the chapter. Place the tile indicated by the TT any way you like, but you must connect the exit space of the tile where your Character is with any exit space of the tile you are going to place. Next, place your Character on one of the adjacent spaces of the revealed tile, keeping in mind the corners caused by the tile edges (see pg. 16).
- In the event that, due to space or design issues of the other tiles, you have no way to place it, place a Dead End token, advance the Pirate Flag token one space, and both the tile and its corresponding Tile Token are shuffled back into their respective draw piles.
- If the tile number corresponds to a tile indicated in the chapter description, check the Story Chart and read the Story Moment when applicable.
- After placing the tile, check in the corresponding chapter or Story Moment if there are specific Enemies that spawn on the new tile. If not, and the Campaign Book does not indicate Enemies that spawn on the revealed tile, make a roll on the Adventure Enemy Chart and place them according to Enemy Spawning rules (see pg. 27).
Example of a Dead End: the tile cannot be placed at the exit, so you must place a Dead End token.
Jump/Climb (2 Action Points)
Occasionally, the board allows you to interact with it, either through different heights or cut-out areas. The dashed lines in some spaces (such as chasms or roofs) represent the difference in height.
Jump: when your Character finds themselves in front of a chasm, you must perform a 'Jump' action by passing the roll indicated in the chasm space:
- Success: place your Character on any empty space on the other side of the jumped area. If there is a Character on one of the spaces across the chasm, your Character may 'Jump' to that occupied space if the player controlling that other Character gives you permission and your Character has enough Action Points (or Movement points in the case of an Ally's movement action) to continue and end their movement on an empty space.
- Failure: your Character falls Unconscious from where you jumped.
You can use any item that allows you to ignore the 'Jump' roll, so that the jump automatically succeeds, but your Character must still spend 2 Action Points for the 'Jump' action plus those needed to 'Use' the item (see pg. 23).
The Cutthroat is facing a chasm with difficulty 4, which she decides to 'Jump' over. She will roll 4 dice thanks to her Agility 4 value. She rolls the dice and gets 1, 3, 4, 5, resulting in a success that allows her to place herself on any empty space at the other side of the chasm.
Climb/Descend: the 'Climb' or 'Descend' action must be performed when your Character crosses a dashed line, either one way or the other, which does not have an associated roll (such as roofs on Village tiles). This action does not require a roll and is considered an automatic success, but your Pirate must still spend 2 Action Points.
Insult (1 Action Point)
A Character adjacent to one or more Enemies can use an 'Insult' action to gain 1 die in defense against all adjacent Enemies, until the next turn. Place your Character token on your Character card as a reminder. You should role-play your Character by hurling a pirate-style insult or taunt in order to make the game session more fun.
Magic
Pirates with magical abilities may spend Action Points to activate their spells or cards. The required amount is indicated on the magic card you want to use. Follow the instructions on said card to perform the action (see Magic Cards, pg. 12).
Disengage (2 Action Points)
When your Character is adjacent to an Enemy, they become Engaged and cannot move freely. You can 'Disengage' from one or more adjacent Enemies by making a single Agility vs. Agility roll (even if you have to 'Disengage' from several Enemies, only take into account the Agility value of the adjacent Enemy with the highest Agility):
- Success: your Character Disengages by moving to an adjacent space without taking damage.
- Failure: your Character still Disengages, but the Enemy with higher Agility inflicts as many Wounds as indicated by its Melee attack.
Once Disengaged, your Character can perform a 'Movement' action through all the spaces adjacent to the Enemies it has just Disengaged from without the need to perform another 'Disengage' action. However, if it moves adjacent to a new Enemy it will become Engaged again.
Remember that Enemies that are Stunned, Knocked Down or Hidden, do not engage Characters moving adjacent to them.
Revive (2 Action Points)
When your Character falls Unconscious (see Unconscious pg. 30), knock your miniature down. You may perform a 'Revive' action on an Unconscious Character if you are adjacent to that Unconscious Character. To do so, make an Intelligence 3 roll and gain 1 Destiny Point if you succeed. Depending on the result of the roll, the Unconscious Character:
- Success: discards all their Wounds and is revived, but loses this turn. If you get a critical roll [6], in addition to discarding all of their Wounds, the revived Character may play this turn if they haven't already.
- Failure: in the case of Pirates, they suffer a Permanent Injury (see pg. 32). They also discard all of their Wounds and lose this turn if they have not played yet.
In the case of Allies, they die and are removed from the Adventure Phase. You may rehire the same Ally archetype in any subsequent Port Phase.
Take a Breath
Your Pirate may rest if you let your turn pass without using any Action Points, or taking any other action. This allows you to recover all your Action Points. This action advances the Pirate Flag token one space on the Adventure Board.
You cannot perform this action if there is at least one Enemy (that is not Stunned, Knocked Down or Hidden) on an adjacent space.
Reload Firearm (3 Action Points)
At the start of an Adventure Phase, the firearms of all Pirates are loaded. After firing a firearm, it becomes unloaded (turn the card 90° and place it horizontally to indicate this) and cannot be fired again until it is reloaded. This action allows you to 'Reload' an unloaded firearm, regardless of whether it is equipped or not. Each action will only allow you to 'Reload' a single firearm (see Firearms, pg. 20).
Neither Allies nor Enemies need to 'Reload' their firearms.
You cannot perform this action if there is at least one Enemy (that is not Stunned, Knocked Down or Hidden) on an adjacent space.
Loot (1 Action Point)
It is mainly used in the following cases:
- If you are adjacent to or on the same space as a Fallen Enemy token, you can reveal the token and obtain the indicated reward, which can be: to gain between 0 and 3 Coins, or to draw a Search card. Once looted, the token is removed from the tile and returned face down to the pile.
- You can 'Loot' an Unconscious Character, to take from them Gear cards, Search cards and Item Goal tokens, or an amount of Coins equal to the result of rolling a die plus three. If the roll exceeds the Coins that Character has, you can only steal the amount owned by the Unconscious Character.
Each time your Character performs this action, you must choose and steal a single item from among those mentioned, without looking at it beforehand in case it is hidden. There is no limit to the number of times an Unconscious Character can be looted.
In case a Story Moment of the chapter tells you to 'Loot' a Fallen Enemy token, you only get what the text indicates, considering the token as if it were blank.
Allies
During the Adventure Phase, at the beginning or end of your Pirate's turn, you may activate an Ally under your control. When activated, an Ally can perform two actions, either the same or different actions. For example, an Ally could:
- 1st action: 'Move' to be adjacent to another Character. 2nd action: 'Revive' a Character.
- 1st action: 'Pick Up' a Goal token. 2nd action: 'Search'.
- 1st action: 'Attack' an Enemy. 2nd action: 'Loot'.
Although, due to certain effects and skills, an Ally may exceed two actions to spend in their turn, under no circumstances may they perform more than three actions per turn. For instance, in the case of the Cutthroat, she could spend an action to use her Reaper skill to attack twice, spend another action to move and, thanks to the Command skill, receive a third action to spend to attack again.
Each Ally can carry a maximum of 3 items, but will only use those that allow them to discard Wounds, at the controlling player's discretion. For anything else, the only thing they can do with the items is picking them up and/or trading them with a Pirate. Thus, although an Ally can pick up weapons, they cannot use them, since they use the combat and damage values marked on their Ally card.
Allies do not need a Fame Dial, as they do not gain Fame under any circumstances, whether by cards, defeating Enemies, or situations described in the Campaign Book.
At the end of the chapter, the Pirate who hired the Ally gets the following:
- Add to your Pirate's Personal Booty half of the total Coins obtained by the Ally (either by cards, Goal tokens, etc.).
- Any Gear and/or Legendary item cards obtained by that Ally.
- Gain the Fame of the Goal tokens that the Ally holds at the end of the Adventure Phase.
Ally Actions
In regards to the actions that Allies can perform, they are almost the same as Pirates with the following changes and exceptions:
Actions they CANNOT perform: Allies cannot perform the following actions: 'Run', 'Reload' or 'Take a Breath'.
'Attack': for combat purposes, an Ally fights with the values indicated on their Ally Card, since they cannot use Gear cards. When an Ally defeats an Enemy, the corresponding Fame is ignored. Finally, if the Ally defeats a Cursed Enemy, they suffer one Wound instead of becoming Cursed.
'Move': when an Ally uses one of their actions to Move, they can move as many spaces as indicated on their Ally Card. Allies can stop their Movement to perform another action and then use their remaining Movement. Other than that, an Ally must abide by the same Movement rules as a Pirate (see Movement, pg. 16).
Allies can spend their Movement points, as if they were Action Points, on the following Movement actions: 'Jump/Climb', 'Explore' and 'Open Door'. That is, an Ally could spend their Movement to 'Move' two spaces and 'Jump' over a chasm, as part of the same action.
An Ally who performs two consecutive 'Movement' actions is considered to be running for all game purposes.
As an Ally, the Witch decides to use her first action to move, which grants her 8 Movement Points: she moves two spaces by spending two points and then decides to spend her second action to 'Pick Up' a Goal token from an adjacent space. Although she has no actions left, she still has Movement points so she decides to 'Jump' over the chasm (using two Movement points, the same amount that a 'Jump' action costs the Pirates), passing the Agility roll and landing on the other side on a space of her choice. She then moves one space and 'Explores' the adjacent tile at the cost of another Movement Point (placing both the tile and the corresponding Enemies, and moving to the new tile), and finally moves one more space. After all these moves she still has 1 Movement Point left, which she decides not to use and is therefore lost.
Wounds and Revival
This section includes specific rules that apply when the Ally suffers Wounds or needs to be revived:
Allies can be healed by another Character and can also use cards to heal themselves at the controlling player's discretion. When an Ally completes an Adventure Phase, discard the Wounds on their Ally Card.
When an Ally falls Unconscious, advance the Pirate Flag token on the Adventure Board, but they do not roll dice during the Event Round for being Unconscious (see Unconscious, pg. 30). The Coins, cards, and Item Goal tokens are kept by them. However, if they had any Achievement Goal tokens, they lose them.
An Ally can only be successfully revived once per Adventure Phase following the rules to 'Revive' a Character (see pg. 25). Place a Dead End token on their Ally Card as a reminder that they have already been revived once.
An Ally is removed from the Adventure Phase if you fail the roll to revive them, if they fall Unconscious for the second time (just as if you had automatically failed the roll to revive them), or during the Event Round if, while Unconscious, there is no other Character on the same tile or with a clear LoS to them from another tile.
When this happens, any Item Goal tokens are left on the space where the Ally was and everything else obtained by the Ally is discarded: Coins and any type of card.
'Search' and 'Loot'
When an Ally performs these actions, the benefit or harm affects only them. In the case of finding gear or Coins, place them next to your Ally's Card.
'Switch Equipment': Allies never trade Search cards that give Coins or Fame, since they keep them as part of their compensation.
Allies may also spend one of their two actions to perform any special action described in the chapter with an Action Point cost for the Pirates.
Zombie
The Voodoo Shaman's Zombie basically functions as an Ally with the following twists:
- Unlike other Allies, the Zombie's attributes are indicated on a Spell card instead of an Ally Card.
- The Zombie has two actions that it can perform before or after the Voodoo Shaman's turn.
- The Zombie cannot perform the following actions: 'Search', 'Run', 'Revive', 'Reload', 'Loot' or 'Take a Breath'.
- No Fame is granted to the Voodoo Shaman when the Zombie defeats an Enemy.
- You cannot discard the Zombie's Wounds on Healing.
- If it receives as many Wounds as its Health, it is destroyed and its token is removed from the tile without advancing the Pirate Flag on the Adventure Board.
- Even though it is represented with a token, it counts as a miniature for LoS and end of Movement purposes.
Enemy Management
During the Enemy Round, each Enemy Class will be activated in the order indicated by the Campaign Book chapter. The Enemies of the same class will activate in the order decided by the Captain (or the player with the Initiative in case there is none) and will take a turn. In its turn, an Enemy will make an attack against an adjacent Character or make a Behavior Roll when not adjacent to a Character (see below).
Certain attributes of the Enemies have two values. If at the beginning of the Adventure Phase there are 4 or 5 Characters in play, use the yellow values and add the second Special Ability of the Enemy. If at any time during the Adventure Phase the number of Characters decreases, the values of the Enemies do not change and the initial difficulty is maintained.
Remember that, in case of doubt, any decision concerning the Enemies, spawning or Enemy attacks, is made by the Captain (or by the player who has the Initiative if there is no Captain in the party). For instance, if new Enemy Classes that are not referenced in the description of the Campaign book spawn due to Adventure Event cards, the Captain decides the activation order of these new Enemy Classes after resolving the turns of the Enemies that are referenced in the chapter.
Enemy Spawning
Enemies spawn each time a new tile is placed (see Explore, pg. 26) or when a door is opened. Therefore, Enemies normally spawn during the Character Round.
Each chapter contains an Enemy Chart that indicates the Enemy Classes and quantities that you must place on each newly explored tile or in a newly opened room. To do so, you must roll a die and check the result on the chart. Enemies must be placed in the order indicated on the Enemy Chart, first those listed in first place, then those listed second and so on.
However, the Campaign Book indicates the number, Classes and placement of the Enemies you will encounter on certain tiles or rooms, so ignore the Enemy Chart in those cases. Village tiles include several rooms and streets. Each of them should be considered as separate areas when it comes to Enemy Spawning (see Enemies in the City-Village).
It is also possible that new Enemies may spawn as a consequence of a 'Search' by drawing a Search card in the Character Round, or as a consequence of an Adventure Event card during the Event Round. In these cases, use the Enemy specified on the card or, if none is specified, place the Stray Enemy indicated in that chapter.
Enemy Placement
In some cases, when Enemies spawn, it is specified where they should be placed, e.g., adjacent to a goal or Character, etc. When you need to place Enemies and there is no indication of where they spawn, apply the following priority criteria:
- Place the first Enemy on the exit space farthest from the Characters or, in the case of a room, on the space adjacent to the farthest door of the newly opened room (whether closed or open).
- Place the next Enemy on the next farthest exit space on the same tile. If there are no other exits (ignore the exit where the Character entered the tile or room), place the Enemy on a space adjacent to the exit space where you placed the first Enemy.
- Continue placing Enemies one by one following the previous rule, until there are no more Enemies left to place.
- When the tile has no exit spaces or the room has no more doors, you must place the Enemies on the farthest spaces of the newly opened tile or room relative to the space where the Character who revealed the tile or opened the room is located.
- In case the open room has more open doors that communicate with other rooms, the roll and spawning of Enemies will only be done for the room whose door has just been opened.
At the time of placing an Enemy, if you do not have enough miniatures of a specific class, advance the Pirate Flag one space on the Adventure Board for each different Enemy Class that you cannot place in full.
An absent-minded player decides to explore a tile without realizing that all the Officers and all but one of the Redcoats are in play. He rolls the die for the Enemy roll and checks his result: 2 Redcoats and 1 Officer. The first Redcoat can be placed, but not the second one. Therefore, since there are two different Enemy Classes that cannot be placed in full, he must advance the Pirate Flag two spaces on the Adventure Board.
"2 Redcoats, 1 Officer, 2 Cannibals". The two Redcoats would be placed first, then the Officer and finally the two Cannibals.
Enemy Behavior
Once an Enemy is activated according to the order established by the chapter, you have to determine what it will do following this priority order:
- If one or more Characters are adjacent to the Enemy, the Enemy will make an attack against one of them (at the choice of the Captain, or whoever has the Initiative if the party has no Captain).
- If there are no Characters adjacent to the Enemy or the only adjacent Characters are Unconscious, then you must make a Behavior Roll by rolling a die. Consult the Enemy Card to determine the behavior pattern to be followed according to the result and apply the following indications:
If it indicates a Move, the target to move to will be specified, which can be a Character or a specific space. If no clear target is specified, then it will move towards the nearest Character. The Enemy moves as many spaces as possible to reach the destination via the shortest path. If it can reach the target specified on its Behavior Chart without spending all of its Movement, any excess points are lost.
The behavior indicates whether you use the Movement printed on the Enemy Card, half (/2), or double (x2).
When the behavior indicates that the Enemy Confronts or moves towards a target to attack it next, and that Enemy can perform a Ranged attack, it does NOT need to move if the target is within its Range and LoS at the time of the Behavior Roll. If it doesn't have Range and/or LoS, and the behavior indicates that the Enemy moves towards the Character before making an attack, it will move as many spaces as allowed by its Movement and as needed to attack as soon as it has LoS and Range.
In case that the Enemy can only perform Melee attacks, it moves towards the target Character, placing itself on the farthest space adjacent to its target it can reach with its Movement, to make room for other Enemies.
In case the behavior targets a Character based on an attribute or state not possessed by the Allies (e.g., based on the Fame), the Allies will not be considered as potential targets.
If a Skeleton gets "Scourge of the Damned" on its Behavior Roll, it would first try to reach a Cursed Character (Allies cannot be Cursed) and if it can't, it would try to reach the Character with lower Fame (Allies do not have this attribute). Thus, in both cases, its target would be a Pirate.
Offensive actions: sometimes an Enemy's behavior targets the last Character to perform an offensive action. In these cases, the term "offensive action" refers to any action that results in injuring, defeating or causing a negative state to an Enemy by, for example, a combat roll, pushing it into a chasm or casting a spell.
Confront: when an Enemy's behavior indicates that it Confronts, that Enemy moves as much as indicated on its Enemy Card and, when possible, attacks (Melee or Ranged) the nearest Character following the standard Movement and combat rules for Enemies. Remember that an Enemy that can perform Ranged attacks does not need to continue moving if it has LoS and Range to its target.
If not possible: some Enemies have different behavior patterns within a single Behavior Roll result. In these cases, if the first behavior pattern cannot be fully met, an "If not possible" (or a similar statement) will indicate what new behavior it should follow. In most cases, if an Enemy is unable to comply with the entirety of what is described by its behavior, it Confronts.
In those cases where an Enemy has a single behavior pattern (such as the Bootbiters), it will try to fulfill each part to the best of its ability (Movement and/or Melee/Ranged).
If a Redcoat gets "Disrupt rearguard" on his Behavior Roll, he would first try to move to the farthest Character with whom he can have LoS and Range to perform a Ranged attack. If that condition cannot be met (perhaps because there is no Character within his LoS), then he simply Confronts, which implies that he moves as many spaces as indicated by the Movement on his Enemy Card. However, in the case of a Bootbiter who gets "Scourge" in its Behavior Roll, it will try to move towards the nearest Character, even if it is not possible to reach it.
If there is any doubt as to how to interpret the behavior of the Enemies, the Captain decides how to act.
Enemy Movement
The Enemies move following the standard Movement rules, with the following adjustments:
- An Enemy will move as many times as indicated by its behavior.
- Generally, an Enemy will ignore an Unconscious Character unless its behavior specifically targets an Unconscious Character for the Movement.
- Enemies do not engage when moving adjacent to Characters.
- Enemies can move from one tile to another as long as Movement between the two is allowed.
- Enemies ignore the additional cost of moving through water spaces, as well as the roll to 'Jump' over chasms and the penalty for moving through special tiles (unless expressly stated otherwise). Chasms count as a single space for Movement and Range purposes.
- Enemies can climb up and down roofs as if they were normal terrain, but they will not climb on a roof if there are no Characters on it (see Roofs, pg. 17).
- Enemies can move through other enemies of the same Class (Human, Supernatural or Abominations).
- Enemies cannot end their turn on a chasm space. And, like the Characters, they must end their Movement on an empty space.
Enemy Combat
Enemies attack the targets indicated on their Behavior Chart following the standard combat rules, with the following adjustments:
- Generally, an Enemy will ignore an Unconscious Character unless its behavior specifies an Unconscious Character as the target of the attack (see Unconscious, pg. 30).
- When the behavior simply says that the Enemy attacks, the Enemy will attack by rolling the dice a single time.
- Enemies that can make Ranged attacks give priority to these attacks over their Melee attacks. So, when the Behavior Roll of an Enemy with both types of attack indicates to attack a target, that Enemy will always attempt to make a Ranged attack unless otherwise specified.
- All Enemies whose Behavior Chart indicates that they must perform a ranged attack (Ranged) without specifying their target, will immediately shoot at the nearest Character they have within their Range and LoS.
- Enemies do not block each other's LoS. However, Characters (Pirates or Allies) do block the enemy's LoS to other Characters. That is, an Enemy will always fire at the Character to whom it has Range and a clear LoS (with no Characters or obstacles in between).
- Enemies do not need to 'Reload' their firearms.
Fallen Enemy
An Enemy is defeated when it suffers enough Wounds to match or exceed its Health. When this happens, its miniature is replaced by a random Fallen Enemy token, which the Characters can 'Loot' for booty. The Pirate who delivers the final blow to an Enemy gains as many Fame as indicated by the Enemy Card.
At the end of the Enemy Round, if there are no Characters on a tile with Fallen Enemy tokens or with LoS to those tokens from another tile, remove any Fallen Enemy tokens from that tile. For this purpose, an Unconscious Character does not count as present on the tile.
If for any reason you have no more tokens of this kind available, ignore them. Each Fallen Enemy token shows a Coins value ranging from 0 to 3 on its back, or the icon of a Search card, which must be drawn by the Character looting the token.
In case a Story Moment of the chapter indicates to loot a Fallen Enemy token, you only get what is indicated by the chapter, ignoring the coin reward of the Fallen Enemy token.
Grenade: The Gunner has a powerful weapon that is capable of eliminating Enemies without them dropping a Fallen Enemy token. If an Enemy eliminated by the grenade had a Goal token that depends on its Fallen Enemy token, leave the latter token on the tile to indicate that the Goal can be picked up.
Enemy Special Abilities
Certain Enemies may have any of the following Special Abilities which, to the effects of the rules, are exceptions or additions to the rules already described:
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Antagonist: an Enemy with this ability makes Behavior Rolls even when adjacent to Characters.
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Capture: an Enemy capable of Capturing holds a Character until they manage to get rid of the Enemy. If the Enemy succeeds in the attack, remove the Character miniature and place the corresponding Character token under the Enemy (see Captured, pg. 30).
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Curse: when an Enemy with the ability to Curse is defeated, it Curses the Pirate who defeated it. In addition, if a Pirate who was already Cursed defeats an Enemy with this ability, that Pirate immediately falls Unconscious. Allies cannot be Cursed, instead they suffer one Wound when defeating an Enemy with this ability.
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Dominance: if two identical Enemies with Dominance are adjacent to the same Character, those Enemies get +1 to their combat rolls. A Stunned or Knocked Down Enemy does not count for the purpose of granting Dominance.
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Double Melee or Ranged attack: this Enemy can make two Melee or Ranged attacks (as indicated), instead of only one, during the Enemy Round.
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Ignore (x): these Enemies do not suffer from attacks coming from the source listed by this ability and, in the case of items, actions, skills or states, ignore the rules that would normally affect them. This ability cannot be canceled.
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Immortal: an Immortal Enemy is not considered defeated nor does it award Fame when its Wounds match or exceed its Health. An Immortal Enemy is defeated when a Character loots its Fallen Enemy token, at which time the Character gains the Fame indicated on the Enemy Card (in addition to the Fallen Enemy token reward).
An Immortal Enemy that has not been looted re-spawns at the start of the Enemy Round on the space where its Fallen Enemy token is, without any Wound tokens and performing its actions normally. If for some reason there are no Fallen Enemy tokens left to place when defeating an Immortal Enemy, remove one at random from a normal Enemy to replace it.
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Regeneration (X): at the beginning of its turn, discard as many Wounds as indicated by the X value.
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Resistance (X): each time it is attacked, an Enemy with Resistance ignores as many Wounds from a single attack as indicated by the X value.
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Swift: a Swift Enemy immediately plays an Enemy Round as soon as it spawns, either by attacking an adjacent Character, or by making a Behavior Roll if it did not spawn adjacent to a Character.
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Unstoppable: an Unstoppable Enemy moves following the shortest and most direct route to its target, ignoring any obstacles (obstructed spaces, walls or closed doors) and/or miniatures. However, it must end its Movement on an empty space.
Character and Enemy States
As a consequence of the use of cards, skills or certain events, Pirates, Allies and Enemies may find themselves with different states that modify their capabilities and skills.
Captive
An Enemy with the Capture ability can attempt to grab your Character until you manage to free yourself. If the Enemy succeeds in the attack, remove your Character miniature and place your Character token under the Enemy.
At the start of your Character's turn, you must make a confronted Strength roll to try to free yourself. If you fail, your Character suffers one Wound and you lose the turn. If you succeed, or if the Enemy is defeated, place your Character adjacent to it and proceed with your turn as usual, without the need to Disengage since you have succeeded in freeing yourself. If your Character falls Unconscious, then place it on an empty space adjacent to the Enemy.
As long as an Enemy keeps your Character captive, you cannot be targeted by other Enemies. The Enemy cannot Capture another Character, although it will still perform the rest of its turn normally.
Stunned
When a Character or Enemy is Stunned, you must place a Stunned token on its base to represent this state.
- A Stunned Pirate must spend 2 Action Points and pass a Strength 4 roll (or whatever the effect that caused this state indicates) at the start of their turn to play the remainder of that turn. If you fail the roll, you can retry as many times as you want if you have enough Action Points. If after all the attempts you do not succeed, you lose your turn. At the beginning of your next turn, your Pirate will no longer be Stunned.
- If it is an Ally, spend one of its available actions for each attempt to pass a Strength 4 roll (or whatever the effect that caused this state indicates).
- In the case of Stunned Enemies, they must also pass a Strength 4 roll (or whatever the effect that caused this state indicates) at the start of their activation to remove this state, but they only have one chance. Otherwise, they miss the turn (they will no longer be Stunned at the start of their next turn).
Although they cannot perform any actions, a Stunned Character or Enemy can defend themselves from attacks.
Characters can 'Disengage' from Stunned Enemies without taking damage. In addition, if the adjacent Enemies are Stunned, the Characters can perform a 'Revive' action and, in the case of Pirates, they can also 'Reload' and 'Take a Breath'.
Knocked Down
When a Character or Enemy is Knocked Down, you must knock down its miniature to represent this state.
Knocked Down Characters or Enemies stand up immediately at the start of their turn, but will not be able to perform any actions that would allow them to leave their space ('Move', 'Run', 'Explore', 'Jump/Climb'). A Knocked Down Character or Enemy can defend normally.
Characters can 'Disengage' from Knocked Down Enemies without taking damage. In addition, if the adjacent Enemies are Knocked Down, the Characters can perform a 'Revive' action and, in the case of Pirates, they can also 'Reload' and 'Take a Breath'.
A Knocked Down miniature, whether Character or Enemy, does not block the LoS.
Poisoned
When a Character is Poisoned, place a poison token on their Character Card to indicate this state. The effects of poisoning are not cumulative, i.e. a Character cannot be Poisoned twice.
During the Adventure Event Round (see pg. 15) your Character must pass a Strength 5 roll; otherwise, you suffer a Wound. A Poisoned Character remains in that state until it either discards a Destiny Point or succeeds in their Strength roll.
Enemies cannot be Poisoned. Instead, when a Character damages an Enemy with a Poisoned weapon, the effect will be to add 1 Wound to the damage of the weapon.
Wounded
When a Pirate receives at least 1 Wound, it will suffer the effects of the Wounded state. This means that if your Pirate has at least 1 Wound token on your Character Card (see Suffering Wounds, pg. 22), you immediately lose -1 Action Point from your total every turn until you recover from all your Wounds. You only lose 1 Action Point, even if you have multiple Wounds.
Remember that during your turn you can spend 1 Destiny Point to discard 1 Wound. If you are Wounded mid-turn for any reason, you immediately lose 1 Action Point from the Action Points you have left. On the other hand, if you discard all your Wounds during your turn, you recover the Action Point lost due to this state.
This state never applies to Enemies or Allies.
Unconscious
When your Character is defeated in combat, you fall Unconscious. Mark it by knocking down your Character's miniature. Remember that defeated Enemies are replaced by Fallen Enemy tokens (see Fallen Enemy, pg. 29).
When your Pirate falls Unconscious, you lose all the Fame gained during the Adventure Phase, one random non-starting Gear card or Legendary item, and any Achievement Goal tokens (see Goals, pg. 11). In addition, you must advance the Pirate Flag one space on the Adventure Board; in each subsequent new Adventure Event Round, roll a die for each Pirate that is Unconscious: advance the Pirate Flag token one space on a result of 1 or 2.
An Unconscious Character does not play their turn during the Character Round and will be ignored as a target by Enemies and any negative effect that doesn't clearly state that it affects Unconscious Characters. They may use their Destiny Points again once another Character revives them (see Revive, pg. 25).
An Unconscious Character does not block the LoS and does not prevent Movement through the space it occupies, but prevents ending the Movement on it. In addition, their presence on a tile is also ignored when determining certain steps of the Adventure Event Round (see pg. 15).
If you successfully complete the Adventure Phase with one or more Unconscious Characters, they continue the campaign and discard half of their Fame. However, they are considered to have failed to complete the chapter and should read the appropriate section of the chapter's Success Chart.
Cursed
When your Pirate is Cursed, you must note it on your Record Sheet to remember this state. A Cursed Pirate applies a -1 penalty to the Revive roll when another Character tries to revive them. A Cursed Pirate who is revived remains in this state and can only be released from it under specific circumstances (see pg. 24).
If an Ally were to obtain this state, they immediately suffer a Wound instead.
Engaged
When your Character is adjacent to an Enemy, it is considered to be Engaged. Your Character can 'Disengage' from one or more adjacent Enemies (see pg. 24).
Once Disengaged, your Character can perform a 'Movement' action through all the spaces adjacent to the Enemies it has just Disengaged from without the need to perform another 'Disengage' action. However, if it moves adjacent to a new Enemy it will become Engaged again.
Remember that Enemies who are Stunned, Knocked Down or Hidden, do not engage the Characters moving adjacent to them.
Hidden
A Hidden Character or Enemy must be ignored by any other Characters or Enemies. In addition, it does not block the LoS and other Characters or Enemies can move through its space (but cannot end the Movement on it). Finally, a Hidden Character can move through spaces with adjacent Enemies without engaging in combat.
Your Character remains Hidden until the beginning of your next turn or until you make a Melee or Ranged attack, whichever comes first.
If at the start of your Character's turn there is an adjacent Hidden Enemy, the Enemy immediately loses that state.
An Enemy remains Hidden even after attacking as long as the condition under which it obtained that state is maintained, otherwise it is no longer Hidden.
If a Hidden Cannibal attacks from the edge of a tile without moving, it remains Hidden since the condition that gave it that state is still applicable (staying adjacent to the edge of a tile).
It is recommended to replace your miniature with your Character token to represent the Hidden state. In the case of Enemies, place a Hidden token next to their base.
Permanent Injuries and Retirement
When an attempt to revive your Unconscious Pirate fails, your Pirate suffers a Permanent Injury. If this happens, you must roll a die and consult the result in the following table to find out what injury you receive due to your Wound and how it affects you. If the roll is the same as a Permanent Injury due to your previously received injury, ignore the result:
Permanent Injury Chart
| Roll | Injury | Effect |
|---|---|---|
| 6 | Left eye | Your Pirate loses -1 Perception |
| 5 | Left hand | Your Pirate cannot be equipped in the left hand |
| 4 | Right hand | Your Pirate cannot be equipped in the right hand |
| 3 | Left leg | Your Pirate permanently loses -1 Movement and -1 Agility |
| 2 | Right leg | Your Pirate permanently loses -1 Movement and -1 Agility |
| 1 | Right eye | Your Pirate loses -1 Perception |
Each time your Pirate receives a Permanent Injury that does NOT force you to withdraw from the campaign (see below), you receive 5 Coins, from each Pirate's Personal Booty upon reaching the next Port Phase. This compensation is only paid once for each type of Permanent Injury suffered.
The minimum value of a Character's attributes (Strength, Agility, Intelligence, Perception) is 2 so, when a Permanent Injury decreases this value to 1, that penalty is ignored.
Beware! If your Pirate has lost a hand, you may use two-handed weapons if you get a Hook, but you will have a -1 penalty to your combat rolls with that weapon.
Character Retirement
After failing the revival roll, if your Pirate receives a Permanent Injury that leaves you without two matching limbs (two hands, two legs or two eyes), the severity of the injuries will force your Pirate to stop their exploits and start a new life more suitable to their new situation. When this happens, follow the steps below:
- Remove your Pirate's miniature from the tile.
- Select a new Character archetype, or pick the same archetype again if you want. Your chosen Character will join the chapter as a Character who starts the campaign anew, i.e. without Coins, Fame, or Destiny Points, and with all their starting gear and Health.
- At the end of the next Event Round, you must choose a tile that contains a Character and is the closest to the starting tile or area from which the Characters deployed.
- Your newly-arrived Pirate will spawn on that tile on the exit space closest to the starting tile or area, or on an adjacent empty space if the exit space is occupied.
Given that Skull Tales Full Sail! is a highly narrative-driven game, you can use this time to imagine where this new Character comes from. Perhaps one of the sailors who sail with you has left the ship searching for your party, or maybe you have brought a stowaway from Tortuga Island, or even a castaway who sees in you an opportunity to leave the island... there are as many possibilities as your imagination allows.
Matelotage: at the end of the chapter, the player whose Pirate has retired may give the new Character half of their Coins and one of their non-starting Gear cards, as long as they are listed on the retired Pirate's Record Sheet. Everything else is returned to the box along with the rest of the game components.
Compensation: according to the oath sworn to the Brotherhood of the Coast, the retired Pirate's shipmates will repay them for their services and offer them compensation for their injuries. This compensation consists of a substantial reward from the Guild and the payment of 10 Coins from each of the other Pirates' Personal Booty. If your Pirate cannot pay it at that time, it will be deducted from your next Salary.
This early retirement payment is made only once, at the beginning of the next Port Phase, when possible. The compensation is not given to any player, it is an expense borne by the Characters' party as members of the same crew.
City - Village
This section details the specific rules that apply during the Adventure Phase in City-Village tiles.
Each time you explore a City tile, or open one of the following buildings for the first time (Church, Barracks, Tavern, India Company, Merchant's House and Shop), you must advance the Pirate Flag token one space on the Adventure Board.
By default, all city building doors are considered closed (place a Door token to represent this), although some adventures may indicate that the doors of a particular building or room are open. In that case remove the Door token or, if it is a door that connects two tiles, flip the token to show its Open Door side. It is also explicitly stated if any door requires a special item or action to open it.
Enemies in the City - Village
For Enemy spawning purposes, make a roll on the adventure's Enemy Chart each time you reveal a City tile or open a door.
Some adventures indicate the Enemies present on a Village tile, which can be placed on the streets or rooms. Ignore Enemy Spawning rules in those cases. In the case of rooms, do not place the Enemies indicated by the chapter until the room can be accessed (usually by opening a door). If a street or a room has no Enemies present, make an Enemy Spawning roll when accessing it for the first time following standard rules (either by entering the street or by opening the door of a room).
When a tile or room has only one exit, place the Enemies on the farthest spaces of the tile or the newly opened room, relative to the space through which your Character has entered.
Roofs
The rooftops of a village count as a single space for Line of Sight, Range and Movement purposes. A Character who wants to climb up or down from a roof, must perform a 'Climb' or 'Descend' action (see pg. 24).
Jump across rooftops: when your Character wants to 'Jump' from one rooftop to another, you must make an Agility 2 difficulty roll and get as many successful rolls as the number of spaces separating you from the rooftop you want to 'Jump' to (counting the target rooftop itself as a space). In case you fail, place your Character Knocked Down on the ground space adjacent to the roof from where you jumped and suffer 1 Wound.
When a sniper appears on a rooftop, the Pirates rush to take him out. The Surgeon tries to 'Jump' from his roof to the Redcoat, spending 2 Action Points and making an Agility roll. He rolls 3 dice, he must pass a difficulty of 2 to succeed and he needs three successful rolls (one for each space between the two roofs, plus one for the target roof). He rolls a 3, a 4 and a 6, so he gets three successful rolls and makes the 'Jump'. The Sea Dog also tries to 'Jump', spending 2 Action Points. As he has Agility 3, he rolls three dice and gets a 1, a 3 and a 4, so he does not get the three success rolls he needs. Place his Knocked Down miniature on a space adjacent to the roof from where he jumped, he suffers one Wound and misses the rest of his turn. Finally, the Voodoo Shaman performs a 'Climb' action from the ground, also spending 2 Action Points, but in this case he is automatically successful without the need to roll.
Optional Roof Rules
If an Enemy that is at street level targets a Character that is on a roof occupied by the maximum number of miniatures, it will use its Movement to position itself adjacent to the roof and will try to 'Push' that Character off the roof according to the following rules:
- The Enemy must position itself adjacent to the roof where its target is and spend one of its remaining movement points to make a confronted Strength roll against its target instead of making its standard attack.
- If the Enemy succeeds, your Character will suffer 1 Wound and will be Knocked Down on one of the spaces adjacent to the Enemy (the Captain decides).
- If the Enemy fails, it is Knocked Down on its own space and suffers 1 Wound.
- This same rule applies if a Pirate or Ally wants to climb on a roof occupied by the maximum number of miniatures, with the only exception that the Pirate must spend 2 Action Points, and the Ally one action, to 'Climb' and perform the 'Push' attempt.
Grappling Hook: if your Pirate uses the Grappling Hook Gear card to 'Jump' between rooftops, you may do so without having to make the corresponding Agility roll. However, by doing this you can only 'Jump' a number of spaces equal to your Strength.
A Pirate, Ally or Enemy that is on the ground, cannot perform a Melee or Ranged action against a target that is on a roof. However, a Character or Enemy that is on a roof can perform Melee or Ranged attacks against targets that are on the ground or on another roof. Enemies can climb up and descend from roofs as if they were normal terrain, but they cannot climb on a roof if there are no Characters on it.
The total number of Characters and/or Enemies on a roof is limited to four.
Pirate Flag Token
Players have a time limit to complete the Adventure Phase. There is a countdown in each adventure to determine the end of the Phase, and you can keep track of it with the Pirate Flag token on the Adventure Board. If the players fail to accomplish the Goals of the adventure before the Pirate Flag reaches the last space, the party fails.
There are several things that cause the Pirate Flag token to advance one space on the Adventure Board:
- When a Tile token is revealed (see Explore, pg. 23).
- On City tiles, in addition to advancing one space for revealing any of the 4 Tile Tokens, advance another space the first time a Character opens a building (Church, Barracks, Tavern, India Company, Merchant's House and Shop) or a special tile (Cemetery, Cellar, Crypt or Dungeon).
- When a Character falls Unconscious. In addition, roll 1 die per Unconscious Pirate in each Event Round: advance the Pirate Flag token one space on a result of 1 or 2.
- When a Character fails to successfully resolve a 'Search' action (see pg. 22).
- When a Pirate uses the 'Take a Breath' action (see pg. 25).
- For each Enemy Class that you cannot place due to lack of miniatures of that Class (Redcoat, Officer, Longshadow, etc.).
- Whenever a game component tells you to.
End of the Adventure
The adventure phase ends when one of the following situations occurs:
- At the time when the Characters achieve the Goals indicated in the Campaign Book.
- At the start of an Adventure Event Round, if all Pirates and Allies are Unconscious.
- During the Character Round, if due to the placement of the tiles and Dead End tokens the Characters cannot continue exploring the map and are left without revealing tiles essential to the plot (usually with one of the Goals).
- The Pirate Flag token reaches position zero on the Adventure Board.
Upon ending an Adventure Phase, the Pirates must review the chapter's Success Chart and collect the specified rewards. Depending on the goals achieved, the Enemies defeated and the tiles revealed, each of the Pirates can get:
- Total success: this is when all the goals of the chapter have been achieved and you are not Unconscious at the end of the Adventure Phase.
- Partial Success: this happens when the Success Chart indicates that you can continue the adventure even if you have not achieved all the goals, and you are not Unconscious at the end of the Adventure Phase.
- Failure: this happens if you are Unconscious at the end of the Adventure Phase, but one of the remaining Characters manages to end the Adventure Phase successfully.
- Repeat the Adventure: if all Characters are Unconscious at the start of the Event Round, the Adventure Phase must be replayed without determining who achieved total success, partial success or failure.
If the Pirates have achieved a partial success that allows them to continue the campaign, they may decide to repeat the mission to improve their result.
If you repeat an Adventure Phase, you must discard all Coins, Fame, items, Legendary items, Search cards and Goal tokens obtained in the previous attempt, and start the mission in identical conditions (equipment, Wounds, Destiny Points) to the previous attempt.
Remember that each Pirate's starting gear is returned to their respective owners at the end of the Adventure Phase.
Upon successful completion of an Adventure Phase, and before moving on to the next Phase, follow the steps below:
- Gain the Coins and Fame indicated on Search cards.
- All Search cards, except any Legendary items, are returned to the deck.
- Characters who have Goal tokens receive the Fame and/or Coins indicated on the chapter's Goals Chart.
- If you have an Ally, you gain half of the total amount of Coins obtained by your Ally, as well as all the Fame from Goal tokens that your Ally holds at the end of the Adventure Phase. Finally, your Pirate may also keep any Gear and/or Legendary item cards obtained by your Ally, but remember to take into account the maximum number of items allowed. Each player notes the changes in Coins, Fame, Permanent Injuries, etc., on their Record Sheets.
- If none of the Pirates was the Captain, determine who gets the captaincy as indicated in the chapter or, if no method is specified, the captaincy goes to the Pirate who got the most Fame during the Adventure Phase (in case of a tie, break the tie by a confronted Charisma roll).
Adventure Phase Sequence — Summary
Previous Phase setup: always follow the Adventure's description.
- Tiles and Tile Tokens: prepare the required type and quantity of tiles and their tokens.
- Time and Difficulty: place the Pirate Flag token where indicated and the Compass token on 1.
- Search and Adventure Event Decks: shuffle them separately and place them face down and within reach.
- Other tokens: prepare the tokens described in the "Adventure Components" section on pg. 10.
- Enemies: pick the indicated Enemy Cards.
- Pirates: each player takes their Character card along with a Record Sheet, their starting gear, a Fame Dial and their initial or noted Coins and Fame. Also, equip your Pirate according to the rules. Remember that as the campaign progresses, the limit of 3 non-starting items must be followed. Firearms are always loaded at the start.
- Allies: place the cards of any Allied Characters in play.
- Deployment: if there is a Captain, they will have the Initiative and will decide the deployment order and spaces. If there is no Captain, the Pirates will make a confronted Charisma roll. The winner will have the Initiative for the time being (see Initiative, pg. 15).
- Story text: the Captain, or the better-versed Pirate in its absence, reads aloud the goals and special rules.
Adventure Phase Rounds
Rounds are played in succession until the end of the Adventure Phase.
1. Character Round
- Initiative: Initiative will be held, in order of Priority, by the Pirate with the highest Fame, the Captain or the player who won the confronted Charisma roll. Whoever holds it decides the players' turn order.
- Action Points: in your Pirate's turn, you may take as many actions as you wish until you have used up all your Action Points. You will have as many Action Points as indicated on your Character Card minus any penalties you may have. You can only spend Action Points during your own turn.
Actions:
| Action | Cost |
|---|---|
| Move | 1 Action Point |
| Open Door | 1 Action Point |
| Search | 2 Action Points |
| Run | x2 Open Door, Push, Explore, Move, Jump & Climb only |
| Push | 1 Action Point |
| Explore | 1 Action Point |
| Jump/Climb | 2 Action Points |
| Take a Breath | recover Action Points, advance Pirate Flag |
| Attack | 2 Action Points |
| Magic | X (per card) |
| Insult | 1 Action Point |
| Switch Equipment | 1 Action Point |
| Revive | 2 Action Points |
| Reload | 3 Action Points |
| Loot | 1 Action Point |
| Pick Up/Use/Drop | 1 Action Point |
| Disengage | 2 Action Points |
- Allies: a Pirate controlling an Ally may activate it and perform two actions, at the beginning or end of their turn.
2. Enemy Round
- Enemy Spawning: Enemies spawn every time a Tile is revealed or a door is opened, as indicated in the Campaign book or by a drawn card.
- Enemy Placement: where indicated or else see pg. 27.
- Initiative: each Enemy Class will be activated in the order indicated in the Campaign Book and, within each Class, as decided by the Pirate with the Initiative. When activated, they will act according to their Enemy Behavior (see pg. 28) and their special movement rules.
- Enemy Combat: they attack the targets indicated on their Behavior Chart following the standard rules (see pg. 29).
- Fallen Enemy: once defeated, the miniature is replaced by a Fallen Enemy token so that it can be Looted, unless it was defeated by a Grenade. These tokens are removed if no Character is on the same tile or has a LoS.
3. Adventure Event Round
- End of Game: if all the Characters are Unconscious, the Adventure Phase ends immediately.
- Adventure Board: resolve any effect that may make the Pirate Flag token move.
- Board Cleanup: remove the tokens of any Fallen Enemy, Throwing Weapon and Allies that meet the conditions.
- Recover from Stunning: both Enemies and Characters that failed to recover.
- Manage States: perform the rolls related to Character states.
- Prepare cards: flip all depleted cards face up.
- Magic: the cards that are on position 0 of the cooldown turn track on the Magic Board are recovered, the rest of the cards advance one step.
- Adventure Event Cards: draw a card if there are no Enemies sharing a Tile with the Characters or within their LoS. If the card cannot be applied, discard it and start the Character Round.
End of the Phase
- Accomplished Goals: the Characters succeed in accomplishing whatever the Campaign Book required them to do.
- Everyone Unconscious: if at the beginning of an Adventure Event Round all Pirates and Allies are Unconscious.
- End of the Map: if the Characters cannot continue exploring the map due to the placement of the components and essential tiles remain unrevealed.
- Pirate Flag token: when it reaches zero. It will advance for the following reasons:
a. Whenever one of the 4 Tile Tokens is revealed.
b. When a Character opens a building for the first time.
c. When a Character enters a Special tile for the first time.
- When a Character falls Unconscious.
- For each 1 or 2 result in the Adventure Event Round when you roll a die per Unconscious Pirate.
- When a Character fails to successfully perform a 'Search' action.
- When a Pirate uses the 'Take a Breath' action.
- When you cannot place an Enemy due to lack of miniatures of that class (Redcoat, Officer, Longshadow, etc.).
- Whenever instructed by a component of the game.
- In city tiles: when a Tile token is revealed.
Character and Enemy States — Summary
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Captive (Characters): Captive Characters must make a confronted Strength roll to try to free themselves. If you fail, you suffer 1 Wound and lose your turn.
-
Stunned: a Pirate can spend 2 Action Points to get rid of this state, an Ally can use one of their Actions, and the Enemies have a single attempt. If they pass a Strength 4 roll (or whatever the effect that caused this state indicates), they can continue the turn with the remaining Action Points/actions.
-
Knocked Down: a Knocked Down Character or Enemy immediately stands up at the start of their turn, but cannot perform any actions that would allow them to leave their space ('Move', 'Run', 'Explore', 'Jump' or 'Climb/Descend'). A Knocked Down miniature, whether Character or Enemy, does not block the LoS.
A Stunned/Knocked Down Character or Enemy can defend themselves against attacks. If the adjacent Enemies are Stunned/Knocked Down, Characters can 'Revive' and 'Disengage' without taking damage, and Pirates can also 'Reload' and 'Take a Breath'.
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Poisoned (Characters): not cumulative. During the Adventure Event Round, the Character must pass a Strength 5 roll, otherwise, they suffer 1 Wound. To remove this state, a Character must either discard one Destiny Point or pass a Strength roll. Enemies cannot be Poisoned. Instead, the effect will be one extra Wound added to the weapon's damage.
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Wounded (Pirates): when a Pirate receives at least 1 Wound they must immediately lose -1 Action Point from their total until they recover from all their Wounds. The loss/recovery of Action Points may occur in the middle of a turn. It is not cumulative. You can spend 1 Destiny Point to discard 1 Wound.
-
Unconscious: when your Pirate falls Unconscious you lose all of the Fame obtained during the Adventure Phase, a random non-starting Gear card or Legendary item, and any Achievement Goal tokens, advance the Pirate Flag one space and, as long as you remain Unconscious, you may have to advance the Pirate Flag one space in each new Event Round. An Unconscious Character does not play their turn during the Character Round and will be ignored by Enemies and any negative effects, it does not block LoS, and does not obstruct Movement through their space. They may use their Destiny Points again when another Character revives them (see Revive, pg. 25). If the Adventure Phase ends successfully with one or more Unconscious Characters, they continue the campaign and discard half of their Fame but they will have failed to complete the chapter and should read the corresponding section of the chapter's Success Chart.
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Cursed (Pirates): -1 penalty to the Revive roll to revive. You can only remove this state under specific circumstances (see pg. 31). If an Ally were to obtain this state, they immediately suffer a Wound instead.
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Hidden: a Hidden Character or Enemy must be ignored. They do not block the LoS or obstruct Movement through their space. They can move through spaces with adjacent Enemies without getting Engaged in combat. Characters remain Hidden until the start of their next turn or until they perform a Melee or Ranged attack. Enemies remain Hidden even after attacking as long as the condition under which they obtained this state is maintained. If a Character is activated adjacent to a Hidden Enemy, the Enemy will no longer remain Hidden.
-
Engaged: a Character who is adjacent to an Enemy becomes Engaged. Your Character may 'Disengage' from one or more adjacent Enemies (see pg. 24). Once Disengaged, your Character can perform a 'Movement' action through all the spaces adjacent to the Enemies it has just Disengaged from without the need to perform another 'Disengage' action. However, if it moves adjacent to a new Enemy it will become Engaged again.
Book II: Port Guide
Port Phase
The port, a place of respite where pirates make their wishes come true. The port, a place where you can toughen up and equip yourself to try to survive the dangers of the darkest corners of the Caribbean. A place to go to tell stories at the tavern by the fireplace, or to bet on craps. Where you will rest and heal while listening to rumors about what is going on in the village. You can repair your boat, and I'll be damned! Even buy a new one. All of this and much more. Welcome to the Port Phase, me matey.
Port Components
The port phase pools components of the adventure phase and the voyage phase, whether cards or tokens. However, the components that define the Port Phase are described below.
Port Board: on this board you will find each of the places of interest in Tortuga Island, as well as the roads that connect them. Players use their miniatures to mark where they are at all times. Bordering the locations is the time track.
The board's locations are: 1 Pirate Ship; 2 Docks; 3 Market Square; 4 Chapel; 5 Madame Claude's Manor; 6 Tavern; 7 Roads; 8 Time Units track.
Character Tokens: use them to keep track of the Time Units of each Character (see below). Generally, they start at position 20 of the time track. They are also used to represent the Allies you can hire.
Port Event Cards: each of the five locations on Tortuga Island has their corresponding deck of Event cards. These cards represent the activity of the island, the daily chores of its inhabitants and the hardships they go through.
Each time you end your movement at a new location, you must draw an Event card of that location and resolve it according to these four pointers:
- If the Event includes an "If you want" or "If you wish" option, you can resolve it, or not, at your choice. In any other case, it must be resolved and then discarded.
- Weather: some Event cards have a Weather icon. This icon may be used in conjunction with some game effects, especially certain skills that reference this icon. Whenever you draw a card with this icon, follow the description of the corresponding effect(s).
- Persistent: some Event cards can be long-lasting. If the card has the Persistent icon, it means that it should not be discarded and it remains in play until the end of the Port Phase or as long as indicated on the card, whichever comes first.
- Some Events feature a keyword written in bold italics. When you draw a new Event with the same keyword as a previous Event, specific effects are generated and resolved as described on the Event cards.
Certain Events may garner you the Approval or Disapproval of certain individuals who can teach new skills to the Pirates they take on as apprentices. Both the Approval and Disapproval of any of these individuals expire at the end of the Port Phase, unless they become permanent due to an Event or Rumor.
- Disapproval: if you garner the Disapproval of any individual, you will not be able to learn anything from that individual until the next Port Phase. If you get the Approval and then garner the Disapproval of an individual, or vice versa, the Disapproval prevails.
- Approval: conversely, if you get their Approval, you can subtract 10 Coins and 10 Fame from the cost of learning a skill from that individual, during the entire Port Phase.
Assignment Cards: although the Captain holds authority among their crew, the Captain is under the protection provided by the Brotherhood of the Coast Guild, the infamous coalition of scoundrels that promotes piracy against the interests of the Old Continent.
Thanks to the Guild's extensive contacts, the Captain can prove their worth by accepting assignments of various kinds and thus increase their Personal Booty and Fame. Assignment cards can be obtained at the Docks (see pg. 5).
Rumor Cards: the people of Tortuga Island often gossip about their neighbors, and if you eavesdrop on the locals' chatter, you can offer your help and get a cut for it. But beware! If you agree to do something, you'd better follow through if you don't want your reputation to be tarnished by breaking your word.
Rumor cards can be obtained at the Tavern and, even more easily, at the Manor (see pg. 8 and 9).
Time Units: during the Port Phase, Pirates have a limited shore leave before the weather becomes favorable again to set sail on a new Voyage Phase. Therefore, they must account for the time available to them by using Time Units. Virtually all activities are time-consuming on Tortuga Island, from moving between locations to long hours of training and honing skills. When an effect tells you to spend Time Units, you must move your Character token down the time track a number of spaces equal to the amount of Time Units spent.
But watch out! Being late for reembarking is a serious affront to the crew and your Captain. If your Time Units are reduced to zero before you have returned to the Pirate Ship, you lose 5 Fame. For Tortuga!
Unconscious: if your Pirate falls Unconscious during the Port Phase due to receiving the last Wound or by the direct effect of an Event, you immediately lose 5 Coins and 5 Fame. Next, place your Pirate on the Pirate Ship, discard all of your Time Units and end your turn immediately. If due to falling Unconscious your Pirate arrives after you run out of Time Units, you do not receive another penalty for being late for boarding.
Important Concepts
Before going on to describe the dynamic of the Port Phase, it is worth explaining certain concepts that are relevant to this phase.
Personal Booty: these are the coins your Pirate earns through adventures, their Salary, Events, schemes, etc. These coins can be spent on anything you wish, from shopping at the Market Square, to donating a portion to the Crew's Booty, to bribing another player.
Crew's Booty: this is what the Captain earns by trading Goods tokens and completing Assignments for the Brotherhood. This booty can only be spent on acquiring Good tokens, making repairs and purchasing upgrades for the ship, including the purchase of a new ship, and hiring Allies.
In Solo Mode, the Captain can also use the Crew's Booty to hire and pay for Allies.
Setup
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Place the Port Board within easy reach. Place the Character Tokens, only the Pirates, on position 20 of the board's time track. Allies do not play the Port Phase, unless otherwise indicated on their Ally Cards. All players start the Port Phase by placing their miniature on the Pirate Ship. The Pirates keep the Coins and Fame they had upon completion of the previous phase, as well as all the Wounds and Destiny Points noted on their respective Record Sheets.
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Events: shuffle each Event deck separately and place the 5 Event decks next to the board.
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Market: separate all Rum and Brew cards from the deck of Gear cards and place them by the Port Board, then shuffle the deck of Gear cards (but don't include the exclusive cards with a Character icon). Next, draw 8 cards from the Gear card deck and form a face-down pile by the Port Board. This will be the Market deck and is kept hidden. Finally, draw another 4 cards and place them face down near the Captain. This second pile can only be seen by the Captain when 'Haggling' (see Haggle, pg. 6). The rest of the Gear card deck represents the Black Market.
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Allies: put the Character Tokens that are not in play into a bag or container to represent the Allies that are available for recruitment. Hired Allies don't play the Port Phase, but rather enjoy their booty on their own. If you have paid the Salary and Fame of an Ally, at the end of the Port Phase they will be available on board again, with no Time Units. You may pay them at any time during the Port Phase, not necessarily at the start, but obviously before the end of the phase. If you do not pay their Salary and Fame, discard that Ally.
Note: the "Noble Rebel" Kickstarter promo character is an exception to this rule. This Ally may play the Port Phase and grants Time Units for Captain-only actions.
Important! when playing the first Port Phase of the "Shadows of the Caribbean" campaign, the Captain will own a Pirate Ship called "The Southern Lady." It is recommended that the Captain notes down the attributes of "The Southern Lady" on their record sheet before starting the Port Phase (see book III, pg. 6). You can then manage what kind of upgrades you will need for the Voyage Phase.
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Rumors: Pirates who have completed a Rumor card receive the reward (if they succeeded) or penalty (if they failed), and return the resolved cards to the Rumor card deck. Next, shuffle those cards and leave the deck face down by the Port Board.
Note: remember that not all Rumors can be resolved in all phases (for instance, they might require a specific type of Enemy or tile). In that case, keep the card without applying any rewards or penalties.
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Assignments: if the Captain has completed an Assignment card, they receive the reward (if they succeeded) or the penalty (if they failed), and return the card to the Assignment deck. Next, shuffle those cards and leave the deck face down by the Port Board.
Note: it should be noted that these results apply to the Pirate who held the Captaincy when the Assignment was completed, not necessarily to the Captain who accepted the Assignment nor the current Captain.
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Compensation: Pirates who have suffered a new Permanent Injury since the previous Port Phase that does not force them to retire, receive 5 Coins from the other Pirates' Personal Booty, if possible (see Permanent Injuries and Retirement, book I, pg. 32).
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Matelotage: if you have retired your Pirate from the campaign, you can give your new Character half of their Coins and a non-starting item of your choice from among those listed on your Record Sheet. In addition, all other players must pay 10 Coins from their Personal Booty to the retiring Pirate. This amount does not go to any player and is simply subtracted from their Personal Booty. If your Pirate has lost an Ally in the Adventure Phase, you must also pay compensation equal to the Ally's Salary.
If your Pirate does not have enough Coins to pay any of these compensations, it will be deducted from your next Salary.
Port Phase Sequence
In the Port Phase, during your turn, your Pirate may spend Time Units to move and/or perform a single action at their location, or vice versa.
The Port Phase starts with a first Round during which the Captain will play first and can move and carry out an action. Next, the Pirate with the most Fame moves and performs an action, followed by the second Pirate with the most Fame, and so on.
Once all Pirates have played their first turn, the turn order changes and will be determined by the amount of Time Units spent, starting with the player who has the most Time Units left to spend, and then moving on to the next player in descending order. This means that your Pirate cannot spend more Time Units until the other Pirates have matched or surpassed you in Time Units spent. In case of a tie, the Captain decides.
When moving, your Pirate may choose to move to any location by following the path marked on the Port Board. To do so, you must spend the Time Units indicated on each path.
For instance, your Pirate can move from the Pirate Ship straight to the Tavern, by spending 3 Time Units (1 to go to the Docks, 1 to go to the Square and 1 to end up at the Tavern). This is considered a single movement, so you could still perform an action.
But be careful, every time you end your movement at a new location, you must draw an Event card from that location and resolve it. If an Event card changes your location, do not draw another Event card unless specified on the card.
In the above example, at the end of your movement to the Tavern, you would draw a card from the corresponding deck. In case your Pirate's turn started at the Tavern and you want to draw another Event card from the Tavern, you would have to leave the location and spend 1 Time Unit to re-enter it.
End of the Port Phase
The Port Phase immediately ends for your Pirate as soon as your Character marker passes square 1 on the time track.
Your Pirate may return to the Pirate Ship at any time by spending the corresponding Time Units, effectively ending your Pirate's Port Phase.
Two Pirates aboard the Pirate Ship, either at the beginning or at the end of the Port Phase, may trade Coins and any Gear cards they wish (except their starting Gear cards).
Remember that if you haven't returned to the Pirate Ship before your Time Units are reduced to zero, you will lose 5 Fame.
You now know how to play the Port Phase. Next, you will learn about the different locations, which will help you understand where to go and what you need to do. In one of them, I found my favorite hook and peg leg.
Locations
Docks
"A safe harbor will shield you from the storms at sea." Popular saying.
At the Docks you can repair your ship and upgrade it, or learn new Shooter skills. A great place to train with the gun and make good money!
Collect Salary: any Pirate can collect their Salary at the Docks, by simply spending 1 Time Unit. The Captain receives a Salary of 50 Coins instead of the amount indicated on their Character Card and, in addition, they receive 100 Coins for the Crew's Booty, which can only be used for general expenses of the crew, and never for their own personal use.
Remember: in Solo Mode the Captain can also use the Crew's Booty to hire and pay for Allies.
Grace Jennings: any Pirate can ask Grace Jennings about her legendary shooting skills. If you spend 7 Time Units and whatever amount of Coins and Fame she asks for, you can learn Shooter skills (see pg. 19). All other actions can only be performed by the Captain.
Rest: the Captain can take a break in the Brotherhood at the Docks. You can spend 1 Time Unit to either recover 1 Wound and discard 1 Destiny Point, to discard 2 Destiny Points, or to recover 2 Wounds. The Captain can spend several Time Units to benefit from these effects multiple times.
Assignments: the Captain can also spend 1 Time Unit to draw an Assignment card. If the Assignment is not to their liking, the Captain may discard it and draw another Assignment card on a later turn. As a rule, the Captain can only have one active Assignment until they either succeed or fail miserably like a landlubber.
Repair the ship: the Captain can have the ship repaired, by simply spending a single Time Unit to arrange the repairs and paying according to the repairs needed: 50 Coins per sail and 25 Coins per Impact on the «Hold» that you want to repair.
Trade: the Captain can trade to sell the Goods "acquired" during your travels or to buy Wood, Supplies and Rum for the next Voyage. By spending 2 Time Units, you can trade according to the values in the following chart, both to buy and sell:
| Goods | Price | Goods | Price |
|---|---|---|---|
| Wood | 15 | Fabrics and spices | 40 |
| Supplies | 10 | Sugar | 1 die x 10 |
| Rum | 10 | Tobacco | 30 |
| Prisoners* | 25 | Gold and jewelry | 100 |
| Metal | 50 |
*Prisoners cannot be sold, but you receive 25 Coins for each Prisoner token you deliver, as a reward from the Brotherhood for freeing them.
Upgrade/Buy ship: the Captain can decide whether to buy a new ship and sink the coral reef that is your ship, or to simply upgrade the one you already have. To buy a new ship, the Captain uses their action, spends 1 Time Unit and as many Coins as required depending on the desired ship. These are the ships available:
| Type of ship | Sails initial (maximum) | Hold initial (maximum) | Cannons initial | Price | Speed |
|---|---|---|---|---|---|
| Schooner | 2(7) | 6(8) | 2 | 150 | +1 |
| Frigate | 4(5) | 8(10) | 3 | 200 | — |
| Brigantine | 3(6) | 7(9) | 4 | 250 | -1 |
Some attributes show two values. The first indicates the starting value, and the second, in parentheses, indicates how much this attribute can be upgraded.
When you buy a new ship, you can keep the Coins and Goods you had on the previous ship. However, the Sails, Cannons and Upgrades that the old ship had are used to bargain the price of the new ship and establish the quoted price, so they are lost.
To upgrade your ship, the Captain uses their action, spends 1 Time Unit and as much Coins as required for upgrading. These upgrades can transform your battered ship into a fearsome adversary and a better place to live at sea.
If the Captain doesn't have enough money to buy an upgrade and doesn't have the Debtor state, they may take out a loan for the amount needed (max. 50 Coins), and gain the Debtor state from the next Port Phase onwards. The Debtor state is held by the Captain, who can repay it with the Crew's Booty and does not lose the Debtor state even if the captaincy changes. Monsieur Fontaine is the one who grants this loan (see Loans, pg. 8).
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Expand Hold (50 Coins): increase the capacity of your ship's «Hold» by 1. Don't forget to check the maximum «Hold» capacity allowed on your current ship.
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Bilge Pump (100 Coins): once per turn, at the «Main Deck», the Captain along with a Character can use the Pump to remove all the dirt. Increase by 1 the fatigue of said Character. If it is a Character who uses the Pump, they get +1 to their Strength roll to reduce the dirt by 1. In both cases, using the Bilge Pump counts as an action, so no additional actions can be performed.
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Diving Bell (70 Coins): when an Enemy ship is sunk, on the following turn the Captain may use the Diving Bell to retrieve Goods tokens from the sunken wreck. The Captain, or a Character of their choice, can make a Strength 4 roll during the Tasks step:
- Success: the Character gains 2 Fame and draws 3 Goods tokens. Sugar, Supplies, Prisoners and Tobacco tokens are discarded and replaced by new Goods tokens.
- Failure: the Character suffers 1 Wound, draws 1 Goods token and returns to the «Cabins».
The chosen Character is placed at the «Main Deck», they cannot refuse to perform the task, and will count this task as an action.
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Cannon (100 Coins): add 1 new Cannon token to the «Hold» (maximum 5).
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Signal Codex (35 Coins): during the next Voyage Phase, the Captain may use this upgrade one time after an Aggressive or Passive Enemy ship spawns, or during the preparation of an Assignment that involves an Enemy ship. To use it, your Pirate Ship must be outside the Area of Effect of any Enemy ship other than the target. If that's the case, that Enemy ship becomes Neutral for as long as the following requirement is met: your Pirate Ship cannot attack any ships within the Area of Effect of the Signal Codex's target (including the target itself). If this happens, the target is alerted and will regain its original Aggressive or Passive status. Discard after use.
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Ram (60 Coins): if your Pirate Ship enters a space where there is an Enemy, the Captain may immediately use the Ram to inflict an Impact. The Enemy suffers 1 Impact on the Hold/Body, and the Character at the «Helm» makes a Strength 4 roll. If they succeed, the Character gains 1 Fame, otherwise, the Pirate Ship receives an Impact on the «Hold».
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Mortar (100 Coins): the Captain may acquire a single Mortar for the «Main Deck» of the Pirate Ship. The Mortar allows a Character located on the «Main Deck» to fire at an Enemy 2 or 3 spaces away, in any direction and regardless of where the Pirate Ship is facing. Unlike the cannons, you can trace the LoS of the Mortar from any of the vertexes of the Pirate Ship's hexagonal marker. The attack is made with 2 dice and follows the standard naval combat rules (see Book III, pg. 17).
The image shows the entire area within the attack range of the Mortar, including the spaces in green (water areas that can be attacked) and blue (land areas that can be attacked, but only against certain Enemies). Finally, the squares in red are those that cannot be attacked because there are not within the ship's LoS.
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Ammunition (10 Coins): there are two types of special ammunition that can be used by cannons: chainshot and grapeshot. To use it, a Character must be on the «Gun Deck» and the Captain must declare the use of this ammunition before firing. Only 1 ammunition change is allowed per Firepower Roll. In addition, these types of ammunition can only be used against enemy ships, not against sea beasts. Discard it at the end of the Voyage Phase if it was used.
- a) Chainshot: can be fired once per Firepower Roll from the «Gun Deck». If you succeed, the Captain must assign 1 of the successful Impacts to the Enemy's Sails, without rolling to determine where to assign that Impact.
- b) Grapeshot: can be fired once per Firepower Roll from the «Gun Deck». If you succeed, the Captain must assign 1 of the successful Impacts to the Enemy's Combat Capacity, without rolling to determine where to assign that Impact.
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Auxiliary Sail (100 Coins): increase your ship's Sails capacity by 1. Do not forget to check the maximum Sails capacity allowed by your ship.
Market Square
"After bad sailing, the port tastes better." Popular saying.
In the Market Square you can find the delicious rum we pirates love, learn skills to become a skilled thief, or just get a hook to outshine me.
Stock Up: your Pirate can spend 1 Time Unit to buy any number of Rum and/or Brew cards by paying the corresponding Coins.
Remember that Rum and Brew cards occupy half a space when calculating the item limit of your Character's equipment.
Haggle: spend 1 Time Unit to look at the hidden cards in the Market and buy any you want (but pay their cost, don't be a scallywag!). If you are the Captain, in addition to the 8 cards in the Market accessible to all Pirates, you can look at the 4 Captain-exclusive Gear cards. When this deck runs out of cards, do not replenish it. You can also sell non-starting gear at half its value. These cards are returned to the Black Market deck, which must then be shuffled.
Search for Equipment: spend 1 Time Unit to make a Perception 4 roll. For each success you get, you can draw a card from the Black Market deck. If you want to buy any card you draw, you must increase its Coins cost by half its value to buy it, or what did you expect? This is the Black Market, you rapscallion! For instance, if you want to buy a dagger priced at 15 Coins, you must pay 23 (15 + 8, since you must always round up). The remaining unpurchased cards are returned to the Black Market and the deck is reshuffled.
If your Pirate does not have enough money to acquire Gear and does not have the Debtor state, you may take out a loan equal to the amount you need (max. 50 Coins), and gain the Debtor state from the next Port Phase onwards. Monsieur Fontaine is the one who grants you this loan (see Loans, pg. 8).
Remember: if your Character already has the maximum number of items allowed and gets additional items, you must discard the cards that exceed the limit.
Maggie: you must be careful with Maggie, she is an inveterate thief, but if you spend 7 Time Units to be by her side, and whatever amount of Coins and Fame she requests, you can learn very valuable Rogue skills (see pg. 12).
Prosthesis: spend 1 Time Unit and 10 Coins to buy a brand new limb and remove a Permanent Injury penalty. These items are not represented by cards, you must write them down on your Record Sheet:
- a) Hook: if you have a Permanent hand injury, you can buy a hook that also works as a Melee weapon and inflicts 1 Wound. In addition, it allows you to use two-handed weapons, but with a -1 penalty to combat rolls with such weapons.
- b) Eye patch: if you have a Permanent eye injury you can buy an eye patch, which increases your Perception by one point.
- c) Peg leg: if you have a Permanent leg injury you can buy a peg leg, which allows you to recover 1 Movement.
Marie Laveau: last but not least, you can also meet the witch Marie Laveau. Much has been said about her in the darkest corners of the port. She is said to have powers beyond human comprehension and that she knows voodoo. A true sailor like me does not believe such hogwash, but if you are really gullible and let yourself to be duped, spend 7 Time Units to be by her side, and whatever amount of Coins and Fame she requests, to learn Mystic skills, although these skills are not available to everyone (see pg. 16).
Saint Telmo's Chapel
"Saint Telmo - patron saint of sailors." Popular saying.
The chapel is the place where a pirate goes to confess their sins or to seek atonement for the souls of those who died under their sword. Come on, me matey, it's time for your soul to rest and your bones to get a moment of respite.
Charity: at the Chapel you can spend 1 Time Unit and 2 Coins for charity. This allows you to discard 1 Destiny Point or recover 1 Wound.
Atonement: if you are Cursed you can spend 1 Time Unit plus some Coins to atone for your sins. Choose your penance and, if you fulfill it to the letter, return to the Chapel in the next Port Phase to get rid of the Cursed state:
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Penance for the Greedy: pay 40 Coins. During the next Adventure Phase you cannot get any rewards from Fallen Enemy tokens.
NOTE: this refers only to standard token rewards, such as gold or Search cards. However, your Pirate may pick up the tokens by renouncing such rewards, but will still earn any other benefits described in Story Moments and the like.
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Penance for the Wroth: pay 20 Coins. During the next Adventure Phase you cannot perform offensive actions against an Enemy that has not previously attacked you.
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Penance for the Prideful: pay 30 Coins. During the next Adventure Phase you do not gain Fame by defeating your Enemies.
Jerôme Feuilet: here you can meet one of the smartest people I have ever met, Jerôme Feuilet, doctor and thinker. Spend 7 Time Units to stand by his side, and whatever amount of Coins and Fame he requests, to learn Scholar skills, which will be very useful in your short seafaring life (see pg. 15).
Madame Claude's Manor
"Lust will swallow you up faster than the sea." Great pleasures await you at Madame Claude's manor, but they will make you forget how quickly time flies. But fun, proper fun, requires money... unless you are the Captain. Whenever you enter the manor you must pay 7 Coins. The Captain does not need to pay to enter the manor. I know, me hearty, I know, Captain's privileges.
Card game: your Pirate may spend 1 Time Unit and bet between 5 and 10 Coins to make a confronted Charisma roll against the dealer. The dealer's value is 3. If you win the confronted roll, you receive double your bet. The dealer wins in case of a tie.
Your Pirate may try to cheat, using your Agility or Perception value instead of the Charisma value but, if you fail the roll, you are caught cheating and expelled from the Manor. Your Pirate cannot perform any other actions at this location, you lose 5 Fame, suffer 1 Wound, and you may not re-enter until the next Port Phase.
Listen to Rumors: the Manor is also great to know what is going on in the island. Spend 2 Time Units to make a Charisma 4 roll. If you succeed, draw a card from the Rumor deck, and decide whether to keep it or discard it.
Luxury Treatment: spend 1 Time Unit and 10 Coins to recover all your Wounds and discard all Destiny Points. What more could you ask for?
Loans: at the Manor, Monsieur Fontaine can give you a loan if you are short on money. Spend 1 Time Unit and Fame to get 5 Coins. For each extra Time Unit or Fame, Monsieur Fontaine gives you another 5 Coins, up to a limit of 50 Coins. You get the Debtor state in the next Port Phase.
If you want to remove the Debtor state, you must return to the Manor and pay Monsieur Fontaine what you owe him (paying 7 Coins to enter if you are not the Captain, naturally). Spend 1 Time Unit and pay back 6 Coins for every 5 Coins loaned.
Francisco Carranza: finally, the Manor is home to Francisco Carranza, a famous Spanish fencer. Spend 7 Time Units to be by his side, and whatever amount of Coins and Fame he requests, to learn Duelist skills (see pg. 13).
Tavern
"Yo-ho-ho... and a bottle of rum!" Popular song.
What better place for a pirate than the Tavern? Good fun, a hot meal, gambling, and great booze if you can afford it; but this is why you became a pirate, isn't it? To spend your booty!
Storytelling: like the mighty fine Pirate you are, you can tell great stories with a mug of ale in your hand by the light of the fireplace. Simply spend 2 Time Units and make a Charisma 6 roll. If you succeed, you gain Fame equal to the amount by which the roll was surpassed. You can spend up to 3 Coins before rolling to add +1 to the roll for each coin spent.
When you tell a story, if the final result of the roll is a 9, the difference between 9 and 6 is 3, which is the amount of Fame you gain.
Hire an Ally: the Tavern is the perfect place to hire Allies. A free round of ale guarantees everyone's attention. Spend 3 Time Units and make a Perception 4 roll. For each success obtained, draw a Character marker from the Ally bag. Choose an Ally to hire among the ones you drew, provided that you do not exceed the crew limit (5 including Pirates and Allies):
- If your Charisma is equal to or higher than the Ally's, pay their Salary and their Fame cost to add them to your party.
- If your Charisma is lower than the Ally's, pay an additional 3 Coins and 3 Fame per point of difference to hire them.
Don't forget that you can only have one hired Ally at a time. If you hire a new Ally and you already have another one hired, discard the first one and return the Character marker to the Ally bag to make it available to the other Pirates.
In Solo Mode, the Captain may hire up to four Allies for the Voyage Phase, although only three can be used in the Adventure Phase. Before starting the Adventure, the Captain must decide which three Allies will tag along with them.
Remember that you must pay a Salary and Fame to your hired Ally in every Port Phase. Doing so is not considered an action and can be done at any location by simply paying the Coins and Fame cost of that Ally. If you finish the Port Phase without making the payment, you must discard the Ally.
Listen to Rumors: with ale running freely, everyone's tongue is loosened. If you spend 2 Time Units and pass a Perception 5 roll, draw a Rumor card and choose to keep it or discard it. If you keep it, you cannot draw any more Rumor cards until you complete the mission or fail like an old landlubber. If you succeed, you will receive the reward once you return to Tortuga Island.
Gerrit Jensen: however, you should be careful if you meet Gerrit Jensen. A fighter since he was a child in order to survive on the streets, no one uses their fists like him. If you spend 7 Time Units to be by his side, and whatever amount of Coins and Fame he requests, you can learn Rowdy skills (see pg. 17).
Hire Group of Pirates: only the Captain ("rank, me matey, rank!") may hire a Group of Pirates. The Captain inspires trust and is well-known throughout the Caribbean, who better to convince people to join your crew? The Captain can spend 1 Time Unit and 30 Coins from the Crew's Booty to add 1 Group of Pirates to the crew.
Gambling: and of course, you can gamble at the Tavern ("what would life be without a bit of chance, without some dice?"). You can spend 1 Time Unit and choose between two game tables. In the first game (table A) you can wager 4 Coins on a successful Strength, Agility or Charisma 4 roll. If you pass the roll, you get back your bet plus half of your wager (i.e. you receive 4 + 2). In the second game (table B) you can wager between 1 and 5 Coins on a successful Strength, Agility or Charisma 5 roll. If you pass the roll, you receive double your bet.
Feats, Classes and Skills
Feats
Every self-respecting pirate dreams of fame, gold and recognition; of their enemies trembling at the sound of their name; of being recognized by all sailors when they hoist their flag, and of all scoundrels longing to enlist on their ship; they dream of bathing in gold and jewels, and of their legend lasting through the centuries.
Feats are the accomplishments that will help your Pirate on their way to achieve their greatest desire: to become a Legendary Pirate. Once your legend has been established, your Pirate can retire with the respect and admiration of the people, to enjoy the rest of their days, and the riches and fame earned during their years of adventures. And who knows? one of the seats on Tortuga's Pirate Council may soon be open...
During the Port Phase, at any time when the prerequisites are met, your Pirate may spend the Coins and Fame cost to accomplish a Feat and obtain its benefits, at any location and without spending Time Units. Write down the Feat on your Record Sheet.
Each Feat you accomplish increases your Pirate's capacity to learn Special Skills by 1.
Below, you can see the Feats chart, with the name of each Feat, its cost in Coins and Fame, its prerequisites and benefits:
| Feat | Cost | Prerequisites | Benefit |
|---|---|---|---|
| Bravery | 75 Coins, 75 Fame | Complete 4 Adventure Phases with total Success | Discard 1 Wound at the start of the Adventure Phase |
| Fame | 90 Coins, 90 Fame | Complete 2 campaigns | You don't have to pay to enter the Manor |
| Luxury | 110 Coins, 110 Fame | Have a buried treasure with more than 100 Coins | Recover 1 Wound at the start of the Adventure Phase |
| Leadership | 130 Coins, 130 Fame | Successfully complete 5 Assignments as Captain | During their turn, the Captain gains 1 extra Command Point |
| Legendary Pirate | 150 Coins, 150 Fame | Obtain the 4 previous Achievements | Retire your Pirate with the highest honors. You can do Matelotage with your new Pirate and learn a free skill from the retired Pirate |
Classes
Each Pirate has one or two assigned classes that categorize them into a set of traits and techniques linked to their background. Some Pirates have more than one class, these Pirates are known as multi-class Characters. These Pirates have access to a greater amount of skills, but at a slightly higher cost because they are not as specialized as others.
Special Skills
Some Special Skills require more effort on the part of your Pirate to learn, and are limited by your Character's Fame Dial (Special Skill capacity).
In the rulebook, Special Skills are marked with a Special Skill icon in front of their name. Each new Special Skill your Pirate learns occupies 1 slot of that capacity, thus limiting your capacity to learn new Special Skills.
If your Pirate has learned as many new Special Skills as your Special Skill capacity value, you cannot learn any new skills of this type nor can you forget already learned skills to make room to learn others. When your Pirate learns a Special Skill, due to a game effect or a card, and you have no space available for it due to your capacity, you cannot learn it.
If your Pirate's Special Skill capacity value is reduced, you do not lose any Special Skills already learned.
The initial skills printed on your Character Card do not count towards this limit.
Prerequisites
Some skills have Prerequisites in order to be learned. These Prerequisites usually range from possessing a minimum value in one of the Character's attributes, to having learned a skill that grants access to new techniques.
Permanent Injuries: if you receive a Permanent Injury that reduces one of your attributes below the prerequisite of a skill you have already learned, don't worry! You can continue using the skills you already know. However, you will have to stick to your new attributes when it comes to meeting the prerequisites of any new skills you wish to learn.
Synergy
Some skills are linked to each other, favoring their learning, and thus their use. This is known as synergy. It is also possible that a special synergy may occur if there is another Character in the group who can teach you the skill you wish to learn (see below).
Master and apprentice: skill costs are shown as follows:
Coins: X / X+15 / X*1.5 | Fame: X / X+10 / X*1.5
The first value is the cost for Single Class Characters. The second value is the cost for Multi-Class Characters. And finally, the third value is the cost for Characters who don't have the appropriate class, and who must pay 1.5 times the normal cost to learn it.
Rogue Skill - Elusive: Prerequisites: Agility 3. Coins: 100 / 115 / 150 | Fame: 60 / 70 / 90. You need at least Agility 3 to learn this Rogue Class skill. If the Cabin Boy wants to learn this skill, it will cost him 100 Coins and 60 Fame since he belongs to the Rogue class only. If the Avenger wants to learn it, it will cost him 115 Coins and 70 Fame since the Avenger is a Multi-Class Character. Finally, if the Lookout wants to learn this skill, he can learn it as he has Agility 3 but he must pay 150 Coins and 90 Fame, since he does not belong to the Rogue class.
The Pirate who wants learn a skill in the Port Phase (the apprentice) may subtract 15 Coins and 10 Fame from the cost of that skill if another crew member (the master) already knew that same skill. That is, newly learned skills in the same Port Phase do not count. In return, the Character who already knew it gains 5 Fame at no cost to themselves. If there are several Characters that know the skill, the player who wants to learn it decides who gets the Fame. It is not necessary for both Pirates to share a location to take advantage of this synergy.
For the "apprentice" to benefit from this skill cost discount, the Character acting as "master" must agree to teach them. This discount is added to any discounts due to the synergies created between some skills.
Skill Cost
There are three cost categories:
- 70 Coins and 50 Fame for low impact or occasional use skills.
- 100 Coins and 60 Fame for medium-impact or common use skills.
- 130 Coins and 70 Fame for skills with a major gameplay impact.
Single class, specialized characters can learn new skills at a reduced cost. Multi-class characters have a slightly higher learning cost due to dividing their specialization between two categories. Any Character can strive to learn skills of a class that is not among those available to them, but the cost will be much higher than normal. The only exception are Mystic skills, which are only available to the Mystic class.
Skill costs are shown throughout as: Coins: single-class / multi-class / off-class | Fame: single-class / multi-class / off-class. A "Voyage" tag means the skill is used during the Voyage Phase; a Special Skill icon means it counts against the Character's Special Skill capacity (see above).
Rogue Skills (taught by Maggie at the Market Square)
- Pounce — Prerequisites: Agility 4. Synergy: if you have the Acrobat skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. If you land on a space adjacent to an Enemy after making a 'Jump', you can spend 1 Destiny Point to immediately perform a Melee attack that knocks down the Enemy, if you succeed, in addition to inflicting the standard damage.
- Acrobat — Prerequisites: Agility 4. Coins: 100/115/150 | Fame: 60/70/90. You can make a 'Jump' action when you are adjacent to an Enemy. Make a confronted Agility roll to move to any empty space adjacent to your Enemy, if you succeed; also, if you spend 1 extra Action Point, you can 'Disengage'. Failure: you are Stunned and remain on your space.
- Charlatan — Synergy: if you have the Articulate skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. Gain 1 permanent Charisma. If you spend 1 Destiny Point after defeating an Enemy, gain double the Fame amount from defeating that Enemy.
- Articulate (Special Skill) — Synergy: if you have the Charlatan skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. When performing an 'Insult' action, choose one or more adjacent Enemies to add 1 die to your next Melee attack against those Enemies.
- Elusive — Prerequisites: Agility 3. Coins: 100/115/150 | Fame: 60/70/90. You win ties on confronted Agility rolls if you get at least 1 success in your roll. In addition, you may spend 1 Destiny Point after making an Agility roll to add +1 to that roll.
- Unobstructed — Prerequisites: Agility 3. Coins: 100/115/150 | Fame: 60/70/90. You can move diagonally even if there are obstacles blocking your movement (see Book I, pg. 16). Also, you get a +1 bonus to your Agility roll when you perform a 'Disengage' action.
- Play Possum — Coins: 70/85/105 | Fame: 50/60/75. If you receive more than one Wound from a single attack and you didn't fall Unconscious, you can Knock Down your Pirate and pretend to be dead. The Enemies will ignore you until you decide to stand up again in subsequent Adventure Event Rounds.
- Supplier (Voyage) — Coins: 130/145/195 | Fame: 70/80/105. If the Captain spends a Supplies or Rum token, you can make an Intelligence 5 roll. If you succeed, you prevent the token from being discarded and gain 2 Fame.
- Observer (Voyage) — Prerequisites: Perception 3. Coins: 130/145/195 | Fame: 70/80/105. At the beginning of the Voyage Phase, choose a non-Mystic Voyage skill from any Character aboard the Pirate Ship to use until the end of the Phase as if you had it.
- Cautious — Coins: 70/85/105 | Fame: 50/60/75. At the start of the Enemy Round, if you have no adjacent Enemies, you can spend 1 Destiny Point to move up to 5 spaces. If several players want to use this skill at the same time, only the player who played last during the Character Round can use it.
- Cat-like Reflexes (Special Skill) — Prerequisites: Agility 4. Coins: 100/115/150 | Fame: 60/70/90. Once per turn, after suffering a Ranged attack, you can make an Agility 5 roll. If you succeed, ignore the attack.
- Pickpocket — Prerequisites: Special Skill capacity 3. Coins: 70/85/105 | Fame: 50/60/75. Once per turn, you can spend 1 Destiny Point to take a Fallen Enemy token from the supply, if you are adjacent to an Enemy who is adjacent to another Character.
- Chicken Jump (Special Skill) — Coins: 70/85/105 | Fame: 50/60/75. 'Jump' actions only cost you 1 Action Point. Also, if you fail a roll to jump over a chasm, you clumsily fall on the other side. Suffer 1 Wound and proceed with your turn as usual.
- Stealth (Special Skill) — Prerequisites: Agility 4. Coins: 130/145/195 | Fame: 70/80/105. To use Stealth, you cannot be in the LoS of any Enemy. Once per turn, if you succeed on an Agility 4 roll, you get the Hidden state, which allows you to move through spaces with adjacent Enemies without engaging with them.
- Grifter (Special Skill) — Synergy: if you have the Rascal skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. The Coins cost of Gear cards and Allies is reduced by half. Also, increase your Salary by 5 Coins.
- Treacherous — Prerequisites: Stealth. Coins: 100/115/150 | Fame: 60/70/90. When Hidden, you can make a Melee attack and ignore your Enemy's defense roll. If you do, you lose the Hidden state.
- Cheater (Special Skill) — Coins: 70/85/105 | Fame: 50/60/75. When you receive a Melee attack, you can reroll 1 die from your Enemy's roll and keep the second result.
- Rascal (Special Skill) — Synergy: if you have the Grifter skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. During the Port Phase, you may draw an extra Event card when you enter the Market Square or Tavern. Choose one and discard the other.
- Profiteer — Coins: 70/85/105 | Fame: 50/60/75. After performing a 'Loot' action, you can immediately spend 1 Destiny Point to double the Coins amount you receive for revealing a Fallen Enemy token.
Duelist Skills (taught by Francisco Carranza at Madame Claude's Manor)
- Ambidextrous (Special Skill) — Prerequisites: Agility 4. Special: if you have lost your dominant hand, you can acquire this skill and ignore the Prerequisite and the Special Skill limit, at a cost of 70 Coins and 50 Fame regardless of your class. Coins: 100/115/150 | Fame: 60/70/90. You receive no penalty when using your weak hand (see Attack Types, Book I, pg. 21).
- Riposte — Synergy: if you have the Fencing skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. After rolling dice during a Melee attack, you can spend 1 Destiny Point to exchange one of your results for one of your Enemy's results.
- Counterattack — Synergy: if you have the Fencing skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. If you successfully defend a Melee attack, once per attack you can spend 1 Destiny Point to reverse those rolls, so that your defense roll becomes your attack roll and your Enemy's attack roll becomes their defense roll.
- Seasoned — Prerequisites: Fencing. Coins: 130/145/195 | Fame: 70/80/105. During a Melee attack, if you tie in successes obtained, and you rolled at least 1 success, you win the tie and apply the damage of your weapon a single time.
- Facecrippler — Prerequisites: Fencing. Synergy: if you have the Precision Slash skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. You can spend 1 extra Destiny Point after a successful attack with a sword or dagger against a Human Enemy. If you do, inflict 1 Wound and gain +1 Fame.
- Fencing (Special Skill) — Coins: 100/115/150 | Fame: 60/70/90. Add +1 to your Melee rolls with swords and daggers.
- Quick Thrust — Prerequisites: Agility 4. Synergy: if you have the Fencing skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. When attacking with a sword or dagger, if you roll at least one critical hit that is not blocked by the defender, recover 1 Destiny Point.
- Feint — Synergy: if you have the Fencing skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. When attacking with a sword or dagger, if you roll at least 1 critical hit that is not blocked by the defender, instead of inflicting 1 extra Wound, your Enemy gets a -1 defense penalty.
- Coup de Grâce — Coins: 130/145/195 | Fame: 70/80/105. If you make a Melee attack against a Stunned or Knocked Down Enemy, that Enemy does not roll defense.
- Skirmisher — Prerequisites: Fencing. Coins: 100/115/150 | Fame: 60/70/90. Ignore the -1 penalty to your dice roll when you make consecutive attacks (see Attack Types, Book I, pg. 21).
- Deck Officer (Voyage) — Coins: 130/145/195 | Fame: 70/80/105. When you perform a 'Battle Stations' action during a boarding, aside from adding your Melee or Ranged value to the roll of a Group of Pirates, roll 1 extra die and inflict 1 Wound to a Boarding Enemy if you succeed (with a result of 5-6).
- Opportunist — Coins: 100/115/150 | Fame: 60/70/90. If an Enemy crosses a square adjacent to you without stopping its movement to attack you, you can spend 1 Destiny Point to automatically inflict as many Wounds as indicated by your Melee weapon. If you are equipped with a Ranged weapon, you can inflict as many Wounds as indicated by your weapon if you also have the Point-blank Shot skill, or if your Ranged weapon states that you can attack adjacent Enemies. If you use a firearm, it becomes unloaded.
- Parry (Special Skill) — Synergy: if you have the Ambidextrous skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. Add 1 die to your Melee defense rolls if you are equipped with a Melee weapon in each hand.
- Lunge — Synergy: if you have the Fencing skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. If you get at least 1 unblocked critical hit when you attack with a sword, in addition to the extra Wound, you can occupy your Enemy's space by moving them to an adjacent chasm or empty space in the direction of your movement. If there are no chasm or empty spaces available, the Enemy is Knocked Down instead.
- Spinning Strike — Prerequisites: Double Slash. Coins: 100/115/150 | Fame: 60/70/90. If you are equipped with a Melee weapon in each hand, you can make a single Melee attack roll with 1 die less against all adjacent Enemies. Each Enemy rolls defense separately for this attack.
- Double Slash (Special Skill) — Prerequisites: Ambidextrous. Coins: 130/145/195 | Fame: 70/80/105. Once per turn, if you are equipped with a Melee weapon in each hand, you can perform a Melee attack by spending 3 Action Points. Each success inflicts the damage of your two equipped weapons at the same time.
- Precision Slash (Special Skill) — Coins: 70/85/105 | Fame: 50/60/75. In any Phase, you may reroll 1 die from your Melee roll and keep the second result.
- True Mastery — Prerequisites: Fencing. Synergy: if you have the Lunge skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. If you succeed on a Melee roll, you can move 1 space to an empty space adjacent to your Enemy. This movement allows you to 'Disengage' from other Enemies without consequences. Also, you cannot be Knocked Down unless you want to be.
Scholar Skills (taught by Jerôme Feuilet at the Chapel)
- Analytical — Prerequisites: Fencing. Synergy: if you have the Insightful skill, reduce the cost of this skill by 10 Coins. Coins: 130/145/195 | Fame: 70/80/105. You can spend 1 Destiny Point to make a Perception 5 roll. If you succeed, you can cancel one special ability of an Enemy with whom you have LoS, until the end of your turn. An ability that indicates "Ignore X" cannot be canceled this way.
- Savvy (Special Skill) — Prerequisites: Special Skill capacity 4. Coins: 100/115/150 | Fame: 60/70/90. Reduce the cost of all skills by 15 Coins and 10 Fame.
- Knot-tying (Voyage) — Prerequisites: Strength 3. Coins: 130/145/195 | Fame: 70/80/105. Add 1 die to any roll you make at the «Rigging», including the Speed roll.
- Carpenter (Voyage) — Prerequisites: Strength 3. Coins: 130/145/195 | Fame: 70/80/105. Add +1 to your rolls when you take a 'Repair Tasks' action at the «Main Deck».
- Cartographer (Voyage) — Prerequisites: Special Skill capacity 3. Coins: 130/145/195 | Fame: 70/80/105. Add +1 to your rolls at the «Forecastle».
- Command (Special Skill) — Coins: 100/115/150 | Fame: 60/70/90. Once per turn, you can spend 1 Destiny Point to make a Charisma 5 roll. If you succeed, you can grant 1 additional action to an Ally under your control.
- Bosun (Voyage) — Prerequisite: you cannot be the Captain at the time of learning this skill. Coins: 70/85/105 | Fame: 50/60/75. You always start the Voyage Phase with 1 extra Fame. During the Port Phase, you may perform any action exclusive to the Captain (except collecting the extra Salary) as long as you get the Captain's approval. By performing any Captain-exclusive action, you gain 1 Fame. Increase your Salary by 10 Coins. If at any time you obtain the captaincy, this skill ceases to have effect. There can only be one Character with this skill in play.
- Healing (Special Skill) — Prerequisites: Special Skill capacity 4. Coins: 130/145/195 | Fame: 70/80/105. Once per turn, you can spend 3 Action Points to discard 1 Wound or to make an adjacent Character discard it, if they agree. When you discard another Character's Wound, you immediately gain 1 Fame and the other Character loses 1 Fame, if possible.
- Scout (Special Skill) — Prerequisites: Perception 3. Synergy: if you have the Insightful skill, reduce the cost of this skill by 10 Coins. Coins: 130/145/195 | Fame: 70/80/105. You can draw an extra Tile Token when you explore. Choose one to place and shuffle the other one back into the corresponding pile. Also, you gain 1 Fame each time you reveal a Tile.
- Genius — Prerequisites: Special Skill capacity 3. Coins: 100/115/150 | Fame: 60/70/90. You win ties on confronted Intelligence rolls if you get at least 1 success in your roll. In addition, you may spend 1 Destiny Point after making an Intelligence roll to add +1 to that roll.
- Master Poisoner (Special Skill) — Coins: 100/115/150 | Fame: 60/70/90. At the beginning of an Adventure, choose one of your Melee weapons to poison it. This weapon will cause 1 extra Wound until the end of the Adventure. In addition, you can ignore the Poisoned state by spending 2 Action Points.
- Medicine (Voyage) — Prerequisites: Healing. Coins: 130/145/195 | Fame: 70/80/105. Add +1 to your 'Assist' rolls to recover an Incapacitated or Unconscious Character.
- Meteorologist (Voyage) — Prerequisites: Special Skill capacity 4. Coins: 100/115/150 | Fame: 60/70/90. Once per Voyage Day you can ignore a Weather card and resolve it in the next Round instead of drawing another Event card. If you do, gain 1 Fame.
- Musician (Voyage) — Coins: 130/145/195 | Fame: 70/80/105. Once per Voyage Day and as your only action of the turn, make a Charisma 5 roll:
- If you succeed, your performance cheers up the crew. Advance the Morale by 1 and gain 1 Fame per point that exceeds the difficulty.
- If you fail, your performance leaves much to be desired and the crew gets upset, reduce both the Morale and your Fame by 1.
- Insightful — Prerequisites: Perception 3. Coins: 70/85/105 | Fame: 50/60/75. If you succeed when you 'search', draw an extra Search card. Choose one and discard the other.
- Tactician — Coins: 70/85/105 | Fame: 50/60/75. At the end of the Event Round you can spend 1 Destiny Point. If you do, make a confronted Charisma roll against the player who has the Initiative. If you succeed, gain 1 Fame and you will have the Initiative until the end of the turn.
- Coxswain (Voyage) — Prerequisites: Strength 3. Coins: 130/145/195 | Fame: 70/80/105. Add 1 die to any roll you make at the «Helm», including the Speed Roll.
Mystic Skills (taught by Marie Laveau at the Chapel)
Only Pirates who have the Mystic class on their Character Card can learn these skills. Because of that, these skills only have one cost instead of the usual three.
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Scourge (Special Skill) — Coins: 100 | Fame: 60. At the beginning of an Adventure, you can choose one of your Melee weapons and imbue it with blessings. This weapon will cause 1 extra Wound until the end of the Adventure.
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Blessed — Coins: 130 | Fame: 70. When performing a 'Take a Breath' action, you can make a Charisma 5 roll. If you succeed, the Pirate Flag doesn't advance. Otherwise, it advances one space as usual.
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Clairvoyance (Voyage) — Coins: 130 | Fame: 70. Once per Game Round, you may reroll 1 die of one of your rolls and keep the second result.
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Conjurer (Special Skill) — Coins: 100 | Fame: 60. Add +1 to your Melee or Ranged roll when attacking a Supernatural Enemy.
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Healer — Coins: 100 | Fame: 60. When you use a Brew, you can make a Charisma 5 roll. If you succeed, you can use that Brew card a second time. Put a Wound token on the card to mark the first use.
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Devoted — Coins: 130 | Fame: 70. When you cast a spell that requires a dice roll, add +1 to that roll.
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Wind Mastery (Voyage) — Coins: 130 | Fame: 70. Add 1 die to the Speed roll regardless of whether you are at the «Rigging» or «Helm». If you succeed, gain 1 Fame.
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Chosen (Special Skill) — Coins: 130 | Fame: 70. You permanently gain 1 extra Destiny Point.
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Charm Crafting (Voyage) — Coins: 100 | Fame: 60. Whether carving a small totem or making a gris-gris, the blessing with which you have imbued your amulet will protect you from misfortune. Once per Voyage day, you may discard a Voyage card that has been drawn.
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Totem Magic — Prerequisites: Starting skill only. You have 4 totems and 4 totem spells to perform your magic. At the start of an Adventure, you must choose which totem you'll equip, although you can switch totems during your turn.
When you are equipped with a totem, use the values of the totem card instead of those on your Character Card. Also, you can only use the spell of the totem that you equipped.
Some totem spells have an Action Point cost in order to use them. The totem spell 'The Wolf's Hunt' does not consume Action Points.
You can switch totems by spending the Action Points indicated on the card and applying their effects immediately. Place the discarded totem on the cooldown track of the Magic Board as if it were a spell. You will not be able to use it again until it is recharged.
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Totem Magic II — Prerequisites: Totem Magic. Coins: 100 | Fame: 60. You can use up to two totems at the same time. At the beginning of each Event Round you have to decide whether to keep both active totems or stop using both of them. In both cases, you must spend 1 Destiny Point. If you are out of Destiny Points, pass a Strength 4 roll or suffer 1 Wound.
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Purge (Voyage, Special Skill) — Coins: 130 | Fame: 70. Once per Voyage Phase you can make a Charisma 5 roll. If you succeed, a Cursed Character of your choice loses that state and you gain 3 Fame.
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Eldritch (Special Skill) — Coins: 70 | Fame: 50. When you suffer a Melee attack, you can reroll 1 Enemy die.
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Trance — Coins: 130 | Fame: 70. If you are on a tile with no Enemies and you pass your turn without spending any Action Points, you can reduce the remaining cooldown turns of all your spells and totems by 1.
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Voodoo — Prerequisites: Starting skill only. At the beginning of each Adventure, you may select 4 level 1 Voodoo cards and use them as indicated in their description. Some Voodoo cards also have a Coins cost in order to use them. Once a Voodoo card has been used, it must be placed on the cooldown track of the Magic Board for the spell to recharge again.
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Voodoo II — Prerequisites: Voodoo. Coins: 100 | Fame: 60. You can add level 2 Voodoo cards to your deck and select up to 5 cards per Adventure.
Rowdy Skills (taught by Gerrit Jensen at the Tavern)
- Gun Port Boarding (Voyage) — Coins: 70/85/105 | Fame: 50/60/75. During a Boarding, you can make an Agility 4 roll to jump onto the Enemy ship from the «Gun Deck». Pirates with this skill make their jump roll before the Pirates at the «Gunwale».
- Harpooneer (Voyage) — Coins: 100/115/150 | Fame: 60/70/90. Once per Voyage Day, during the Tasks step, if your Character is at the «Main Deck» you can make a Strength 5 roll to fish. If you succeed, gain 1 Fame and get 1 Supplies token. Also, add 1 die when fighting Beast Enemies. Place your miniature at the «Gun Deck» or at the «Gunwale».
- Intimidating — Synergy: if you have the Fighter skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. If you get 1 unblocked critical hit when attacking unarmed or with a Melee weapon, you also Knock Down your Enemy.
- Sweeping Strike (Special Skill) — Prerequisites: Strength 4. Coins: 130/145/195 | Fame: 70/80/105. Once per turn, if you are equipped with a two-handed Melee weapon, make a single Melee attack against all adjacent Enemies. Each Enemy rolls defense separately.
- Braggart (Special Skill) — Coins: 70/85/105 | Fame: 50/60/75. At the start of the Enemy Round, you can become the default target even if you are not the closest Character to the Enemy. In case several players wish to use this skill, only the player who played last during the Character Round can use it.
- Charge (Special Skill) — Prerequisites: Agility 3. Coins: 100/115/150 | Fame: 60/70/90. When you 'Run', you can perform a single Melee attack without spending Action Points.
- Energetic (Special Skill) — Coins: 130/145/195 | Fame: 70/80/105. You permanently gain 1 extra Action Point.
- Burly — Prerequisites: Strength 3. Coins: 100/115/150 | Fame: 60/70/90. You win ties on confronted Strength rolls if you get at least one success in your roll. Also, you can spend 1 Destiny Point after making a Strength roll to add +1 to that roll.
- Unstoppable (Special Skill) — Synergy: if you have the Fighter skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. You can 'Push' an adjacent Enemy if you spend 1 Destiny Point and pass a confronted Strength roll against that Enemy. If you succeed, move the Enemy to an empty space adjacent to your initial position, in any direction you wish.
- Improvised Projectile — Coins: 70/85/105 | Fame: 50/60/75. You always find something to throw at your Enemy. If you have a free hand, you will always have a throwing weapon at your disposal with the following attributes: Damage: 1 | Range: Strength | Optional critical effect: Stun.
- Tireless — Coins: 130/145/195 | Fame: 70/80/105. If you perform the action 'Take a Breath', you can make a Strength 5 roll. If you succeed, the Pirate Flag doesn't advance. Otherwise, it advances 1 space as usual.
- Quick Hands — Prerequisites: Agility 3. Coins: 70/85/105 | Fame: 50/60/75. Once per turn, after attacking with a throwing weapon, you can perform a 'Switch Equipment' action at no Action Point cost to equip yourself with another weapon.
- Fighter — Prerequisites: Strength 4. Coins: 70/85/105 | Fame: 50/60/75. Your unarmed attacks inflict 1 Wound and also Stun. You can roll 2 dice when defending yourself unarmed.
- Stomp — Coins: 70/85/105 | Fame: 50/60/75. You can move through the space of a Knocked Down Enemy at the cost of 2 Action Points. If you do, inflict 1 Wound on your Enemy per success in a confronted Strength roll against it.
- Endurance — Prerequisites: Strength 3. Coins: 100/115/150 | Fame: 60/70/90. You do not lose 1 Action Point when you are Wounded (see Book I, pg. 30).
- Survivor (Special Skill) — Prerequisites: Special Skill capacity 3. Coins: 100/115/150 | Fame: 60/70/90. You can discard 1 Wound by skipping a full turn.
- Vindictive — Coins: 100/115/150 | Fame: 60/70/90. At the start of your turn, choose an Enemy that wounded you the previous Round and spend 1 Destiny Point. Until the end of your turn, add +1 to all rolls you make against that Enemy.
- Vigorous (Special Skill) — Prerequisites: Strength 4. Coins: 130/145/195 | Fame: 70/80/105. Any Melee weapon you use causes 1 extra Wound.
Shooter Skills (taught by Grace Jennings at the Docks)
- Thick Bullets (Special Skill) — Coins: 100/115/150 | Fame: 60/70/90. You know a gunsmith who supplies you with larger caliber ammunition. At the beginning of an Adventure, choose between one-handed and two-handed firearms. Weapons you use of the chosen type will inflict 1 extra Wound.
- Artillery (Voyage) — Coins: 130/145/195 | Fame: 70/80/105. Add 1 die to any rolls you make when using the Swivel Gun, the Mortar, or at the «Gun Deck», including Firepower Rolls.
- Accurate — Prerequisites: Perception 3. Synergy: if you have the Aim skill, reduce the cost of this skill by 10 Coins. Coins: 70/85/105 | Fame: 50/60/75. You do not lose any dice from your Ranged attack roll when firing through another Character.
- Constable (Voyage) — Prerequisites: Artillery, and not be the current Captain. Coins: 70/85/105 | Fame: 50/60/75. After the Captain chooses their post, you may immediately move to the «Gun Deck». If the Captain wishes to move you to a different location, reduce morale by 2 instead of 1. Increase your Salary by 5 Coins. If at any time you obtain the captaincy, this skill ceases to have effect. Only one Character can learn this skill.
- Quick Draw — Prerequisites: Agility 3. Coins: 70/85/105 | Fame: 50/60/75. Once per turn, you can perform a 'Switch Equipment' action at no Action Point cost to equip yourself with firearms.
- Quick Shot — Coins: 100/115/150 | Fame: 60/70/90. If you have no adjacent Enemies and an Enemy enters the tile or room you are in, you can spend 1 Destiny Point to immediately make a single Ranged attack.
- Point-blank Shot (Special Skill) — Coins: 70/85/105 | Fame: 50/60/75. You can make a Ranged attack with a non-throwing ranged weapon against an adjacent Enemy, but roll 1 less die.
- Running Shot (Special Skill) — Prerequisites: Agility 3. Coins: 100/115/150 | Fame: 60/70/90. During a 'Run' action, you can perform a single Ranged attack without spending Action Points.
- Crippling Shot — Synergy: if you have the Aim skill, reduce the cost of this skill by 10 Coins. Coins: 100/115/150 | Fame: 60/70/90. If you get a critical hit on a ranged attack with a firearm or throwing weapon, you also Knock Down your Enemy.
- Piercing Shot — Prerequisites: Thick Bullets. Coins: 70/85/105 | Fame: 50/60/75. When you draw your LoS to your target, if it passes through an adjacent Enemy (i.e., they are aligned) and both your target and the Enemy are within range, you can attempt to wound both with a single shot. If you get a critical hit with a firearm you have chosen for Thick Bullets, in addition to causing damage to your target, the aligned Enemy suffers 1 Wound.
- Double Shot — Prerequisites: Aim. Coins: 130/145/195 | Fame: 70/80/105. If you are equipped with two loaded Ranged weapons, you can perform a single Ranged attack by spending 3 Action Points, but roll 1 less die. If you succeed, add up and inflict the damage of your two weapons for each success. Whatever the result, both weapons are considered to have been fired.
- Eagle Eye — Prerequisites: Perception 4. Coins: 100/115/150 | Fame: 60/70/90. Once per turn, you can choose a Hidden Enemy to whom you can draw your LoS and make a Perception 5 roll. If you succeed, you can ignore the Hidden state of your target until the next turn.
- Aim (Special Skill) — Prerequisites: Perception 3. Coins: 100/115/150 | Fame: 60/70/90. In any Phase, you may reroll 1 die from your Ranged roll and keep the second result.
- Target Practice (Special Skill) — Prerequisites: Aim. Coins: 100/115/150 | Fame: 60/70/90. You can spend 1 extra Destiny Point to add +1 to your Ranged rolls.
- Fast Reload — Coins: 70/85/105 | Fame: 50/60/75. Spend only 2 Action Points when you 'Reload' firearms.
- Vigilant (Voyage) — Prerequisites: Perception 3. Coins: 130/145/195 | Fame: 70/80/105. Add 1 die to any roll you make at the «Crow's Nest». Also, you can spawn Enemies 1 space closer or farther away from the ship, and reveal island tokens from 1 space farther away.
Port Phase Sequence — Summary
Preparation Step
- Market: Pirate Market, Captain Market and Black Market.
- Rumors and Assignments: check if you were successful and get your reward or penalty.
- Compensation: pay the compensation for Permanent Injuries (5 Coins per Pirate).
- Matelotage: process of retiring a Pirate and adding a new one. Also pay a compensation equal to the Salary of eliminated Allies.
- Ally Maintenance: at any time before the end of the phase.
Pirate Turn — Movement and/or Action or vice versa.
- Starting Initiative: the Captain followed by the Pirates in descending Fame order.
- Remaining Turns Initiative: the Pirate with the most Time Units available.
- Movement: spend the Time Units indicated on each path.
- Location Event: after you move to a location, draw an Event card from that location.
- Action: by spending the corresponding Time Units, different actions can be performed at each Location.
- Unconscious Pirate: place it on the Pirate Ship and lose 5 Coins and 5 Fame.
End of the Phase
- No Time Units: if your Pirate spends all their Time Units, the Port Phase ends for you.
- On Land: if your Pirate has not returned to the Ship before running out of Time Units, you lose 5 Fame.
Appendix I: Replacing Enemies in Campaigns
There are hundreds of seas to explore in Skull Tales, and every worthy Pirate likes to face greater challenges and Enemies. If you wish to include other Skull Tales Enemies in your game, here are some tips to expand your Adventures.
Enemies, like Characters, have traits that classify them in different ways according to their nature and behavior. The first of these traits indicates the nature of the Enemy: Human, Supernatural, (Sea) Abomination or Creature. The second trait indicates the behavior pattern exhibited towards the Characters, which can be: Stalker, Criminal, Guardian, Skirmisher, Savage and Soldier.
Finally, each Enemy is also assigned a Threat Value (TV) that determines how dangerous it is for the Characters to face that opponent.
To replace an Enemy present in an Adventure, in order of priority you must look at its Nature, then its Behavior and finally its Threat Value.
When replacing one Enemy with another, if all its traits and the TV match, then you will have a challenge that is as similar as possible, although different. However, if the TV is higher, the challenge will be harder for the Characters. On the other hand, if the TV is lower, the Characters will have an easier time during the Adventure.
If the Behavior does not match, then you have an Enemy that may not fit the environment where the Adventure is taking place. Whereas, if it does not match in Nature, it will most likely create a non-immersive dissonance between the Enemy and the Adventure's plot. Therefore, always try to replace the Enemies according to the priority order described above.
You can only replace the Enemies listed on the corresponding Adventure chart, or the Stray Enemies. Enemies that spawn due to goal tiles or Story Moments (SM) of the Adventure must always be those indicated in the campaign book.
| Enemy | Nature | Behavior | TV |
|---|---|---|---|
| Redcoat | Human | Soldier | 1 |
| Officer | Human | Soldier | 2 |
| Cannibal | Human | Savage | 2 |
| Bounty Hunter* | Human | Criminal, Soldier | 2 |
| Freebooter* | Human | Criminal | 2 |
| Amazon* | Human | Savage | 3 |
| Skeleton | Supernatural | Skirmisher | 1 |
| Cursed One | Supernatural | Savage | 2 |
| Mummy | Supernatural | Guardian | 5 |
| Drowned One* | Supernatural | Skirmisher | 1 |
| Ghost* | Supernatural | Stalker | 2 |
| Longshadow | Abomination | Stalker | 3 |
| Bootbiter | Abomination | Skirmisher | 3 |
| Darkclaw | Abomination | Guardian | 5 |
| Mermaid* | Abomination | Savage, Guardian | 2 |
| Strangler* | Abomination | Skirmisher | 3 |
| Anansi Weaver* | Creature | Guardian, Stalker | 5 |
*Legends of the Caribbean Expansion
Appendix II: Admiral Mode and Cabin Boy Mode
No two pirates are alike, let alone two entire crews. What for some is nothing more than a day's work can be an odyssey for others. The following settings are intended to modify the difficulty of the game, offering various rules to make your games easier (Cabin Boy Mode) or harder (Admiral Mode). Each setting offers different rules that modify certain aspects during the different phases of the game. You must decide with the whole crew which ones to use, whether only some or all of them.
Next to each setting is a Fame value, negative for the Cabin Boy Mode and positive for the Admiral Mode. This value is added to or subtracted from the Fame gained by each Pirate in the corresponding Phase. For example, if the players have decided to use the Cabin Boy Mode setting "Don't draw Event cards under any circumstances," when their Pirates finish the Adventure Phase, each Pirate will lose the Fame indicated by that setting (-2 Fame). If desired, you can combine settings from both modes.
Cabin Boy Mode
What's up, me hearties? Are you incapable of making your way through the jungle? Do the mysteries of the sextant have you lost in the ocean for days on end searching for the correct route? Have your travels brought you more scars and misfortunes than gold and fame? Follow these directions and you will soon be spending your fortune at Madame Claude's Manor.
Adventure Phase
- Don't draw Event cards under any circumstances: -2 Fame.
- Add +1 to all 'Revive' rolls: -1 Fame.
- If you must roll on the Enemy chart, you always get the lowest result on the chart without the need to make a roll: -2 Fame.
- If you fail to jump over a Chasm, instead of falling Unconscious, the Characters fall to the other side and suffer 1 Wound: -1 Fame.
- Enemies always use the attributes for 3 Characters or less: -2 Fame.
- Add +2 spaces on the Adventure Board to the Pirate Flag position indicated by the chapter: -1 Fame.
- A fourth Ally can be used in Solo Mode: -3 Fame.
- Enemies do not have LoS through other Enemies: -1 Fame.
- Increase the card limit of all Pirates by 1: -2 Fame.
- Do not apply the penalty for consecutive attacks: -2 Fame.
Port Phase
- Entering the Manor costs no money: -2 Fame.
- The Characters have 5 additional Time Units for this Phase: -2 Fame.
- Double the amount of cards available at the Marketplace: -1 Fame.
- Increase the Pirates' Salary by 5 Coins: -2 Fame.
- The PCs receive their Salary and the Crew's Booty automatically upon arrival at Port: -1 Fame.
- All PCs can learn all skills (except Mystic skills) as if they were Multi-class: -2 Fame.
- The Time Units cost to learn a new skill in any location is reduced by 3: -1 Fame.
- If a master Disapproves of you, and you get their Approval in that same Port Phase, it prevails over the Disapproval: -1 Fame.
Voyage Phase
- Aggressive Enemies stop moving as soon as you leave their Area of Effect: -1 Fame.
- Reduce the ship's Cargo Rate by 1: -2 Fame.
- Use only 3 Goal tokens when searching for the Destination Island: -3 Fame.
- The Captain can gain Fame for their activities on the ship: -1 Fame for the Pirates and -3 Fame for the Captain.
- Roll a die before drawing a Voyage Event. If the result is 5-6, do not draw the Event: -3 Fame.
- When you perform a 'Cleaning Spree,' remove all accumulated dirt: -2 Fame.
- When you use a Rum token, increase Morale by 4 without the need to roll a die: -1 Fame.
- The Group of Pirates get +1 on all their rolls: -2 Fame.
- To determine the type of island when you 'Explore' an Island, treat a result of 1 as if it were a 4: -1 Fame.
- The Group of Pirates can take up to 3 Wounds: -2 Fame.
- When drawing Voyage Events, draw two, pick one and discard the other: -2 Fame.
Admiral Mode
Or perhaps your problem is a thirst for adventure. You have slain so many enemies that you can't fit any more notches on your belt, and your hold is full of treasure and goods. Your name is feared throughout the Caribbean and you have earned the admiration of your peers. But you want more. Allow me to tell you about legendary Characters who overcame impossible challenges until they engraved their name in History...
Adventure Phase
- During setup, separate and use only the Event cards that match the type of tile used in the game: +1 Fame.
- Draw an Event card every turn, even if there are Enemies on the same tile: +2 Fame.
- You cannot get a critical roll when reviving a Character, and if that Character is Cursed, apply an additional -1 to the roll: +1 Fame.
- If you must roll on the Enemy chart, you always get the top result of the table without the need to make a roll: +2 Fame.
- Critical hits by Characters do NOT add +1 Wound. However, weapons with optional or additional critical hits do apply their effects: +2 Fame.
- In games with 3 or less Characters use Enemy attributes for 4-5 Characters: +2 Fame.
- Add +1 Health to all Enemies in games with 4 or 5 Characters: +2 Fame.
- All Enemies gain the Swift ability: +2 Fame.
- Reduce your Destiny Points by 1 per Wound inflicted to your Pirate: +2 Fame.
- If you fail any roll with at least two results of 1, you get a Critical Fail. Roll a die and check the result on the following Critical Fails Chart: +2 Fame.
Critical Fails Chart
| Roll | Effect |
|---|---|
| 6 | Discard a random Gear or Legendary card. |
| 5 | Choose a random card you are carrying and place a throwing weapon token on an adjacent square to represent that you have dropped it. |
| 4 | End your turn immediately. |
| 3 | You are Knocked Down. |
| 2 | You are Stunned. |
| 1 | You suffer 1 Wound. |
Port Phase
- Each Character has 3 Time Units less at the beginning of the Phase: +1 Fame.
- The Captain always draws an Assignment: +2 Fame.
- Draw an Event card every time you enter each Location, even if you are just passing through: +1 Fame.
- Unconscious Pirates lose twice as much time and Fame: +1 Fame.
- Add 5 Coins to the cost of any personal item on the island (Rum, Market cards, etc): +2 Fame.
- Add 20 Coins to the cost of any ship upgrade: +1 Fame.
- Each Pirate with an Ally must pass a confronted Charisma roll at the beginning of the Phase for their Ally to remain with them: +2 Fame.
- Double the cost of admission to the Manor: +1 Fame.
- Roll a die if your Pirate falls Unconscious, an even result causes your Port Phase to end: +1 Fame.
- When Collecting Salary, reduce all Pirates' Salary by 5, the Captain's by 10, and the Crew's Booty by 20: +2 Fame.
Voyage Phase
- The maximum Morale of the ship is 18: +1 Fame.
- Reduce by 1 the Sails, Hold and Cannons capacity (both the starting and maximum values) of all the ships you can buy: +2 Fame.
- When a Group of Pirates becomes Incapacitated, roll a die. With a result of 1-2, eliminate that Group of Pirates: +2 Fame.
- When you 'Explore' an Island, subtract 1 from the die roll to determine the type of Island: +1 Fame.
- Unless required by an Assignment, start each game with the Galleon in play on island Q: +2 Fame.
Book III: Voyage Rules
Voyage Phase
"His stories were what frightened people worst of all. Dreadful stories they were—about hanging, and walking the plank, and storms at sea, and the Dry Tortugas, and wild deeds and places..." Excerpt from "Treasure Island" by Robert Louis Stevenson.
Any good pirate story is full of sea voyages, naval battles, boardings, mutinies... You will find all of this here, and much more!
The Captain must reach the Destination Island while trying to collect booty, keep the crew's morale high, and avoiding capture or shipwreck.
The other players must do their best to carry out their seafaring duties, in order to gain the trust of the rest of the crew and, perhaps, become candidates for the ship's captaincy.
Voyage Components
Sea Tiles: these tiles represent the sea areas where your ship sails, with hexagonal spaces of four types:
- Land spaces: which are unnavigable and represent the land of the islands of the Caribbean Sea. During Naval Combat, land spaces prevent firing at a Sea Enemy on the other side of these spaces. During certain Voyage Events you may target a land space directly; however, you still can't shoot through other land spaces in this case (see Naval Combat, pg. 17).
- Water spaces: which are navigable and surround all the islands on the board. The Pirate Ship will sail through these spaces, and the various Sea Enemies will spawn on them.
- Coastal spaces: these are water spaces adjacent to land spaces and can be easily recognized because they have a light blue line on the side adjacent to land spaces.
- Docking Area: to dock on an island you must reach the coastal space containing a scroll with a letter (see Docking on an Island, pg. 12).
Goal Tokens: they are placed on Docking Area spaces to indicate which are the Destination Islands the crew should sail to.
As a general rule, the goal of the Voyage Phase is to find Goal token 1 to start the Adventure Phase of the chapter. The Voyage Phase section of the corresponding chapter indicates on which islands to place Goal tokens. These tokens can be revealed by the following methods:
- Spotting: if your Character is at the «Crow's Nest» you may, at any time, reveal a Goal token when the straight line distance between the Pirate Ship and the token is equal to or less than your Character's Perception (see Spotting, pg. 6).
- Cartography: if your Character is located at the «Forecastle», you may perform a 'Cartography' action to reveal a Goal token (see pg. 12).
- Movement: when the Pirate Ship enters a space with a Goal token, immediately reveal it (see pg. 12).
Voyage Event Cards: they are used to determine the various events that take place during the Voyage (see Voyage Events, pg. 13).
Group of Pirates Tokens: they represent groups of pirates enlisted on your ship. They perform different tasks, depending on the location where the Captain places them. In addition, they are essential for boarding. The maximum number of Group of Pirates tokens the ship can carry is 6.
- Attributes: they have a value of 2 in all parameters (Strength, Agility, Intelligence, Perception, Melee, Ranged).
- Skill: if there are no active Enemies, their Speed Rolls succeed automatically.
- Fatigue: when you use a Group of Pirates to perform an action at a Voyage post, their fatigue increases by 1. If a Group of Pirates becomes Exhausted, they cannot perform any more actions, join Boardings, nor 'Explore Islands,' until the Captain uses a Command Point to send them to the «Cabins» to rest for a turn. During a Boarding, the Group of Pirates do not suffer fatigue (see Fatigue, pg. 10).
- Elimination: if an effect "Eliminates" a Group of Pirates, return it to the game box and the Captain loses 3 Fame.
- Events: they may roll for a Voyage Event that affects their current post if there is no other Character to resolve it. This does not count as an action and therefore does not cause fatigue.
- Wounds: if a Group of Pirates receives an Impact, put 1 Wound on the token to indicate that they are Wounded. If they receive a second Impact, the Group of Pirates becomes Incapacitated (see below).
- Incapacitated: if an effect Incapacitates a Group of Pirates, immediately move them to the «Sickbay». They cannot be used again until a Character on the «Main Deck» performs a successful 'Assist' action.
Cannon Tokens: they are placed on the spaces of your «Hold» to indicate your Firepower, and are used to fight Sea Enemies.
Impact Tokens: they are used to indicate the status of the Pirate Ship and Sea Enemies, marking the Impacts they receive, the number of Sails, the capacity of the «Hold» and (in the case of Enemies) their Combat Capacity.
Dirt Token: use it to mark the natural wear and tear of the ship, and how dirty it is (see Dirt - Travel Round, pg. 9).
Group of Pirates status: by rotating the token the group's status changes: Rested, Fatigued, Tired, Exhausted (back side).
Goods Tokens: Goods represent the booty and resources that you have loaded in the ship's «Hold» or that you can find during your raids on the high seas. When you get Goods tokens, place them on the available spaces farther to the right in the «Hold». The Goods types are: Gold x1, Metal x2, Fabrics x3, Tobacco x4, Rum x4, Prisoners x5, Supplies x6, Sugar x3 and Wood x3.
Three of the Goods tokens are useful beyond their commercial value:
- Wood Token: having wood reserves in the «Hold» makes it easier to repair the masts and seal any water leaks. If the Captain spends a Wood token before 'Repair Tasks' (see pg. 11) are carried out, add +2 to the corresponding die roll.
- Supplies Token: each time the Clock completes a full turn, or when required by an Event, the Captain must spend a Supplies token. If they cannot, or choose not to, subtract the result of one die roll from the Morale, and increase by 1 the Fatigue of each Group of Pirates who is not at the «Cabins» or Exhausted.
- Rum Token: once per Day, the Captain may spend a Rum token to increase Morale by the result of one die roll, at any time. Place the Rum token on the Clock as a reminder that you have already used it for the Day. In addition, the Pirates recover 1 Destiny Point.
Sea Enemy Cards: they describe the characteristics of those Voyage Events that have their own Cards (see Sea Enemies, pg. 14), and of Island Exploration.
Sea Enemy Tokens: during the Voyage, you will encounter Sea Enemies and Voyage Events that are represented with these tokens: Pirate Ship, Sea Monster, Coast Guard, Whirlpool, Merchant, Ghost Ship, Galleon, Whale.
Facing: both the Pirate Ship token and the Sea Enemy tokens feature a series of black arrows and/or white arrows. White arrows indicate valid movement directions, while black arrows indicate that it is not possible to move in that direction.
In the case of ships and certain sea creatures, the central white arrow represents the bow (or head in the case of beasts), and determines the direction in which they are facing. The arrows on the left and right represent the port and starboard sides respectively.
Pirate Flag Token: it is used to track the Morale of the crew on the Logbook's Morale Scale. It usually starts at position 20 on the board.
Character Tokens: used to track each Character's Trust Points and measure the risk of a potential Mutiny (see pg. 8). Generally, they start at position 0 on the Morale Scale.
Logbook Board: this board represents the Captain's entries in the Logbook regarding Travel time and crew actions, as well as any events that alter the Morale. This board has two distinct sections: the Morale Scale / Trust Points of the crew, ranging from 0 to 20 — neither the Morale nor the Trust Points can exceed 20 or drop below 0 — and the Clock, which serves as a turn counter.
Boarding Board: it represents the «Gunwale» of the Pirate Ship and is essential during Boardings (see Boarding, pg. 18). The board is divided into two main areas: your ship and the Enemy ship, each with its corresponding spaces:
- Spaces for the Group of Pirates
- Swivel Gun Spaces
- Boarding Spaces
- Boarding Enemy Spaces
- Battle Spaces
- Mooring Spaces
Clock: serves as a turn counter, tracking the passage of time and dividing each Voyage Day into 6 segments. It is Daytime from 1 to 4, and Nighttime from 5 to 6. In addition, it also determines the location and facing of Enemies when they spawn at sea (see pg. 14).
Pirate Ship Board: this board depicts the different posts/stations aboard the Pirate Ship, with the exception of the «Gunwale» which is depicted on the Boarding Board.
No crew members may be at the «Hold». This is where the Goods tokens, Cannons, and any other items you carry aboard your ship are stored during the Voyage. The «Hold» is divided into 10 columns, each with 2 spaces. You can place a Goods token or a Cannon token on each space, starting from the column of spaces numbered 1 and proceeding to the left.
During the Voyage, your ship's «Hold» may receive Impacts. When that happens, move the Impact token to the right to reduce the size of the Hold (each step reduces the Hold by an entire column), starting with the leftmost intact column, and moving to the right with each new Impact you receive. Any token, whether Goods or Cannons, that is on the column where the Impact token is placed, must be discarded.
Voyage Posts/Stations
Each post/station is described below, detailing the activities that the Characters can perform during the Voyage (see Voyage Phase Sequence, pg. 18, and Naval Combat, pg. 17).
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Rigging (Maneuvers): indicates the current number of Sails that your ship has. The larger the quantity, the faster your vessel can be. To mark your current number of Sails, place an Impact token on the space with the number immediately higher than your current Sail count. Admits as many Characters and/or Group of Pirates as undamaged Sails are on the ship, up to a maximum of 4. Characters and/or Group of Pirates placed on the Sails may add dice to the Speed Roll that determines the movement of the ship (see Movement, pg. 11). When the «Rigging» receives an Impact, move the Impact token down one space. If the broken Sail has a Group of Pirates or a Character on it, automatically place them at the «Cabins» with no additional damage.
-
Gunwale (Boarding Board): located on the Boarding Board, this is where the Characters and Group of Pirates prepare for Boarding maneuvers (see pg. 18). Admits up to four Characters and any number of Group of Pirates. During the Voyage, the Characters can be placed on boarding or swivel gun spaces in preparation for a potential Boarding.
-
Cabins (Scheme/Guard): the crew rests and recovers here. Next to the «Cabins» is a space for a single Pirate to carry out a Scheme action, and another for a Group of Pirates to 'Guard' that insidious Pirate. Characters return to this location at the beginning of the Travel Round. Those assigned to this section remove all their fatigue, but none of them can be used to 'Guard' during a Scheme (see below). A single Pirate, other than the Captain, may decide to go to the «Cabins» to carry out a Scheme, and a single Group of Pirates may be assigned to 'Guard' duty (see Crew Round - Scheme, pg. 10).
Both the 'Scheme' and 'Guard' actions are performed differently in Solo Mode (see Scheme, pg. 10).
-
Forecastle (Cartography): you can carry out 'Cartography' actions from this post. Only admits a single Character. A Character located at the «Forecastle» can perform a 'Cartography' action to reveal a Goal token (see pg. 12).
-
Crow's Nest (Spotting): from atop the masts you can scan the horizon in order to 'Spot' islands, Sea Enemies, and other dangers that hide in the treacherous waters of the Caribbean. Only admits a single Character.
- Enemy Spawning: when a Sea Enemy appears, a Character at the «Crow's Nest» may choose its spawn location at a straight line distance between the Pirate Ship and the token equal to their Perception (see pg. 14).
- Spotting: at any time during the ship's movement, a Character at the «Crow's Nest» may reveal a Goal token when the straight line distance between the Pirate Ship and the token is equal to or less than their Perception (see pg. 12). Your Character can Spot any number of tokens while at the «Crow's Nest».
-
Gun Deck (Firepower): cannons are fired from this station during Naval Combat. It only admits a single Character and/or a Group of Pirates, or up to 3 Characters if there are no Group of Pirates. All Cannons can be fired with a single Group of Pirates (see Naval Combat, pg. 17). If there is a Character and a Group of Pirates, the Character can fire 1 cannon and the Group of Pirates will fire the rest. If there are no Group of Pirates at the «Gun Deck», each Character at this post can fire 1 Cannon by rolling one die. Your Character can make use of any of the available Combat Maneuvers (see Combat Maneuvers, pg. 18).
-
Main Deck (Maintenance): the «Main Deck» is located outdoors and is where most maintenance tasks are performed and preparations are made for crew healing. It only admits a single Character and 2 Group of Pirates. The following tasks can be performed at this location: 'Assist', 'Move Goods', 'Cleaning Spree' and 'Repair Tasks' (see Tasks, pg. 10). If the Captain acquires upgrades for the ship, new actions will become available at the «Main Deck» (see Book II, pg. 6).
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Sickbay: when a Character or Group of Pirates either falls Unconscious or is Incapacitated, they are immediately moved to the «Sickbay» (they are rescued by the rest of the crew). The Character loses all of its Destiny Points. In successive Travel Rounds, you may attempt to pass an Intelligence 4 roll to discard a single Wound. You may also heal all your Wounds if another Character gets a success on an 'Assist' roll (see Crew Round - Assist, pg. 10). The Group of Pirates will not recover until a Character gets a success on an 'Assist' roll during Tasks. The Characters and Group of Pirates who leave the «Sickbay» (after a successful 'Assist' or Intelligence roll, or by an Event) will move to the «Cabins».
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Quarterdeck (Rally): from this post, you help organize the crew and keep them calm, in addition to increasing the Captain's Command Points (see pg. 8) to arrange the different tasks of the Group of Pirates. Only admits a single Character. If any Character (even the Captain) is at the «Quarterdeck», increase the Captain's Command Points by an amount equal to that Character's Charisma value.
-
Helm (Navigation): steer the ship according to the Captain's instructions from this post. To move the Pirate Ship, you must place a Character at this station. Only admits a single Character.
Important Concepts
Before describing the sequence of the Voyage Phase, it is necessary to review some specific concepts of this Phase.
The Southern Lady: after successfully completing the first chapter of the "Shadows of the Caribbean" campaign, the Pirates will own a ship called "The Southern Lady". The Captain must write down the following attributes of "The Southern Lady" on their Record Sheet (don't worry, they will all be explained throughout this chapter):
- Type of ship: Brigantine (see Book II, pg. 6).
- Hold Capacity: 7 (place an Impact token on column 8 of the «Hold» on the Ship Board).
- Sails: 3 (place an Impact token on space 4 of the «Rigging» track on the Ship Board).
- Cannon Tokens: 3 Cannons (place them in the «Hold»).
- Groups of Pirates: 4 (place them at the «Cabins»).
- Goods Tokens: 2 Barrels of Rum and 3 Supplies (place them in the «Hold»).
In the following chapters of the campaign, during the Port Phase, you will be able to buy more goods, supplies and even a new ship for your future Voyages.
Firepower Rolls
When the Captain orders to fire the Cannons during Naval Combat (see pg. 17), the number of dice rolled depends on the number of Cannons in the «Hold» of your Pirate Ship and the crew members (Group of Pirates or Characters) manning those Cannons. Each die result that exceeds the Enemy's Speed (see pg. 15) or Defense (see pg. 15), is considered a success.
In the case of Sea Enemies, their Firepower is indicated on their respective Cards, as well as the results they need to get a success (see pg. 15).
Speed Rolls
For the Pirate Ship's Speed Roll, three factors must be taken into account: the Cargo Rate of the «Hold», navigation from the «Helm», and maneuvering from the «Rigging».
A Character at the «Helm» adds 1 die to the Speed Roll, and each Group of Pirates and Character at the «Rigging» adds 1 more die. Finally, the Cargo Rate of the «Hold» represents the difficulty that you must overcome to get a success on the dice. For each success, the Pirate Ship may move once (see Movement, pg. 11).
If the Characters and Group of Pirates exceed the 5 dice limit for a Speed Roll due to the use of skills, the priority of the dice rolls is: 1) the Character at the «Helm»; 2) the Group of Pirates at the «Rigging»; 3) the Characters at the «Rigging» in descending Fame order; and 4) other Characters (such as the Witch and her Wind Mastery skill).
Morale
Morale is a measure of the crew's spirit and loyalty to the Captain, and is tracked with the Pirate Flag token in the Voyage Phase. If Morale drops too low, it is possible that someone in the crew may mutiny and take over the captaincy, so you'd better not let your guard down and pay attention to your crew.
Morale can decline for various reasons:
- Due to Voyage Event cards. When a Voyage Event indicates that you lose Morale, increase by 1 the fatigue of a single Group of Pirates who is not at the «Cabins» or Exhausted.
- If a Group of Pirates is eliminated, lose 3 Morale.
- If the Captain decides to relocate a Character to another post, lose 1 Morale (see All hands to stations!, pg. 9).
- If you do not spend a Supplies token when a Voyage Day elapses, subtract the result of one die roll from the Morale (see Travel Round, pg. 9).
- If you flee from the Area of Effect of certain Enemies (see Fleeing from an Enemy, pg. 17).
However, Morale can also increase in a number of ways:
- Due to certain Voyage Event cards.
- Once per Day, the Captain may spend a Rum token to increase Morale by the result of a die roll, at any time. Place the Rum token on the Clock as a reminder that you have already used it during that Voyage Day.
- Defeating certain Sea Enemies (see Defeating an Enemy, pg. 17).
Trust Points
If Morale measures the integrity of the crew and their trust towards the Captain, Trust Points measures how much trust each Character has earned from the crew thanks to their successful actions and their efficiency in resolving the mishaps caused by the Voyage Event cards.
The Captain does not gain Trust Points for performing actions on the Pirate Ship. They can only gain Trust Points when they successfully resolve a Voyage Event card. Whenever the rules refer to "a Character" or "any Character" who gains Trust Points after performing an action at any station of the ship, it will refer to anyone but the Captain.
At the end of the Voyage Phase, all the Trust Points of the Characters (including the Captain) become Fame for each of them, which are noted on their respective Record Sheets.
Allies also convert their Trust Points into Fame and each Character who has hired an Ally gains half of the Fame that Ally has accumulated. If it is the Captain's Ally, the Captain does not gain any Fame this way.
Mutiny
If a Pirate's Character token exceeds the space where the Captain's token is, that Pirate may immediately instigate a Mutiny. When a Mutiny takes place, the Captain, the Pirate who instigated it and, optionally, any others who have exceeded the Captain must participate. All Pirates joining the Mutiny, except the Captain, will be known as Mutineers.
- All Characters convert their Trust Points to Fame and add them to their Record Sheets. The Pirate Flag token is placed on space 20, and the Trust Points of each Character are reset to 0. Any Pirate who is not the Captain and has a hired Ally, earns half the Fame accumulated by that Ally.
- The Mutineers and the Captain take one coin to represent every 10 Coins they have on their Record Sheets at this time, and secretly decide how many coins they will use to bid for the captaincy. A Mutineer must bid at least 1 coin in order to dispute the captaincy.
- The players involved extend their fists with as many hidden coins as they want to bid and, on the count of three, all players show their hands at the same time. Whoever shows the most coins is named Captain and takes any Assignment cards that were not completed by the previous Captain.
- Bidding players lose 10 Coins per coin used in the bidding, which are immediately subtracted from their Record Sheets.
Ties: any ties during a Mutiny are resolved by a confronted Charisma roll until the tie is resolved. The winner becomes Captain.
If the Trust Points of one of your Allies exceeds the Captain's, a Mutiny also takes place:
- The Captain converts their Trust Points to Fame and adds them to their Record Sheet. The Pirate Flag token is placed on space 20, and the Trust Points of each Character are reset to 0.
- The Captain must then decide how many Coins they wish to spend to avoid losing the captaincy. For every 10 Coins you spend, add 1 to your Charisma. The sum of your Charisma plus the Charisma spent is your value to face the mutiny.
- Next, roll a die and add its result to the Charisma of the Ally that has instigated the Mutiny, and the sum of the two is the Ally's value to face the Mutiny:
- If the Captain's value exceeds the Ally's value, the Mutiny fails.
- If the Ally's value exceeds the Captain's, the Mutiny succeeds and the Captain is marooned on an island. The dismissed Captain must play the «Castaways» adventure, drawing 3 random Allies to proceed.
- In the event of a tie, resolve it by a confronted Charisma roll until there is a winner.
Command Points
Command Points are used by the Captain to order the Group of Pirates to move to different posts of the ship.
The Captain always has a single Command Point (for being Captain), regardless of where they are located. However, if a Character (including the Captain) is placed at the «Quarterdeck», they will grant the Captain as many Command Points as their Charisma value (see Quarterdeck, pg. 6).
If the Captain spends more than one Command Point thanks to a Character on the «Quarterdeck», other than the Captain, that Character gains 1 Trust Point.
Each Command Point can be used during the Travel Round to move a single Group of Pirates once from one post of the ship to another (see All hands to stations!, pg. 9). The Captain does not have to spend all the Command Points at their disposal. However, Command Points are not kept from one Round to the next.
Unconscious / Incapacitated
During the Voyage Phase, if your Character falls Unconscious due to an effect or to suffering as many Wounds as you can, you will lose all accumulated Destiny Points and will be immediately transferred to the «Sickbay».
If a Group of Pirates suffers a second Wound, they become Incapacitated and are immediately transferred to the «Sickbay».
Game Setup
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Sea tiles: place the sea tiles forming a single board divided into hexagonal spaces. Place the Pirate Ship on the space indicated by the Campaign Book or, if it does not specify, place it on the space with letter scroll D (Tortuga Island). When placing the ship, the Captain chooses where to face it.
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Destination Islands: take as many Goal tokens as the number of Destination Islands indicated in the "Voyage Phase" section of the corresponding chapter. Make sure that Goal token 1 is among them, and then randomly place a face-down Goal token on each scroll space of the indicated islands. The objective of the Voyage is to find the island with Goal token 1 (unless otherwise specified in the Campaign Book).
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Voyage Events: shuffle the Voyage Events deck and place it on the table.
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Logbook Board: place the Pirate Flag token on space 20 of the Morale/Trust Points Scale and the Pirates and Allies Character tokens on space 0, unless otherwise indicated by some effect or skill. Next, set the Clock to position 1 on the Logbook Board.
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Ship and Boarding Boards: place the Ship Board and the Boarding Board within easy reach. Place an Impact token one space to the left of the maximum number of Sails the ship has, and another Impact token one space to the left of the maximum «Hold» capacity. Finally, place the Dirt token next to the board.
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Cargo Hold: place any Goods tokens and the Cannon tokens noted on the Captain's Record Sheet in the «Hold».
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Characters and Groups of Pirates: place the miniatures of the Characters and Groups of Pirates at the «Cabins» on the Ship Board. Each player takes their Record Sheet, Character Card, and any Ally Cards, to consult their attributes and skills. The Captain must also take a Dial to keep track of the Command Points.
In Solo Mode, assign a number to each Ally you have on board. You can use the Tile Tokens numbered 1 to 4 to mark it (see Scheme).
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Assignments: follow the setup instructions of any Assignment cards held by the Captain.
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Goods Tokens: place the remaining Goods tokens face down forming a pile near the board.
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Sea Enemies: place the Sea Enemy Cards and their tokens next to the sea tiles.
Voyage Phase Sequence
The Voyage Phase is comprised by a Travel Round, a Crew Round, an Event Round, and a Sea Enemy Round.
Travel Round
During this Round, the Captain tracks the passage of time and manages the crew's stations. Perform the following steps in the specified order in the Travel Round:
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Time passes. The Captain must advance the Clock 1 space (except in the first Travel Round). If the Clock points to 5 or 6, it is currently nighttime. Day: When the Clock completes a full turn, a Voyage Day will have passed and the Captain may spend a Supplies token. If they cannot or choose not to, roll a die and subtract its result from the Morale.
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Dirt. Place the Dirt token on the «Main Deck» on the designated space. If the Dirt token was already on the «Main Deck», rotate the token one position, pointing to the next higher number. If the token points to the number III and a game effect (such as this step) indicates that you must increase the Dirt, lose 1 Morale per level to increase and leave the token as is. Dirt also increases by 1 at the end of a Boarding and for each Impact your ship receives.
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All hands to stations! All Characters who are not at the «Sickbay», or at the «Gunwale» during a Boarding, return to the «Cabins». The Group of Pirates remain where they were in the previous turn. Next:
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The Captain chooses a Voyage post of the ship and places their miniature on the corresponding space.
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At this time, roll the die to check if any Allies Scheme in Solo mode (see Scheme, pg. 10).
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Each of the Pirates, in descending Fame order, chooses an available Voyage post from the Ship Board or the Boarding Board and places their miniature on the desired space. If two Pirates are tied in Fame, the Captain chooses who goes first.
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Once all Pirates have been placed, the players who have hired Allies will assign them to any station in the same order.
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During this step, the Captain may reassign one or more Characters to another Voyage post/station of their choice at the cost of losing 1 Morale for each reassigned Character.
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The Captain may use their own Command Point, plus those Command Points given to them by any Character on the «Quarterdeck» (including the Captain), to move one Group of Pirates to an available station per Command Point used. Use the Dial to keep track of the Command Points used.
The Captain may spend one Rum token per Voyage Day, at any time, to roll 1 die and increase the crew's Morale by as many points as the result of the roll. Place the Rum token on the Clock as a reminder that you have already done this during that Voyage Day.
If the Captain uses a Command Point thanks to a Character who is at the «Quarterdeck», other than the Captain, that Character gains 1 Trust Point.
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Crew Round
Both the Characters and the Group of Pirates can perform different actions depending on which Voyage post they have been assigned to. The Characters will try to excel in their tasks in order to gain Trust Points and, if necessary, run as candidates for the ship's captaincy. Characters can only perform a single task during their turn.
Also, they may roll dice to resolve a Voyage Event card if required during the Voyage Event Round (see pg. 13). Neither the Characters or Group of Pirates are required to perform any of the actions associated with the Voyage post where they are located.
Fatigue: each time you use a Group of Pirates for any of the tasks described below (except 'Move Goods') increase their fatigue by 1. Rotate the token one position, pointing to the next higher number. If the Group of Pirates was already in the Tired position, then they become Exhausted and must be turned around, indicating that they cannot perform any tasks until the Captain uses a Command Point to send them to the «Cabins» to rest.
If a Group of Pirates does not perform a task or if they are participating on a Boarding, their fatigue does not increase.
4. Tasks
These are the different actions available for Characters and Group of Pirates during the Voyage. Each Character and Group of Pirates can perform one of the following actions. The Captain decides in which order to resolve these actions.
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Assist: a Character at the «Main Deck» can make an Intelligence 4 roll. If they succeed, the Character gains 1 Trust Point, and a Group of Pirates or a Character can leave the «Sickbay», discard all their Wounds and return to the «Cabins» (so they also fully recover from fatigue).
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Spotting: at any time, a Character located at the «Crow's Nest» may reveal a Goal token when the distance between the Pirate Ship and the token is equal to or lower than their Perception. If this happens, the Character gains 1 Trust Point. The Character may perform any number of Spotting actions during the ship's movement.
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Cartography: if Goal token 1 has not yet been revealed, a Character at the «Forecastle» can make an Intelligence 5 roll. Place one gem per success on a Goal token of your choice, and gain 1 Trust Point. Once you place the third gem on a Goal token, reveal it and remove the gems (see Goal Tokens, pg. 12).
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Scheme: a single Pirate, other than the Captain, may go to the 'Scheme' space to carry out a scheme or do nothing.
The Captain may become suspicious of a Pirate who has remained at the «Cabins» and can try to unmask their plans. To do so, the Captain can place 1 Group of Pirates on the space marked 'Guard'.
Next, the scheming Pirate may choose to hide in their hand a gold, silver or copper coin, or to leave it empty. If the Captain has a Group of Pirates on Guard duty, they may secretly choose a gold, silver or copper coin, trying to match the one of the Character. On the count of three, both the Pirate and the Captain reveal the contents of their hands at the same time.
If the Pirate shows an empty hand, nothing happens. If the Captain and the Pirate have a coin of the same kind, the Pirate has been caught. The Character loses 5 Trust Points and cannot perform anymore 'Scheme' actions for the rest of this Voyage Phase.
If the Character shows a different coin than the Captain or if there was no Group of Pirates on Guard duty, the scheme has succeeded. Depending on the type of coin, apply the corresponding result:
- Gold - Raid: the Pirate gains the result of one die roll +3 Coins, which are subtracted from the Crew's Booty (if there are not enough coins, take whatever is left).
- Silver - Badmouth: the Pirate gains 3 Trust Points.
- Copper - Theft: discard a Rum token to recover all of the Pirate's Wounds or a Supplies token to discard all of their Wounds (if there are Goods available).
Peter "The Vagrant" stays at the «Cabins». Captain "Wolf" Jones is suspicious of him and assigns a Group of Pirates to guard him. Both secretly choose a coin. "Wolf" Jones thinks Peter is going to badmouth him, so he chooses silver. On the count of three, both open their hands and Peter "The Vagrant" reveals... a gold coin! Since the two coins are different, Peter "The Vagrant" manages to raid the cabins.
In Solo Mode, Allies can also 'Scheme,' each hired Ally receives a number from 1 to 4. During the Travel Round, in the 'All hands to stations!' step, after placing the Captain at a station of the ship, roll a die. If the result of the die matches the number of an Ally, that Ally schemes. The Ally is placed on the 'Scheme' space and can be guarded by a Group of Pirates, the Captain, or another Ally that you place on the 'Guard' space. During the Crew Round, make a confronted Charisma roll:
- If the Captain wins, the Ally loses 5 Trust Points and cannot 'Scheme' again during this Voyage. Flip their Tile Token as a reminder. If you have used an Ally to 'Guard', that Ally gains 1 Trust Point.
- If no one is Guarding, or if a wounded Ally wins, they spend 1 Supplies token to discard their wounds, if possible. In addition, they gain as many coins from the Crew's Booty and Trust Points as their Charisma.
- In case of a tie, nothing happens.
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Repair Tasks: each Group of Pirates on the «Main Deck» can make an Intelligence 5 roll. If they succeed, they repair an Impact on the «Rigging» or the «Hold».
- A Character can make an Intelligence 4 roll. If they succeed, they repair an Impact on the «Rigging» or the «Hold» and gain 1 Trust Point.
- In both cases, the Captain may spend a Wood token to add +2 before the Group of Pirates' or the Character's repair roll.
5. Movement (Speed Roll)
The Captain decides on their own how and where the ship moves on the sea tiles.
The Pirate Ship or an Enemy can use all or part of their Movement, engage in Naval Combat and a Boarding in the same Round and, in-between those actions, to use the movement points obtained.
- Naval Combat: if there is someone at the «Gun Deck» post, the Captain may order a Naval Combat at any time during the Pirate Ship's Movement (see pg. 12).
- Boarding: the Captain may declare a Boarding whenever the Pirate Ship enters a space already occupied by a Sea Enemy (or vice versa, see pg. 18).
- The ship can spend 1 Movement to move to any of the three positions to which it is facing, indicated by the white arrows on its hexagonal token. By doing so, face the bow of the ship in the direction of the movement (see Facing, pg. 3).
- The ship can also turn 60° to port or starboard in its current space, spending 1 Movement to change where it's facing.
It is required for a Character to be at the «Helm» for the ship to make any movements (whether driven by ocean currents or the wind).
There are 3 factors that determine how many Movement the ship can perform: the weight of the cargo carried by the ship in the «Hold» (Cargo Rate), the navigator's skill to take advantage of the sea currents (Navigation) and the thrust of the wind on the «Rigging» (Maneuvers). As with all other rolls in the game, the maximum number of dice that can be rolled to move is 5.
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Move Goods: a Character or a Group of Pirates on the «Main Deck» may perform this task a single time per Crew Round. This task does not cause fatigue, so a different action can be performed at the «Main Deck» in the same turn.
- If there is at least one Group of Pirates at the «Main Deck», the Captain may discard (Drop Ballast) or relocate any number of Goods and/or Cannon tokens.
- If there are no Group of Pirates but there is a Character, they may discard or relocate one Goods or Cannon token per turn, with the Captain's permission.
Relocating Goods allows swapping the position of two tokens, or moving a token to an empty space.
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Cleaning Spree: if there is at least one available Group of Pirates or a Character at the «Main Deck», the Dirt token can be rotated downward, or removed if it is marking Dirt level 1. Dirt decreases according to the following priority order:
- First, if the Captain wants to and there is one Group of Pirates available at the «Main Deck», they reduce the Dirt by 1.
- Then, if there is still Dirt and a Character is present, they can make an Agility 5 roll. If they succeed, they reduce the Dirt by 1 and gain 1 Trust Point.
Cargo Rate (CR): each color of the «Hold» (green, yellow or red) corresponds to a CR value and indicates the number to overcome on the Speed Roll. As you place Goods and/or Cannon tokens, start by filling the spaces on the right (CR = 2) and continue to fill towards the opposite end of the Hold. As you occupy the first yellow space, the CR changes to 3, and as you reach the red spaces, the CR increases to 4. The fuller the hold gets, the higher the CR and the harder it is for the ship to advance.
Two Goods and/or Cannon tokens can be placed on each storage space of the Hold, from right to left. While they occupy the spaces marked 1 to 4, the Cargo Rate will be 2. If they occupy the spaces marked 5 to 7, the Cargo Rate will be 3. Finally, if they occupy spaces 8 to 10, the Cargo Rate will be 4.
Navigation: a Character assigned to the «Helm» rolls a die (plus skill bonuses). For each result that exceeds the CR value, the ship can perform 1 Movement. If they get at least one success, the Character gains 1 Trust Point.
Maneuvers: each Group of Pirates and Character assigned to the «Rigging» can roll one die (plus their skill bonuses). Each result that exceeds the CR is considered a success and grants 1 Movement. Characters that get a success on this roll gain 1 Trust Point.
The dice of the Group of Pirates are rolled by the Captain. Remember that, if there are no active Enemies, the Group of Pirates succeed automatically. The ship may advance one Movement per success obtained, but nobody gains Trust Points for those successes.
Luis is playing the Sea Dog with his Ally, the Gunner. Juan is the Captain with the Cutthroat, and Maria is the Witch. After the 'All hands to stations!' step, the Sea Dog is at the «Helm», the Gunner and two Group of Pirates are at the «Rigging», the Cutthroat is at the «Gunwale», and the Witch is at the «Quarterdeck».
At the time of moving, the ship's Cargo Rate is 3. The Speed Roll is performed as follows: First, roll for the Character at the «Helm»: the Sea Dog rolls one die, and thanks to his Navigation skill he can roll a second die. Luis rolls the dice, and gets a 2 and a 3. No success. Second, the Group of Pirates at the «Rigging» roll next. These dice are rolled by the Captain, Juan, who rolls one die for each one, and gets a 2 and a 6. One success but, since it was the Group of Pirates' roll, nobody gains Trust Points. If there were no active Enemies, both dice would've been considered automatic successes. Third comes the Gunner, who is also at the «Rigging». Luis rolls a die and gets a 5. Another success, so the Ally also gains 1 Trust Point. Finally it would be Mary's turn, since the Witch has the Wind Mastery skill, which allows her to roll one die for this roll, but since 5 dice have already been rolled (2 in Navigation and 3 in Maneuvers), she cannot roll her die.
Goal Tokens
When the Pirate Ship enters a space with a Goal token, flip it over to reveal whether it is the Destination Island (Goal token 1). Remember, if your Character is at the «Crow's Nest», at any time during the ship's movement, you may reveal a Goal token when the straight line distance between the Pirate Ship and the token is equal to or lower than your Perception, and gain 1 Trust Point for doing so (see Spotting, pg. 6).
You can also reveal a Goal token by using the 'Cartography' action.
When all Goal tokens have been revealed except for Goal token 1, the Destination Island, immediately reveal it without anyone gaining Trust Points for it. If Goal 1 is revealed, immediately discard all other Goal tokens without anyone gaining Trust Points for it.
Docking on an Island
To dock on an island, the Captain must end the Movement on a Docking Area space with no active Aggressive Enemies on the board, and declare that they will dock. When the Pirate Ship docks on an island, the Voyage Phase is interrupted. The crew must perform one or more island actions and, once they finish, the Voyage will restart again with a new Travel Round, so in this turn no Event or Enemy rounds are played. The actions that can be performed are:
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Bury booty: when docking on an island, the Captain may decide to bury any amount of Crew Booty (see Book II, pg. 3). Write down the letter of the island and the amount subtracted from the Crew's Booty on the Captain's Record Sheet. On subsequent visits, the Captain can recover all or part of the booty, or increase the amount buried on the island. If a player loses the captaincy and has buried booty, in the event that they return to the island, the player may reclaim that booty for their personal booty. Each Captain may only bury booty on a single island.
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Explore Island: the Captain assigns the desired amount of Group of Pirates to explore and each Character, including the Captain, decides whether to join the exploration or stay on the ship. Next, take the Island Exploration Card.
- The Captain determines the type of island to explore by rolling a die and checking the result on the corresponding column.
- Once the island has been determined, the Captain rolls 1 die per Group of Pirates to determine which Goods tokens they find, by checking the corresponding Discovery row.
- If a Group of Pirates gets an "Incapacitated" result, it is immediately sent to the «Sickbay». If they get an "Eliminated" result, return it to the game box and the Captain loses 3 Morale.
- Those Group of Pirates who make a Discovery return to the «Cabins» and recover from all their fatigue. The Characters who have joined the exploration roll as many dice as their Perception and keep the die with the highest result, checking that result on the Discovery row.
- If your Character makes a Discovery, gain 2 Fame. If you find nothing, lose 1 Fame.
- If your Character gets an "Incapacitated" or "Eliminated" result, you lose 2 Fame, you are sent to the «Sickbay» and fall Unconscious.
Once the exploration is over, the Captain can reorganize the «Hold» by discarding and/or repositioning any Goods tokens they wish and choosing which Goods tokens obtained through Discoveries they'll keep.
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Fulfill an Assignment: the Captain may start or complete an Assignment on the island by following the requirements indicated on the card. When instructed to pick up or drop off any Goods or other tokens, no action is required to complete this step.
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End of Voyage Phase: if the Captain docks on the island with Goal token 1 and there are no active Aggressive Enemies after the Crew Round, the Voyage Phase ends successfully.
Optional rule: Docking with Enemies. To speed up the Voyage Phase, you can dock at the Destination Island with active Aggressive Enemies on the board if the Captain spends 10 Fame.
Event Round
If there are no active Aggressive Enemies, draw a Voyage Event card and resolve the indicated effect. If the Event requires a die roll, a Character at the specified post makes the roll, or if there are no Characters, a Group of Pirates at that post will do it. In case there is more than one Character at the same post, the Captain decides who makes the roll.
Remember that the Captain rolls for the Group of Pirates and does not gain Trust Points when successful. Furthermore, the fatigue of Group of Pirates does not increase when resolving Voyage Event cards.
When a Voyage Event indicates that you lose Morale, increase by 1 the fatigue of a single Group of Pirates who is not at the «Cabins» or Exhausted.
Event Clarification
- Weather: some Voyage Event cards feature a Weather icon. This icon is used in conjunction with some game effects, especially certain skills that reference this icon. When you draw a card with this icon, follow the description of the corresponding effect(s).
- Boardings: some Voyage Event cards, such as "Royal Navy" or "Nocturnal Nightmares" trigger sudden Boardings. These Boardings are resolved like those caused by Enemy ships (see Boardings, pg. 18).
Sea Abominations: strange, underwater beings start boarding your ship: Boarding: Combat Capacity 2, Impact on 4-6. When the Boarding ends, increase Dirt once. If there is someone at the Crow's Nest, they may attempt a Perception 5 roll: the Captain may place 1 Impact with a result of success, and each Gunwale Character gains Trust Points. In this example, the Enemies place 2 Boarding Enemy tokens on the Boarding Board and each Boarding Enemy will Impact with a result of 4-6.
Stone Crab: the Crab appears on the same space as the Pirate Ship.
- Defense: some Voyage Event cards such as the Stone Crab or the Watchtower have a distinctive attribute called Defense. The Defense indicates the difficulty you must overcome with your Firepower Roll to inflict an Impact, as well as the Health of that Enemy. Each time an Enemy receives an Impact, place one Wound on its card, and so on until you match its Defense value, at which point the Enemy is defeated and its card is removed.
Involuntary Movement
Some Voyage Event cards force the Pirate Ship to move. When the ship is affected by a game effect of this type, it maintains its facing.
- Fog: if a game effect forces the ship to move beyond the edge of the board, place it on the last available sea space and immediately advance the Clock one space.
- Collision: if a game effect forces the Pirate Ship to move against an Enemy, place it on the last adjacent space before the collision and both suffer an Impact on the Hold/Body.
- Islands: if an effect forces the Pirate Ship to move onto a land space, immediately place it on the last coastal space it crossed and it suffers two Impacts on the «Hold».
Sea Enemy Spawning
When a Voyage Event card indicates that an Enemy spawns, it spawns in a straight line in the direction indicated by the Clock, except for the Whirlpool (see pg. 17). Count all the spaces in a straight line, including land spaces.
- Distance: during daytime (when the Clock marks from 1 to 4), it appears three spaces away from the Pirate Ship. If there is a Character at the «Crow's Nest», the Enemy may spawn as usual or, if that Character wants, as many spaces away from the Pirate Ship as indicated by the Character's Perception. In this case, the Character gains 1 Trust Point.
During the night (when the Clock marks from 5 to 6), the Enemies spawn one space closer than usual.
- Facing: roll a die and check the result on the Clock. Place the bow (or head) of the Enemy facing the side of the hex that matches the result of the roll.
- Islands: a Sea Enemy that would spawn on a land space or outside the board limits does not spawn. In these cases, discard the Voyage Event. A Character at the «Crow's Nest» cannot force an Enemy not to spawn by placing it on a land space or outside the boundaries of the sea tiles.
After verifying that it actually spawns, take its Enemy Card and place Impact tokens on the leftmost spaces of its Speed, Combat Capacity and Hold/Body tracks (where needed).
Optional rule: Enemy Limit. To make the Voyage Phase easier, you can set a limit to the number of Sea Enemies that can spawn on the board. If two Sea Enemies are already in play and a new Enemy spawns, you may replace one inactive Enemy with the new one. Otherwise, ignore the spawn card.
Sea Enemy Round
Sea Enemy Card:
- Enemy Name.
- Speed: indicates the number of dice to roll on its Speed Roll and the results needed for each die to get a success.
- Firepower: indicates the dice used during Naval Combat, and the required results to land an Impact.
- Combat Capacity: indicates the number of BE (Boarding Enemy) groups available to perform a Boarding and the result needed for each BE to land an Impact.
- Hold/Body: this is the number of Impacts that an Enemy can receive before being sunk. Some Enemies carry valuable Goods in their holds. Try not to damage them too much if you intend to plunder that booty.
- Morale: some Enemies can increase your Morale when defeated, or reduce it if you flee from them (see pg. 16).
- Type: enemies are categorized into three types: Aggressive (red flag), Neutral (white flag), and Passive (blue flag).
The Galleon rolls 4 dice to calculate its Movement, and needs to roll 5 or 6 to get a success. The results of the roll are 2, 2, 4, 5. The Galleon moves forward one space, plus one additional space due to its Fixed Movement.
The Captain decides the activation order of the Sea Enemies and rolls for them.
Enemy Area of Effect
The Enemy's Area of Effect refers to all spaces from the Enemy's position and up to 5 spaces away. If your Pirate Ship is within that area, the Enemy is considered active.
If at any time, the Pirate Ship leaves the area for any reason, apply the Morale loss (red) indicated on the Enemy Card and the Enemy becomes inactive. However, it can still move as explained in the next section.
Enemy Movement and Attack
Enemies have a Fixed Movement value of 1 space. In addition, when active, they will move by making a Speed Roll with as many dice as the Speed indicated on the Sea Enemy Card. For each success, the Sea Enemy adds 1 Movement to its Fixed Movement.
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Aggressive Enemies: they always try to chase, sink or board the Pirate Ship. When moving, they try to get into position to attack using their Firepower. If after firing they still have some Movement, they will try to position themselves on the same space as the Pirate Ship to board it. Remember that if there is an active Aggressive Enemy you must not draw Voyage Event cards.
An Aggressive Enemy whose Speed is reduced to 0 becomes Sail-less. It will only move 1 space, and it becomes Passive, i.e., it will try to move away from the Pirate Ship instead of hunting it.
- An inactive Aggressive Enemy moves 1 space toward the Pirate Ship each turn.
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Neutral Enemies: this type of Enemy will not perform any action or Movement unless you perform a combat action against it, in which case, it becomes an Aggressive Enemy.
- An inactive Neutral Enemy remains on its space.
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Passive enemies: they try to move away from the Pirate Ship as quickly as possible. If they can shoot, they do so before moving. Passive Enemies never attempt to Board. Their Combat Capacity is only used when they are boarded.
- An inactive Passive Enemy moves to reach the nearest island (to be chosen between N, S, E or W). If it reaches that island's space, it successfully flees and its token is removed from the board.
Since the Pirate Ship is within the Galleon's Area of Effect, the Galleon makes a Speed Roll. The Sea Monster is inactive, so it moves 1 space towards the Pirate Ship because it is an Aggressive Enemy.
Enemy Defeat
An Enemy whose Hold/Body is reduced to 0 is considered defeated and sunk. You get the Morale bonus (gray) for the victory and then remove its token.
An Enemy whose Speed is reduced to 0 will continue to move with its Fixed Movement. However, any shot you take against it is an automatic Impact. Also, remember that if it was an Aggressive Enemy, it becomes a Passive Enemy.
An Enemy whose Combat Capacity is reduced to 0 is considered defeated. You get the Morale bonus for the victory and, if it is an Enemy ship and only if you are on the same space, you can plunder it (see Plunder after Boarding, pg. 20). In any case, remove its token from the board.
Fleeing the Enemy
If at any time the Pirate Ship and an Enemy move more than 5 spaces apart, you suffer the Morale loss (red) indicated on the Sea Enemy Card.
Clarifications of the Sea Enemy Cards
The attributes and peculiarities of Enemies are described on their Enemy Cards. Let's take a look at the characteristics of each one.
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Whale: (Neutral, Beast) remains still if no one attacks it. As soon as it receives an Impact, it changes its behavior to Aggressive Enemy and tries to ram your ship.
- When it enters the same space as your ship, your ship automatically receives 2 Impacts on the «Hold».
- After the attack, the Whale must move to a different space to attack again.
- When the Whale's Body is reduced to 0, the Whale is defeated. As a reward, draw 2 Supplies tokens and 1 random Goods token.
- The Whale cannot be boarded, even if it is on the same space as the Pirate Ship.
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Ghost Ship: (Aggressive, Ship) this ship cannot attack or be targeted in any way, you can only flee from it.
- At the beginning of your turn, if the Pirate Ship is within its Area of Effect, lose 1 Morale. Otherwise, the Enemy is removed from the board.
- It is considered to be nighttime within its Area of Effect.
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Galleon: (Aggressive, Ship) a heavily armed ship.
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Coast Guard: (Aggressive, Ship) these vessels are tasked to guarding maritime routes.
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Sea Monster: (Aggressive, Beast) has no facing, so it can move in any direction from its space. It uses all its Speed to try to move into the same space as your Ship, at which point it rolls as many dice as its Combat Capacity (representing its tentacles):
- Even if it is on the same space as the Pirate Ship, the Sea Monster cannot be boarded, but you can still make a Firepower Roll when it is on the same space as your ship.
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Merchant Ship: (Passive, Ship) the Goal of this ship is to reach the nearest island (to be chosen between N, S, E or W). If it reaches that island's space, it successfully flees and its token is removed from the board.
Because it is a Passive Enemy, you must draw Voyage Events even when you are within its Area of Effect.
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Whirlpool: although it has its own Sea Card, it is not an Enemy as such, so it has no Type (Aggressive, Neutral or Passive).
- Normally, the Whirlpool does not move and cannot be attacked or defeated.
- If an effect allows the Whirlpool to move (for example, due to an Assignment card), it can move in any direction because it has no facing.
- Unless otherwise specified, place it under the Pirate Ship token when the Whirlpool spawns. The Whirlpool remains on the board until the end of the Voyage Phase.
- At the start of the Sea Enemy Round, if your Ship is on the same space or on a space adjacent to the Whirlpool, your «Hold» receives 1 Impact.
- Also, the Whirlpool rolls a die if you are within its Area of Effect. If the result is 4, 5 or 6, the Pirate Ship is drawn one space towards the Whirlpool.
- As long as your Ship is within the Whirlpool's Area of Effect, apply a -1 penalty to all your Speed Rolls. The Group of Pirates cannot use their automatic success skill on Speed Rolls.
- In addition, you must draw Voyage Event cards since it is not an Aggressive Enemy.
Naval Combat
At any time during the Pirate Ship's Movement, the Captain may decide to engage in Naval Combat against an Enemy. Whereas, during the Enemy Round, Enemy ships will engage in Naval Combat against your Pirate Ship with their Firepower according to their Type (see Enemy Movement and Attack, pg. 16).
Range: both the Pirate Ship and an Enemy ship may use their Firepower against a target if it is within 2 spaces of the sides of the attacking ship.
In this case, the Pirate Ship has a clear Line of Sight to the Whale, but not to the Coast Guard because the land spaces block it.
Firepower Roll: for the Pirate Ship, the number of dice rolled depends on the number of Cannons in the «Hold» and the Characters and Group of Pirates assigned to the «Gun Deck»:
- If there is a Group of Pirates, increase their fatigue by 1 and roll as many dice as the number of Cannons the Pirate Ship has.
- If there are no Group of Pirates but there are one or more Characters, roll one die per Character assigned to a Cannon (maximum 3 Characters).
- If there is a Group of Pirates and a Character, the Character may fire a Cannon and add a skill bonus, if any, to the Firepower roll by the Group of Pirates. For instance, if there are 4 Cannons, your Character would roll 1 die and the Group of Pirates roll the other 3.
In all cases, for each result that exceeds the Enemy's Speed value, one Impact is inflicted (see below). If a Character Impacts the Enemy ship, they gain 1 Trust Point.
Enemy Firepower: Enemy ships roll as many dice as indicated by their Firepower and get a success for each die showing any results indicated on their card (see Sea Enemy Cards, pg. 15).
Assign Impacts
When the Pirate Ship or the Enemy lands an Impact, roll one die per Impact inflicted and check the right side of the Enemy Card or the Ship Board for the result. Each icon indicates where the Pirate Ship or the Sea Enemy receives the Impact.
Line of Sight: both the Pirate Ship and Enemy ships must check for Line of Sight before making a Firepower roll. To do so, draw an imaginary straight line from the lateral vertex of the attacking ship (port or starboard) to the center of the target token. If the line crosses a land space, then the Firepower roll cannot be made. Line of Sight applies only to Firepower rolls, not to 'spotting' actions.
- (1) Impact on the rigging: move the «Rigging» Impact token down 1 position. If there is a Group of Pirates or a Character on that sail, they are automatically moved to the «Cabins», unharmed and recovering from their fatigue. In the case of Enemies, their Speed is reduced by 1, making it easier to Impact them with future Firepower rolls. If an Enemy's Speed is reduced to 0, the Pirate Ship's Firepower rolls always succeed.
- (2-3) Impact on deck: a Character immediately falls Unconscious, and is automatically moved to the «Sickbay». The Captain decides which Character is affected among all the posts of the ship. In the case of Enemies, their Combat Capacity is reduced by 1 which means that, during a Boarding, there will be fewer Boarding Enemies.
- (4-6) Impact on the hold: move the Impact token down 1 column. If there are any tokens in that column, discard them. If the «Hold» Impact token reaches 1, the ship sinks. In the case of Enemies, their Hold/Body is reduced by 1 which means that they will be closer to being sunk/defeated and, if you plunder, fewer Goods tokens may be stolen.
Dirt: when your ship receives an Impact, increase Dirt by 1.
Combat Maneuvers
There are three combat maneuvers that can help the crew overcome encounters with their Enemies, especially other ships. These maneuvers can only be carried out if there is at least one Character at the «Gun Deck».
- Change of Ammunition: if the Captain orders it, and they are available on the ship, the standard Cannon ammunition may be replaced by Grapeshot or Chainshot ammunition before rolling Firepower (see Ammunition, Book II, pg. 7). Remember that if you use any special ammunition during the Voyage, you must discard it at the end of the Phase.
- Dismast that ship! (standard ammunition): if the Pirate Ship is adjacent to another ship, a Character may apply -1 to their Firepower roll and, if they succeed, inflict 1 of the Impacts directly to the Enemy's Sails without rolling the die to determine where that Impact landed.
- Raking fire (standard ammunition): if you can draw a straight line from the Pirate Ship's firing vertex through the front and rear side (bow and stern), or vice versa, of the opposing ship, inflict 1 extra Impact on the Enemy's Hold if the Firepower roll succeeds.
Boardings
A Boarding takes place when your ship and the Enemy are on the same space, or when a Voyage Event card triggers a Boarding. During a Boarding, your ship and the Enemy cannot move because the ships are hooked together with two mooring lines (represented on the Boarding Board).
The Group of Pirates stop performing their tasks. The Captain can use Command Points to move them to other areas of the ship, but the only action they can perform is to join the Boarding if they are moved to the «Gunwale», by spending the corresponding Command Points.
When boarded, if there are no Group of Pirates or Characters at the «Gunwale», the Enemy makes its attack roll as usual and the Captain distributes the Impacts among the Group of Pirates on the different Voyage posts of the ship. Characters do not receive Impacts.
Boarding Setup
To set up the Boarding, you need to use the Boarding Board. On the side of the Enemy ship you have 10 spaces that represent Boarding Enemies (BE). For each Combat Capacity point that the Enemy has left at the time of Boarding, take 1 Hidden token and place it on one of those spaces.
When a BE receives an Impact, flip the Hidden token to show its Dead End side. When a BE receives a second Impact, it is eliminated. Therefore, remove its token from the Boarding Enemies area.
Boarding Sequence
When a Boarding takes place, it must be completely resolved before resuming the Voyage Phase. Thus, the standard game sequence is interrupted and proceeds as follows:
- The Characters on the Enemy Ship perform their actions: Fight the Enemies, Cut the line.
- Characters on the Pirate Ship perform their actions: Boarding, Shoot from the «Crow's Nest», Operate the Swivel Gun, Battle Stations, Rally.
- Combat between Group of Pirates and BE.
- Characters who are not at the «Sickbay» or on the Enemy ship's battle spaces, can reposition themselves among the different Voyage posts as explained in 'All hands to stations!' (see pg. 9): the Captain chooses their Voyage post; the Characters choose their post in descending Fame order; the Captain uses Command Points to move the Group of Pirates. Back to step 1.
During the boarding, the Group of Pirates do not suffer fatigue, but they keep the fatigue they accumulated until then. During the Boarding do not advance the Clock or increase Dirt.
Boarding Actions
Each turn during a Boarding, your character can perform one of the following actions:
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Rally: a Character at the «Quarterdeck» can still give the Captain as many Command Points as their Charisma value.
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Boarding: if you are on a boarding space, you can make an Agility 4 roll.
- If you succeed, you jump to the enemy deck (move your miniature to the Enemy ship's battle space) and immediately perform an action.
- If you fail, lose 2 Morale and you cannot use your Character until the end of the Boarding (knock your miniature down until the end of the Boarding).
After a successful Boarding action, a Character can perform one of the following actions:
- Fight Enemies: your Character chooses between Melee or Ranged, making a Melee or Ranged 4 roll. For each success, inflict a Wound to a BE and gain 1 Trust Point. If you fail, suffer a Wound. In both cases, stay on the deck of the Enemy ship unless you fall Unconscious.
- Cut the line: if your Character is aboard the Enemy ship, you may cut either of the two mooring lines connecting the ships, from any space, and gain 1 Trust Point. Place a token on the mooring line space to indicate that it has been cut. When any Character cuts the second mooring line, the Boarding ends and the Characters on the Enemy ship will immediately return to any Voyage post of their choosing.
Group of Pirates and BE Combat
- Determine Combat Capacity: each Group of Pirates that is at the «Gunwale» adds one die to your Combat Capacity. The Enemy has as many dice as the number of BE left on the Boarding Board. Remember that the maximum number of dice in any roll is 5.
- Roll and Success check: each Character who has performed the 'Battle Stations' action rolls the die of the Group of Pirates to whom their combat value is added. The Captain rolls the dice of the remaining Group of Pirates and also of the BE. Check the successes obtained on both sides. Each 5 or 6 rolled by a Group of Pirates is considered a success. For BE, success results are indicated on the Sea Enemy Card or on the Voyage Event card.
- Assign Impacts: the successes of each side are assigned simultaneously among both sides. The Captain decides how to distribute the successes on each side. Each success by a BE inflicts 1 Wound to a Group of Pirates. Each Group of Pirates can withstand 1 Wound. After the second Wound, the Group of Pirates is Incapacitated and goes to the «Sickbay». Each success by a Group of Pirates inflicts 1 Impact to a BE. When a BE receives an Impact, flip the Hidden token to show its Dead End side. On the second Impact, it is eliminated. Therefore, remove its token from the Enemy Boarding zone.
In the next Round, the Pirate Ship may make a Speed Roll to try to move to a different space. Upon cutting both mooring lines, the Enemy ship may not reboard the Pirate Ship until the next Voyage Phase Sequence (Travel Round, Crew Round, etc.).
- Shoot from the Crow's Nest: if you are at the «Crow's Nest», make a Perception 5 roll. For each success, inflict a Wound to a BE and gain 1 Trust Point.
- Shoot a Swivel Gun: if you are on a Swivel Gun space, make a Melee or Ranged 5 roll. For each success, inflict a Wound to a BE and gain 1 Trust Point.
- Battle Stations: if you are on a Boarding space, add your Melee or Ranged value to the roll of a Group of Pirates of your choice that has not been supported by this action by another Character. Add it before the roll. If the Group of Pirates gets a success, gain 1 Trust Point.
After boarding an Enemy Coast Guard on a previous turn, the Pirate Ship's crew is thus distributed. The Cutthroat is on the Enemy ship after having successfully jumped in the previous Round. The Gunner is at the «Gunwale», located on a Swivel Gun post, and the Cabin Boy is on a Boarding space, along with 2 Group of Pirates. The Sea Dog, who is the Captain, is located at the «Quarterdeck», the Lookout at the «Crow's Nest», one Group of Pirates at the «Gun Deck» and another one at the «Rigging».
The Characters on the Enemy ship play their turn first, so the Cutthroat plays first. She decides to attack the BE, so she makes a Melee roll with three dice and gets a 6, 3 and 1. One success, she inflicts a Wound to a BE and gains 1 Trust Point.
Then, the Characters still on the Pirate Ship play next, in the order determined by the Captain. They decide that the Gunner will play first, who shoots the Swivel Gun from his post. He would normally roll two dice, but thanks to his Gunner skill, he gets to roll three, and gets 5, 4 and 3. No success, so he does not inflict a Wound nor gain Trust Points.
The Sea Dog plays next, and uses the 'Rally' action to gain as many Command Points as his Charisma (1 for captaincy + 3 for Charisma), enough to move the remaining scattered Group of Pirates around the ship to the «Gunwale».
Then, the Cabin Boy plays his turn, but he decides that he will not jump to the other ship, but rather stays on board to use 'Battle Stations' to support a Group of Pirates on the «Gunwale».
Finally, the Lookout shoots at the BE on the Enemy ship from the «Crow's Nest». He rolls 3 dice and gets 6, 6 and 3. Two successes! He gains 2 Trust Points, eliminates the BE who was wounded and inflicts a Wound to a second one.
After the Characters, it is the turn of the Group of Pirates and BE. Since there are still 3 BE left, the Enemies roll 3 dice to attack, rolling 6, 5 and 2. For the pirate side, the Cabin Boy rolls the die of the Group of Pirates he is supporting, he rolls a 3 and then adds his Ranged value, for a total of 6. To finish, the Captain rolls 3 dice for those Group of Pirates who were not supported, and gets 5, 4 and 3. With these results, the BE's successes cause 2 wounds to the Group of Pirates (which the Captain decides to assign to two different Group of Pirates), the Pirates get 2 successful Impacts (eliminating an Enemy BE), and the Cabin Boy gains 1 Trust Point since the Group of Pirates he supported landed an Impact.
End of a Boarding
Boardings can end in three different ways:
- If an Enemy ship loses all BE, it surrenders and the Captain gains any rewards from defeating it (Morale, plunder, Goods tokens, etc.). Then, restart the standard Voyage Phase Sequence, beginning with a Travel Round.
- If all Group of Pirates are at the «Sickbay» and/or have been eliminated, the Captain must surrender to the Enemy (see Surrender, pg. 21).
- When both mooring lines are cut, the Voyage Phase Sequence begins anew, starting with a Travel Round. The Enemy ship cannot reboard until its turn in a new Voyage Phase Sequence.
Pirate groups: in any of these situations, remove all Impacts from the Group of Pirates who are not Incapacitated. They will remain at the «Gunwale».
Dirt: when you finish the Boarding, increase Dirt by 1.
Plunder after boarding
If an Enemy ship is successfully boarded, the Captain may immediately order a plundering to end the Boarding.
First the Group of Pirates do their action, then the Captain, and then the rest of the Characters in descending Fame order. In case of a tie, the Captain decides the order. Each Group of Pirates used to plunder increases their fatigue by 1.
The Captain chooses how many Group of Pirates or Character may perform one of the following actions:
- Plunder: a Group of Pirates takes 2 Goods tokens. You can only take as many Goods tokens as the number of Hold points left on the Enemy ship. Your Character may take a Goods token and gain 1 Fame, as long as there is room in the «Hold» of your Pirate Ship.
- Repairs: place up to 2 Group of Pirates and a Character on the «Main Deck». Increase the fatigue of each Group of Pirates by 1 and, both them and the Character, can make an Intelligence 4 roll. For each success, repair 1 Impact on your ship. If the Character succeeds, they gain 1 Trust Point.
End of the Voyage Phase
The Voyage Phase may end for one of the following four reasons:
Docking at the Destination Island: if the Captain docks on the island with Goal token 1, and there are no active Aggressive Enemies after finishing the Crew Round, the Voyage Phase ends successfully.
Remember: there is an optional rule that allows the Captain to spend 10 Fame to dock at the Destination Island even if there are Aggressive Enemies still active.
Upon successful completion of the Voyage Phase, each Character, including the Captain, gains as much Fame as they have accumulated during the Phase.
Remember that the Allies also convert their Trust Points into Fame and each Character who hired an Ally earns half of the Fame accumulated by that Ally. If the Ally was hired by the Captain, they do not get any Fame this way.
Unconscious Characters: a Character who ended this Phase Unconscious starts the next Phase with half of their Fame.
If all the Characters are at the «Sickbay» and the ship has neither been sunk nor surrendered, the players choose between playing annex I «Castaways» or annex II «Cheating Death».
Surrender: when all the Characters are at the «Sickbay» or the Pirate Ship is surrendered, sunk, or the rest of the crew rebels, the Characters lose all their Coins and any items they had listed on their respective Record Sheets (i.e. those that are not their starting gear). In addition, the Captain loses all the Crew's Booty registered on their Record Sheet.
If all Group of Pirates have been eliminated or Incapacitated while Boarding an Enemy, or if the Captain decides to surrender, proceed to play annex II «Cheating Death».
Sinking / Mutiny: if one of your Allies wins the Mutiny, you automatically lose the captaincy and must play annex I «Castaways».
If the Pirate Ship is sunk, proceed to play annex I «Castaways». If Morale reaches 0 and no Pirate has carried out a Mutiny, the crew revolts and leaves the Pirates stranded on a deserted island. The Pirates lose any Allies they had and proceed to play annex I «Castaways».
Voyage Phase Sequence — Summary
Preliminary Phase
- Sea Tiles: set them up forming a single board. Place the Pirate Ship on the indicated space or "Tortuga Island", facing whichever direction the Captain chooses.
- Goal Tokens: unless stated otherwise, they are placed on the scroll spaces of the islands listed, randomly and face down.
- Voyage Events: shuffle the deck and place it on the table.
- Logbook Board: place the Pirate Flag token on space 20, the Pirate and Allied Character tokens on space 0, and the Clock on position 1.
- Ship Board: limit the maximum capacity of the Hold and Sails with Impact tokens and put in the Hold the Goods and Cannon tokens noted on the Captain's Record Sheet. Place the Characters and Group of Pirates at the «Cabins». Set aside the Boarding Board.
- Pirates and Allies: each player takes their Record Sheet and Character and Ally Cards.
- Assignments: follow the instructions of any available Assignment cards.
- Other preparations: place the remaining Goods tokens face down and the Sea Enemy Cards and their tokens within reach.
Voyage Phase Rounds — Play consecutive rounds until the end of the Voyage Phase.
1. Travel Round
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Time passes: ignore this step in the first Round. The Captain advances the Clock 1 space; if it points at 5 or 6, it is nighttime.
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End of the Voyage Day: the Captain may spend a Supplies token. If they don't, roll a die and subtract the result from the Morale.
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And a Bottle of Rum: once per Voyage Day, the Captain may spend a Rum token to increase Morale. Add the result of a die roll to the Morale.
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Increase Dirt: it increases by 1 level each Travel Round, after a Boarding, and per Impact received by the Ship. When increasing 1 level, if the token pointed to number III, it stays where it is and you lose 1 Morale.
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All hands to stations!: all Characters who are not at the «Sickbay» or on a battle space during a Boarding, start at the «Cabins». The Group of Pirates hold their posts. Starting with the Captain, the Pirates choose a Voyage post in descending Fame order. In case of a tie, the Captain decides. Then the Allies are placed in the same order.
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At the Captain's command!: during the previous step, the Captain can reassign Characters at the cost of losing 1 Morale per reassignment. Then, the Captain can use Command Points to move the Group of Pirates.
2. Crew Round
Each Character can perform the actions of their current post:
- Cabins: any Group of Pirates who are assigned to this post discard all their fatigue, except anyone assigned to 'Guard' duty. A Pirate, other than the Captain, may 'Scheme' (see pg. 10).
- Forecastle (1 Character): you may perform 'Cartography'. Make an Intelligence 5 roll, gain 1 Trust Point per success, and place a gem on a Goal token. With three gems, reveal it.
- Crow's Nest (1 Character): you may decide the distance at which Enemies appear and reveal Goal tokens (gain 1 Trust Point per token/Enemy), at a straight line distance from the Pirate Ship equal to or lower than your Perception.
- Gun Deck: it admits up to 3 Characters, or just 1 if there is also a Group of Pirates. Each Character may fire 1 Cannon, while the Group of Pirates fires any others. The Characters can provide skill bonuses. There must be a Character to perform Combat Maneuvers (see pg. 18).
- Main Deck (1 Character + 2 Group of Pirates): Tasks:
- 'Assist': make an Intelligence 4 roll to gain 1 Trust Point and heal a Character or Group of Pirates.
- 'Move Goods': does not generate fatigue and allows you to relocate Goods or Cannons, or to Drop Ballast.
- 'Cleaning Spree': both Characters and Group of Pirates may do it. Each action reduces 1 Dirt level. The Group of Pirates act first, and then your Character must pass an Agility 5 roll; if you succeed, clean 1 Dirt and gain 1 Trust Point.
- 'Repair Tasks': the Group of Pirates make an Intelligence 5 roll, and the Characters an Intelligence 4 roll, to try to repair an Impact on the Sails or on the «Hold». If you use Wood, add +2 to the roll. Characters who succeed gain 1 Trust Point.
- Bilge Pump (Upgrade): a Group of Pirates can remove all the Dirt, or your Character gets +1 for the 'Cleaning Spree.'
- Diving Bell (Upgrade): recover Goods from sunken Ships (see Book II, pg. 5).
- Quarterdeck: it only admits 1 Character. The Captain adds the Charisma value of that Character to the Command Points. If a Character other than the Captain occupies the post, that Character gains 1 Trust Point if the Captain uses Command Points generated by them.
- Helm: only admits 1 Character, who is required to move the Pirate Ship.
- Rigging: the Group of Pirates and Characters placed here help the Ship's Movement. If the «Rigging» receives an Impact, move the Impact token back one position and if there is anyone there, move them to the «Cabins» without additional damage.
- Ship's Movement: the Character at the «Helm», and the Group of Pirates and Characters at the «Rigging» each roll one die (plus skill bonuses). For each result that exceeds your CR value, the ship can perform 1 Movement. If your Character rolls a success, gain 1 Trust Point.
- Gunwale (Boarding board): admits up to 4 Characters and any number of Group of Pirates. During the Voyage, the Characters can be placed on the Boarding spaces, or on the Swivel Gun spaces in preparation for a potential Boarding.
- Naval Combat: at any time of the Pirate Ship's Movement, the Captain may decide to engage in Naval Combat against an Enemy (see pg. 17).
- Boarding: a Boarding takes place when your ship and the Enemy are on the same space, or due to an Event card (see pg. 18).
- Reveal Destination: if all the Goal tokens have been revealed except for Goal token 1, reveal it immediately. When Goal token 1 is revealed, discard all others. Nobody gains Trust Points for this.
- Docking on an island: interrupts the standard Voyage Phase Sequence, which will restart with a new Travel Round when appropriate. Actions:
- Bury Booty: the Captain may bury any amount of the Crew's Booty they wish (see Book II, pg. 3).
- Explore Island: any Group of Pirates assigned, as well as any Pirates who so desire, may explore the island (see pg. 13). Once the exploration is over, the Captain can reorganize the «Hold».
- Fulfill an Assignment: the Captain may start or complete an Assignment on the island by following the requirements indicated on the card.
3. Event Round
- Draw a Voyage Event card: (ignore this Phase if there are active Aggressive Enemies). When an Event indicates that you lose Morale, increase by 1 the fatigue of a single Group of Pirates who is not at the «Cabins» or Exhausted.
- Weather Events: if the Voyage Event features a Weather icon, it is used along with other game effects or skills. Follow the instructions.
- Boarding Events: some cards trigger sudden Boardings.
- Stone Crab: spawns on the same space as the Pirate Ship.
- Involuntary movement: when the ship is affected by this type of game effect, it maintains its facing.
- Fog: if your ship moves beyond the edge of the board, place the ship on the last available sea space and advance the Clock once.
- Collision: if it were to end up on an Enemy, place the ship on the last adjacent space before the collision and both suffer an Impact on the Hold/Body.
- Islands: if it ends up on a land space, place the ship on the last coastal space crossed and you suffer two Impacts on the «Hold».
- Spawning Sea Enemies: they spawn in a straight line following the direction indicated by the Clock, except for the Whirlpool (see pg. 17).
- Distance: during the day, they spawn 3 spaces away from the ship if there is no Character at the «Crow's Nest». At night, Enemies spawn one space closer. The spaces are counted in a straight line, including land spaces.
- Facing: roll a die and place the bow (or head) of the Enemy facing the side that matches the number of the roll on the Clock.
- Islands: a Sea Enemy that spawns on a land space or outside the limits of the board, is discarded. A Character at the «Crow's Nest» cannot trigger this.
4. Enemy Round
- Area of Effect: from the Enemy's position up to 5 spaces away. If the Pirate Ship is within this area, the Enemy is considered active.
- Movement and attack: Fixed Movement of 1 space. In addition, when active, Enemies perform a Speed Roll.
- Aggressive Enemy: if it is active, when moving, it first tries to attack using its Firepower. If after shooting it still has some Movement, it will try to board. When inactive, it moves 1 space towards the Pirate Ship.
- Neutral Enemy: it will not perform any action or Movement unless it receives an attack, in which case, it becomes an Aggressive Enemy.
- Passive Enemy: when active, it will try to move away from the ship. If it can shoot, it does so before moving and will never attempt a Boarding. When inactive, it moves to reach its destination island trying to flee; remove the token if it succeeds.
- Hold/Body 0: it is considered defeated, you get the Morale bonus (gray) for the victory and then remove its token.
- Speed 0: keeps its Fixed Movement (1 space). Any shot against it is an automatic success. If it was Aggressive, it becomes Passive.
- Combat Capacity 0: it is considered defeated. If it is an Enemy ship and you are on the same space, you may plunder it (see Plunder, pg. 20).
- Flight: if you leave the Area of Effect, apply the Morale loss (red) indicated on the Enemy Card and the Enemy becomes inactive.
End of Phase
- Docking at the Destination island: if the Captain docks at the island with Goal token 1, the Voyage Phase ends successfully. Each Character gains as much Fame as their Trust Points. Allies give half of their Fame to the Pirate who hired them, except the Captain. A Character who is Unconscious at the end of this Phase begins the next Phase with half of their Fame.
- Wounded: if all the Characters are at the «Sickbay» and the ship has neither been sunk nor surrendered, the players choose between playing either annex I «Castaways» or annex II «Cheating Death».
- Surrender: during a Boarding, if all Group of Pirates have been eliminated or Incapacitated, or if the Captain decides to surrender, play annex II «Cheating Death».
- Sinking / Mutiny: if the Pirate Ship is sunk or if the Morale reaches 0 and no Pirate has carried out a Mutiny, play annex I «Castaways».
Credits
Game Designer: David Illescas. Developers: David Illescas, Óscar M. Dóniz & José A. Rojo. Publisher: Eclipse Juegos Editorial S.L. Project Manager: Luis Álvaro Hernández. Chief Reviewer: Javier Romero. Art direction: Jaime González. Illustrators: Paco Arenas, Roberto Picó & Eugenio Delgado. Graphic design: WAH! Studio. Miniature sculpting: 3Dbreed miniatures. Translator: Buster Lehn.
© Eclipse Juegos Editorial 2019-2025 – All rights reserved.
A general index and a complete glossary are available in the last pages of BOOK I.