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Play a series of Campaigns, composed of Chapters (=Scenarios), each of which loops thru 3 different Game Phases (each w/ different Objective, Setup, Round/Turn Sequence and
Endgame conditions). See pic below. Default flow is Port ⇒ Voyage ⇒ Adventure and back to Port BUT…
● Each Chapter (Scenario) will indicate its Starting Phase and if any Phase(s) will be skipped. E.g. Campaign 1 Chapter 1 skips Port & Voyage phases. None of the Chapters say
that Port is their first phase :)
● End Voyage Phase outcome will determine if you go to Adventure Phase or (if Sunk/Surrendered/Captured) instead to a Special Scenario/Annex.
● End Adventure Phase outcome will determine if you must replay current Chapter’s Adventure Phase, or instead go to next Chapter or go to Special Scenario/Annex.
GETTING STARTED
1. If starting a new Campaign or playing a one-off Chapter…
a. If Solo, pick 1 Pirate (to be Captain) and 3 Allies. Else each Player picks a Pirate (max 5 “Characters” (Pirates or Allies) per Party … max 1 Ally per Pirate) & takes…
3. If Voodoo Shaman, take (token ombie (doesn’t count towards max party count).
or mini) & stats-mini-card for Z
4. If you hired any Allies, take their minis & Char cards (but use the flip side for Ally).
5. Note different Special Abilities on card for Adventure Phase vs. Voyage Phase.
6. Note Char card errata <<anyone making any arted-up stickers to fix? Also below are still outstanding>>
a. Far Eastern Spy (Pirate/Ally) stats don’t match, which side is correct?
b. Joker (Pirate/Ally) stats don’t match, which side is correct?
ii. If Alchemist, Voodoo Shaman or Witch, also take Magic stuff:
1. Corresponding Magic cards (red backed for Alchemist, purple for Voodoo Shaman, green for Witch)
2. Aux Board (Magic) to keep track of Spell Recharge (unless using house rule to instead rotate cards 90 degrees clockwise per point of Recharge;
see MAGIC Action in ADVENTURE PHASE)
iii. Starting Equipment Gear cards as indicated on Char card. Equip vs. Carry as desired (see Inventory in ADVENTURE PHASE).
1. Note Char card errata for misprints.
2. For each piece of Starting Equipment, most come from dedicated cards with Char’s portrait on it (house rule: bag these separate from generic Gear
cards). If you don’t find a card with their portrait (e.g. Lookout’s Musket & Pistols), then take as needed from generic Gear deck (but ignore Cost on
card & treat card as Starting Equipment for rest of game).
iv. A Prestige Point tracker dial (to track earned during future Adventure Phases). Set dials to 0 unless Chapter says otherwise.
v. # ( ) Destiny Point tokens = Char card’s stat (put on Char card). Place rest nearby as a supply.
DICE ROLLS
● General
○ Max 1 Bonus / positive mod, the hi-est.
○ Max 5d6 can be rolled.
○ = Natural 6 = Critical: can’t have Penalty / negative mods. If Crit Attack, only blocked by Crit Defense, & if unblocked inflicts +1 .
● Difficulty rolls: in format = roll [#= Attribute]d6, gain 1 Succ ( ) per beat Target # (= 4), to “win” need # (=2). Result # or .
○ Also for 1 Success & for Fail. Attributes = STR, AGI, INT, PER.
● Confronted rolls: contested Difficulty rolls w/ target # = opponent’s Attribute stat. Winner = hi-est # .
● Confronted Charisma ( ) rolls: 1d6 + onfronted
stat from Char card. For C ifficulty
, hi-est wins. For D , must beat target #.
PORT PHASE
Port Objective: Spend 20 optionally Moving and taking Actions, then return to Ship.
Port Setup
1. Players should still have all their Pirates’ & Allies’ stuff from prior Adventure Phase (and see GETTING STARTED).
a. In addition, each Player should take an Aid Card (Port) ( on this card means Captain-only Actions).
b. Turn Order will be variable. Initial = Captain, then in descending . Afterwards always in descending remaining (Captain decides tiebreakers).
2. Place Port Board on the table. For each Player’s Pirate(s) …
a. Take their corresponding Character Token(s) & place on Time Track spot #20. This represents their starting 20 .
b. Place their corresponding mini(s) on the Ship for their starting Location.
3. Separately shuffle facedown card decks: Events ( Tavern, Market, Chapel, Docks, Mansion), Rumor, Captain
Assignment.
4. Take Gear deck, separate out the Rum & Brew cards (stack nearby faceup), then shuffle remaining cards facedown. Deal 8 facedown to form the Market deck.
5. Place Coins & Gems nearby as a supply.
Docks ⇒ Earn Salary (1 ): if you’re the Captain, gain 50 to Personal Booty + 100 to Crew Booty. Else gain = lower-left of your Char card to Personal Booty.
Docks ⇒ Relax at the Brotherhood of the Coast (1 ): either (-1 , +1 ) or (-2 ) or (+2 ). May Relax multi times.
Docks ⇒ Repair Ship (1 ): pay 50 per Sail & 25 per Impact token.
Docks ⇒ Take Assignment (1 ): draw one , inspect & choose to keep or discard. Max 1 Active Assignment. Gain reward on next Port Phase?
Docks ⇒ Upgrade/Buy Ship (1 ): see GETTING STARTED for starter Ship stats (the Southern Lady) & rulebook p44 for options / prices.
● New Ship = Schooner, Brigantine or Frigate. Prices include “trade-in” of your old Ship.
● Upgrades = Ammunition, Aux Sail, Bilge Pump, Cannon, Diving Bell, Extend Hold, Mortar, Ram, Signal Codex.
● Greedy: pay 40 now, next Adventure Phase can’t gain rewards from
● Prideful:pay 30 now, next Adventure Phase can’t gain from Defeating Enemies.
● Wroth: pay 20 now, next Adventure Phase can’t take any offensive Actions vs. Enemies until they Attack you.
Chapel ⇒ Charity (1 ): pay 2 for either -1 or +1 . Spend multi on same Action?
Mansion ⇒ Betting (1 ): bet 10-25 on another Pirate’s Success or Partial during next Adventure Phase. Win x2 bet next Port Phase when you visit Mansion.
Mansion ⇒ Loan (1 ): spend 1 for 5 (& update Record Sheet). Take this action multi times if you want. During next Port Phase, you must visit Mansion & pay back 6
for every 5 owed or gain the Debtor condition (see list of Conditions in Adventure Phase).
Market ⇒ Haggle (1 ):
● Buy Gear cards from Market deck (“peek” @ them). If you’re the Captain, you may also once per Port Phase draw 4 extra facedown as a “private deck” that only you get to
peek at / buy from.
● Sell Gear cards that are not Starting Equipment for ½ their value.
Market ⇒ Order Equipment (2 ): search thru Gear cards supply (ALL, not the Market deck), pick any one, pay its cost and remove from supply. Mark Record Sheet with the
order. During next Port Phase, the next time you visit Market, gain this card w/o paying any .
● If , pay = their Salary & = their . Remember max 1 Ally/Pirate and 𝝨Pirates+Allies ≤ 5.
Tavern ⇒ Listen to Rumors (2 ): pay 2 & make Difficulty roll 5. If , draw one , inspect & choose to keep/discard. Max 1 Active Rumor. Gain reward on next
Port Phase.
Tavern ⇒ Play a Game of Chance (1 ): pick a game, make a Diff roll, see if you win or lose.
● Game A = bet 2-6 on or or 4, = win 1.5x bet (round down).
● Game B = bet 1-5 on or or 5, = win x2 bet.
Tavern ⇒ Tell a Story (2 ): optionally spend 1 for +1 up to +3, then roll vs. 6. = gain =(result-6).
Tavern ⇒ Hire Group of Pirates (1 ): pay 30 from Crew Booty to take 1 token.
VOYAGE PHASE
Voyage Objective: Explore the Voyage Map until you find the Island where your Campaign’s next Chapter will occur, while the Captain keeps Morale high enough, and
Voyage Setup
1. Grab Campaign Book & look up your Chapter’s . Unless it says “No Voyage”, then you MUST have a Voyage Phase & should have already completed a prior Port
Phase (if not, do so now).
2. Players should still have all their Pirates’ & Allies’ stuff from prior Port Phase (and see GETTING STARTED).
b. Items won’t be used (Starting Equipment, Gear cards, Legendary Items) so just pile to side. If have , check for applicable to Voyage; if not, also pile to side.
c. House rule: Take & place the AP ( )Tracker dial nearby (Captain will use to track Command Points).
3. Place to side as a supply:
a. Sea Enemy minis, your Pirate Ship mini (lt. grey) & (on back of Enemy cards) Sea cards / Sea Enemy cards & Island Exploration card .
b. Tokens: Sea Enemy / Special, Goal, ( ) Wound, No Exit, Impact, Cannon, Filth, Goods ( Cloth, Gold,
a. Arrange the 4 Sea Tiles properly (i.e. all letters same orientation, = Tortuga Island in center, white outside edges, compass icons on corners).
b. Take your Pirate Ship mini/token and place it on unless Chapter’s says otherwise. Point the bow in any desired direction.
c. Count flags in Chapter’s (usually 4) and take that many sequentially #’d starting with #1 (for our target Isle). Shuffle facedown and place one facedown on
Voyage Board spaces with a scroll and the same flag letter. These will be Docked with until #1 revealed, so we can advance to Chapter’s Adventure Phase.
d. If Captain has , read it now and resolve its text (e.g. place Sea Enemies, Goods, etc.). If you have a Signal Codex, you may optionally use it now.
5. Place the Boarding Board (your Ship on Bottom, Enemy Ship on Top) nearby. Won’t be used unless there’s a Boarding. Note row of top sq for Boarding Enemies, rest
of icons in dotted lines for Stations (used later by Chars & in Crew Round).
6. Setup Ship Board. Note icons in dotted lines for Stations (if has RYG dials, it’s for a , else it’s for a Char mini).
a. Players should still have their Ship from prior phases.
i. If this is your 1st Voyage Phase ever, you’ll be using your starter Ship = the Southern Lady (Brigantine). See rulebook p44 for stats & GETTING STARTED.
ii. Else could be your starter Ship upgraded in Port Phase, or a different Ship due to bought a new one in Port Phase, got Shipwrecked, lost a Boarding, etc. See
Record Sheet for stats.
b. Hold (bottom track starting w/ )-
i. Lookup your Ship’s cargo capacity (starter Ship is 7). Place a on space #(capacity+1), spaces here or to left can’t be used.
ii. Lookup your Ship’s Firepower (starter Ship is 3). Take that many & place in any open space (top or bottom of the #).
iii. Lookup your Ship’s cargo (starter Ship is 2x + 3x ). Take corresponding & place in any open space (top or bottom of the #, rightward = safer).
Shuffle facedown all remaining and put to side as a supply (or put in game’s included draw bag) … discards are shuffled back into supply.
c. Rigging (top track starting w/ next to spaces) - lookup your Ship’s #Sails (starter Ship is 3). Place a on space #(#Sails+1).
d. Crew Quarters
i. In , place all Char minis (except Wardog mini & Zombie mini/token, if any).
ii. Lookup how many Pirate Groups you have hired (starter Ship has 4) & also place that many Pirate Group tokens (red/Exhausted side down) in .
iii. The & spaces won’t be used unless someone Schemes/Guards in Crew Round later.
e. House rule: place on but pointing down, so you don’t have to keep removing/replacing it.
f. Note all the other icons inside dotted lines … they’ll be used later during Crew Round.
i. House rule: note any Ship Upgrades you have and place their homemade token(s) near relevant Stations as reminder:
1. Bilge Pump, Diving Bell, Mortar near . Signal Codex near . Ram near or . Ammunition near .
7. Setup Aux Board (Voyage): place with longer side parallel to the Voyage Board (as facing is used to Spawn Sea Enemies in Event Round) .
a. Take Difficulty(/Compass) token (Clock side up) & place on its space, rotate so it shows “1”.
b. Take Pirate Flag token & place on track space #20, where it will track Morale .
c. Take Pirates’/Allies’ corresponding & place on track space #0, where they will track each Char’s Trust (apply now any Trait, Event, etc. granting initial ).
● If you Docked at Island with #1 ... Success! Back to Campaign Book’s Chapter to play ADVENTURE PHASE.
● Else Fail! & you must play a “Special Scenario” from one of the Campaign Books (based on your failure condition + thematic appropriateness + of the 8 included in the game, you
must play each one once before you can repeat any; below “C1AI” = “Campaign 1, Annex I” etc.):
○ If you Surrendered a Boarding, or all Chars / all in Sick Bay … must play C1AII, C2AI / II / III / IV / VI.
○ If your Ship was Sunk (by Naval Combat or Voyage Event) … must play C1AI or C2AI / IV / V.
○ If not Sunk or Surrendered, but all Chars in Sick Bay … must play C1AI / II.
○ If Crew Revolted (no Pirate Mutinies, but hit 0) or solo & Ally mutinied… must play C1AI or C2AI.
○ <<open questions: if lose Ship (Sunk, taken away)...do you lose Crew Booty? Do Chars keep or lose Items? When you eventually get back to next Port Phase, do Chars
still earn Salary? >>
If any Pirate’s is ever > , that Pirate (if not the Captain) may at any time optionally resolve a Mutiny.
● Interrupts regular play. The Mutineers = the instigating Pirate + any other Pirate who also has > who wishes to participate.
● On , reset to 20 & reset all to 0 (i.e. all Char minis - whether Mutineers or not - convert to & move their Char Token back to 0).
● The Captain and each Mutineer bid for the Captaincy.
○ Each one secretly takes coins from their Personal Booty to their closed fist; at least 1 for Mutineers / 0 for Captain, up to max ( /10, rounded down … total from
Record Sheet + this Voyage Phase).
○ Simultaneously reveal. Hi-est total wins. Break any ties with Confronted rolls (reroll till winner). Winner becomes Captain, takes Captain’s coin, any and
control of Crew Booty. Captain & all Mutineers lose 10 per coin bet.
If solo & any Ally’s is ever > , you auto-lose Captaincy & End Voyage Phase for Crew Revolt.
i. at any time, max 1/ Voyage Day, may spend 1 (place on as reminder) & gain +d6 .
ii. Discarded are immediately reshuffled into supply.
b. Time Passes (skip for very 1st Round): Rotate +1 clockwise.
i. While 5-6, it is Night, which affects Voyage Events.
ii. If it has made a complete circuit round & has hit 1 again, it’s now a new Voyage Day.
1. Discard any active Voyage Events that end with the Voyage Day or after a single Turn.
i. Return all Char minis to (leave where they are). If any Exhausted here, flip them.
ii. Each Char picks a Station & places their mini there. Captain 1st, then Pirates in descending (Captain decides tiebreakers), then Allies in same manner as
Pirates.
iii. Captain may relo Chars to different Stations at -1 per Char relo’d. May NOT relo a Char in .
3. If Char other than Captain is in , then each Command Point >1 that Captain uses grants +1 to that Char.
2. Crew Round - in Turn Order decided by Captain, each Char mini & resolves 1 Task from options available at their Station.
a. Thru-out: each time a activates (except for Boarding or Moving Goods), +1 Fatigue (rotate 1 clockwise, if would go past III then flip to Exhausted side & can’t
perform Task until Captain spends Command point to move them to ). Captain rolls for (who are 1D everything), but gains no for successes.
b. Ship Movement only happens if a Char is crewing , and is buffed by Char/ crewing . Captain chooses how & where to move the Ship. Combat/Boarding
may occur before, midway thru, or after movement.
i. Roll move points: dice pool, each roll > target # = Cargo Ratio to get a Move Point ( ).
1. Dice Pool = Navigation die from + Maneuvers dice from . Max 5 dice regardless of mods.
2.Cargo Ratio = look in Hold for icon like this , underneath corresponding leftmost occupied box). Will be 2, 3, 4 (G, Y, R). May be modded
by certain active Voyage Events or Sea Enemies.
ii. Spend up to move points rolled (use dice to track): unspent are lost.
1. Spend 1 to advance 1 hex either straight (same facing), left (change facing 1 hex face left), right (change facing 1 hex face right). (ref white arrows
in Ship token, the mini doesn’t have).
2. Spend 1 to rotate (in place) 1 hex face left or right.
3. Coastal Spaces = those Adjacent to the white-bordered hexes around an Island. Can’t Dock @
these unless they have .
iii. Check for specials:
a. If there, faceup if it’s not (discarding any on it from ). If is #1 you may choose to Dock/Land and this Ends Voyage
Phase with Success!
b. Else Captain may decide to Dock/Land & do one of the following:
i. Explore Island:
1. Captain picks # non-Exhausted to Explore.
2. Captain, Pirates & Allies decide whether to also Explore. House rule? Captain 1st, then Pirates in descending (Captain
decides tiebreakers), then Allies in same manner as Pirates. Anyone Burying Booty or recovering Buried Booty may NOT
participate.
3. Captain takes & rolls d6 for which col to use. Then Captain rolls d6 for each and resolves results on
.Then each Char (incl Captain if participating) rolls dice, keeps best roll, and resolves result on (same col as ).
a. Red = discarded & lose 3 . Chars lose -2 & suffer 1 .
a. If you have Ship Upgrade Ram, Captain optionally Rams. If so: Enemy suffers 1 to its Hold; Char @ attempts Diff roll 4 where
= gain +1 , = your Ship suffers 1 to its Hold.
b. If one of the Sea Monsters/Beasts, may not be Boardable, and you’ll have to resolve its Sea Enemy card text.
3. Events Round - if not Docked/Landed at an Island, draw & resolve a . Note you may be “at” a Dockable space, but not yet “Docked”. Card FX:
a. Difficulty Roll? must be done by Char mini, or if none then (Captain decides if multi Chars eligible). have stats of 1 & don’t suffer Fatigue from these rolls.
b. Your Ship moved into Island? crash it (place Ship mini/token on last Coastal Hex & suffer 2 to Hold).
c. Your Ship moved into Sea Enemy? crash it (leave Ship mini/token Adj to Sea Enemy; you & they suffer 1 to Hold/Body respectively)
d. Your Ship moved off-Voyage Board? leave Ship is last Sea hex of Board & advance +1 clockwise.
e. Must Spawn Sea Enemy?
i. Take its Sea Enemy card & place on its Rigging (Sails), Firepower (Main Deck) and Hold/Body (see SEA ENEMY REFERENCE below too).
1. Note Stone Crab & Watchtower don’t have cards, they instead use their Event cards with special “Defense” stat.
ii. Takes its token/mini (icon in card’s upper-lt; Stone Crab & Watchtower are token-only <<find proxy minis for these?>>) & place...
1. During Daytime, 3 hexes away from your Ship, in direction of facing (regardless of facing of your Ship’s bow)
ii. Determine behaviour = flag upper-lt of Sea Enemy card e.g. . Blue = Passive, White = Neutral, Red = Aggressive.
1. If Sea Enemy = Ship, you may also use Ship Upgrade Signal Codex if you have one.
iii. Activate: (Captain decides if multi eligible move paths)
1. Sea Enemies may Attack/Board before, during or after movement.
Inactive Move 1 hex towards its nearest target. Do nothing. Move 1 hex towards your Ship.
Active If possible, Attack (shoot). Do nothing unless you Move to Attack, using its
Then moves away from your Ship using attack, then it Speed/Sails.
its Speed/Sails (and if becomes becomes Aggressive. Then if possible, try to Board.
Inactive, lose ).
1. Enemy Ships Shoot the same way as Crew Round , but Sea Enemy card will specify Firepower and # for success.
a. For each success (“Hit”), roll Hit Location d6 vs. icons on rt side of your Ship Board.
i. 1 Rigging (Sails): move +1 right, bumping any Char mini or there to (w/o Injury).
ii. 2-3 Deck (Crew): Captain must choose 1 & send them to (Knocked Out).
iii. 4-6 Hold (hull): move +1 right, discarding any . If reaches 1, your Ship is Sunk & End Voyage Phase.
2.Sea Monsters
a. Sea Enemy card text will describe how its Attacks/other FX work. In general it has a Firepower like a Ship.
b. If card text doesn’t indicate where Hits occur, roll Hit Location as above.
3. Event Enemies are handled solely by special text on Voyage Event card.
4. Natural Phenomenon [sic] handled how ??
5. Zero out Captain’s Command Points.
STATIONS
Command Post/Quarterdeck: no add’l ability beyond the Command Points already granted in prior Travel Round.
● Rest: if sent here to rest from Fatigue/Exhausted, must wait till next Travel Round before performing another Task.
● Guard ( only): Captain & Scheming Char each take 1 of each coin value, secretly put 1 or none in their fist, and simultaneously reveal.
○ Scheming Char no coin = nothing happens.
○ Equal-value coins = discovered! Scheming Char suffers -5 (can’t go negative) & may not Scheme again for rest of Voyage Phase.
○ Scheming Char better coin = gold = Raid, silver = Badmouth, Copper = Lift, all as Scheme Task above.
● (passive) Spot an Island: anytime a is ever within #hexes = (this Char’s ) from your Ship, flip it for free & this Char gains +1 . If you flipped #1, flip all
others (noone gains ). Else if all are flipped except #1, flip #1 too (noone gains ).
● (passive) Make Spawn Sea Enemy farther away (see Events Round).
● Shoot during Boarding.
Forecastle (Char only): Char here may perform Cartography: attempt Difficulty roll 5. For each , gains +1 and place a on a facedown . Once that
has 3 , flip it like the Spot an Island Task, and discard all .
Gun Deck / Artillery Post (either 1 , 1 +1 Char or #Chars = min( 3, # ). Allows resolving Naval Combat attack.
● Target must be within Range 2 hexes, and within “V” from Ship’s sides.
● Pick Ammo & Attack type: default is Normal, but Captain may also choose
○ Dismast: Enemy must be Adjacent; before roll, -1 from die roll to force hit location = .
○ Raking Fire: (incl Sea Enemy shooting your Ship) if can “cross the T”, if at least 1 successful hit, inflicts an extra hit (automatic). Doesn’t apply to Mortars or
Sea Beasts/Monsters.
○ Chain Shot (Ship Upgrade Ammunition required): after rolling, assign 1 hit to . Rest roll hit loc normally.
○ Grapeshot ( Ship Upgrade Ammunition required): after rolling, assign 1 hit to . Rest roll hit loc normally.
● Determine dice pool = (max 5D; if already at 5D, Chars can’t buff or gain )
○ Fire all if just 1 or 1 +1 Char. If Chars-only then fire min (#Char, # ). 1D per + bonus dice from any Char abilities (like Gunner’s; roll
separate as gains +1 per hit).
● Roll for hits: each roll > Enemy Speed (# of undamaged Sails) = hit. Chars buffing or firing gain +1 per hit.
● Roll hit location: per hit, roll d6 and consult right most icons on Sea Enemy card:
○ : move right 1. If reduced to 1, Defeated ( Sunk): gain beat from Sea Enemy card & discard token/mini.
■ If you have Ship Upgrade Diving Bell, you may use it on next Turn’s Crew Round.
● Captain (or another Char of their choice) attempts Difficulty roll 4. If 2 , gain +2 , draw 3 random (discarding & redrawing
any , , ) which are placed in available sp in Hold. Else if = suffer 1 & draw 1 random as before.
Gunwale (Stations on Boarding Board): during Travel/Crew Rounds, may only place to
Helm (Char only): Char here contributes Navigation die to Ship Movement (more dice if ability mods). Ship can’t move unless a Char is here! Gain gain +1 per
Movement point contributed.
● Assist (Char only): attempt Difficulty roll 4; if 2 then heal 1 Knocked Out Char or (heal all & relo to ) and you gain +1 .
● Clean/Swab (Char or ): resolve in this order:
○ may optionally rotate -1 counter-clockwise. If you have Bilge Pump Ship Upgrade, avoid Fatiguing the .
○ After or instead, any Char here may make Difficulty roll 5 (+1 with Bilge Pump), if then -1 Filth again and gain +1 .
● Fire Mortar (Char only): only if you have this Ship Upgrade. Range 3, can fire in any direction. Otherwise as .
● Move Goods (Char or ): doesn’t Fatigue so may do for free in addition to another Main Deck Task. may discard or relo any # of & . Chars may discard
or relo ONE token and only with Captain’s permission.
● Repair Hold or Rigging (Char or ):
○ each may attempt Diff roll 5 (+2 if discard a ); if = repair 1 (move left 1).
○ Char may attempt Diff roll 4 (+2 if discard a ); if 2 = repair 1 (move left 1) and gain +1 .
Rigging/Sails: each Char or optionally contributes Maneuvers die to Ship Movement (more dice if ability mods).
● Chars roll 1d6 (more if Voyage Ability mods). Gain gain +1 per Movement point contributed.
● Captain may roll 1d6 per non-Exhausted .
Sick Bay: any Char or Knocked Out from Boarding, Naval Combat, Island Exploration or other FX ends up here and loses all .
● can’t leave until Assist Task on them.
● Chars may either wait for Assist, or attempt Difficulty roll 4; if heal 1 .
Resolving a Boarding: (reco’d do this as part of last Tasks in Crew Round, as or Chars could get KO’d)
1. Setup
○ Interrupt Voyage Phase, fully resolve/complete the Boarding Combat, then resume. If Ship vs. Ship, neither can move as they’re attached via 2 Mooring Lines.
○ All paused from performing Tasks. Captain may spend Command Points to relo them to bottom spaces of Gunwale.
■ If Boarding instead occurred during Event Round, Captain may only do this if card allows.
○ Get #Boarding Enemies (from Voyage Event card or Sea Enemy card’s row). Note Enemy’s Combat Ability = min (5, #Boarding Enemies).
○ Take # = (10 - #Boarding Enemies) & place on top row of , starting from rightmost. E.g. for a Merchant Ship, #Boarding Enemies = 3, so 1st 3 spaces from
left would be empty, remaining 7 filled with ’s. Vs.Cutter 5 and 5 or Galleon all 10 empty. When an empty space takes a hit, place . If it takes a 2nd hit, place
(which means 1 less Boarding Enemy, which might reduce Combat Ability).
2. Boarding Combat Turn Sequence
○ Char minis on Enemy Ship (= in top ; won’t be any during 1st Boarding Turn) may either:
■ Attack Boarding Enemies: roll choice of 4. Each = resolve 1 hit on 1 Boarding Enemy sp on . Else = suffer 1 (& if KO’d then
■ If in , may Fire Swivel Gun: Char rolls 5. Each = resolve 1 hit on 1 Boarding Enemy & gain +1 .
■ If in , may Shoot from Crow’s Nest: Char rolls 5. Each = resolve 1 hit on 1 Boarding Enemy & gain +1 .
○ Combat between in Gunwale vs. Boarding Enemies
■ Captain rolls Enemy Combat Ability based on D/ (1-5D w/ indicated target #) & counts successes/hits.
■ Captain rolls 1D per Gunwale (max 5; 1 with Call to Arms bonus if any) & count success/hits = 5+ (does NOT earn ). are NOT Fatigued.
■ Captain resolves each Gunwale inflicted hit vs. a Boarding Enemy of their choice.
■ Captain resolves each Boarding Enemy inflicted hit vs. a Gunwale of their choice (1st is , 2nd KO and go to ).
3. Check for End of Boarding
○ If Enemy lost all Boarding Enemies:
■ Gain “ beat“ from Sea Enemy card. Resolve any triggered card text. Discard all non-KO’d s’ s. (Chars keep theirs?)
■ Captain decides whether crew will Plunder Enemy Ship and/or Repair your Ship. If so…
● Captain decides if any (on Ship Board + Boarding Board S tations) will take a Fatigue to either Plunder or Repair.
● In same order as Travel Round, Char minis (incl Captain) decide whether to participate in Plunder or Repair.
● Resolve , then Captain, then rest of Char minis in descending .
○ Plunder: Enemy Ship has max (Hold) # & (Firepower) # . Each may take either 2 random or 1 . Each Char may take 1
D/ D/
Type Behavior Move pts Boarding Enemies Firepower Hold/Body Morale
Ghost Ship
● If Active, then always Night, & @ start of Turn lose 1 .
● If Inactive @ start of Turn, remove it.
Pirate Ship Enemy Ship Aggressive 3D/4+ 6 (5D/4+) 4/4+ 8 beat 5 / flee
Sea Monster Aggressive 3D/3+ (no facing) 4 (4D/3+) N/A 6 beat 5 / flee 4
“Sea Monster”
[sic] / Kraken ● Always tries to do Boarding (via get into your Ship’s hex, so it can Attack with its tentacles as Boarding Enemies).
● Can’t itself be Boarded. To Defeat, may only Attack it with your Firepower.
Sea Monster Aggressive 4D/4+ (no facing) N/A N/A 8 beat 6 / flee 4
Sea Serpent
● Constrict: @ start of your Turn, if in same hex as your Ship, suffer 1 to Hold & +1 Cargo Ratio.
● Paralyzed: if your Ship is ≤1 hex away, all Chars & suffer -1 to all die rolls.
Event Enemy See Voyage Event card. Your Ship can’t move until Crab Defeated. Auto-hits 1 @ beginning of each Event Round. To Defeat, roll Firepower vs.
Stone Crab
its Defense 3, place until you get 3.
Event Enemy See card N/A N/A 2D / your beat 3 / flee 3
Ship’s place 3
Speed #D on it.
Watchtower
● Char in can avoid w/ 5. If , earn 2 . Else if your Ship is <2 hexes away, place 3 on it.
Whale ● Ram: if moves into your Ship’s hex, suffer 2 to Hold (then tries to backup & Ram again).
● Can’t be Boarded.
Adventure Objective: Reach indicated area w/ enough (representing Chapter’s , & ) before a Narrative Moment (NM) from back
Adventure Setup
1. Players gather their Chars’ (Pirates+Allies) stuff from either prior start of Campaign, start of one-off or VOYAGE PHASE in existing Campaign (see GETTING
STARTED).
a. Cumulative since start-of-Campaign should stay recorded on Record Sheet. Zero out the Prestige Dials so they only track earned during this current
Adventure Phase (as that’s important for The Initiative later).
b. Any Gear cards for Firearms ( ) start “fully loaded” (not Exhausted).
2. Grab Campaign Book, find your Chapter (=Scenario) and setup Adventure Board
a. Take & place the ( ) Pirate Flag token on the track at space indicated by Chapter’s section (e.g. ).
b. Take & place the Difficulty(/Compass) token (Compass side up) on its space, pointing to green / Difficulty 1 unless Chapter instructs otherwise.
c. Take & place the AP ( )Tracker dial nearby (Players will use on their Turns).
3. Setup Tiles for map:
a. Consult Chapter’s section .
i. Take indicated Tile Tokens (TT) & their corresponding Small/Med/Large map Tiles; set aside as a supply.
ii. Follow Chapter instructions for the TT (e.g. shuffle, set aside, make draw piles out of, etc.).
b. Consult Chapter’s facing page:
i. Section , for how to arrange starting Tile(s) on the tabletop.
1. No Enemies here unless facing page says so.
2. Character Deployment: in order decided by Captain, Players place their Character minis in allowed starting spaces (usually the Dinghy in Tile i-7,
but sometimes green-marked starting areas).
ii. Remaining Tile diagrams are for Chapter-specific callouts later when Tile placed from Narrative Moments.
4. Take the Search deck. Unless otherwise indicated (e.g. previously found then “lost”) remove all Legendary Items. Shuffle facedown.
5. Take & shuffle facedown the Incident deck (include all cards, even those for tile/terrain types that are not in the Chapter).
6. Consult Chapter’s section . For each portrait, take corresponding minis & Enemy card & place nearby. If you see 2 values for a stat, count Characters & use
left for 1-3 and right for 4-5.
7. Place nearby as a supply: Door & Chest minis (or tokens), Coins & Gems ( : Copper 1, Silver 5, Gold 10, Gem 20), and these tokens: ( ) Wound, Poisoned,
Stun, Fallen Enemy (shuffled facedown into draw pile, leave room for discards, reshuffle if run out), No Exit / Hidden, Goal, Throwing Wpn /
Dropped Equip.
8. Narration: one of the Players reads the Chapter’s intro text, Goals and Chapter-specific rules, so everyone can help monitor. Ready to start !
Adventure Round & Turn Sequence
1. Incident Round (skip the 1st one of the Adventure Phase)
a. Move along Adventure Board (if ever on last sp of track, End Adventure Phase)
i. If ALL Chars are Knocked Out, End Adventure Phase. Else for each Knocked Out Pirate, roll 1d6 and on 1-2 advance +1 sp.
ii. Make any other checks that advance (e.g. from NM).
b. On any Tiles w/o Characters, discard any/all & (Thrown AND Dropped, along with their corresponding cards).
c. If Ally & either Knocked Out w/o Adj Char, or in Tile w/o Chars, discard mini & drop any Carried to their sq. Unavailable until re-Hired in next Port Phase.
f. Magic cards? slide any recharging on Aux Board (Magic) +1 space (or if using house rule, un-rotate 90 degrees). Any that come off the board (or return to
normal orientation) return to Player’s hand.
g. If all Chars on Tile(s) w/o Enemies or not Adjacent to Enemies on a different Tile, draw Incident card.
i. If card FX are not able to be applied (e.g. card says tile type X but none are in play), just discard it & celebrate your good fortune.
ii. Else resolve FX. Resolve any Spawn Enemies like EXPLORE, except if out of minis, place the Chapter’s Lost Enemy. If card says they attack (e.g. Ambush)
they get a free Activation as per Enemy Round.
2. Character Round - all Chars take Actions
a. Turn Order is determined by the Pirate with The Initiative =
i. = the Captain, or if no Captain yet, then winner of Confronted roll (re-roll ties).
ii. Pirate who earns more than the current holder of The Initiative (only counting earned during this current Adventure Phase).
b. Take Actions from table way below.
i. Pirates spend AP ( ) & use the to help track usage. Wounded Pirates ( but NOT Allies/Enemies) are -1 until healed (onetime / doesn’t stack).
ii. Allies get 2 Actions & only certain ones. Zombie gets 2 Actions, but can only MOVE & ATTACK.
c. If Chars get “stuck” & are unable to keep exploring due to no more Exit Spaces and necessary Tiles unreveal-ed/-able, then End Adventure Phase.
3. Enemy Round - any remaining Enemies Activate.
a. Activate Enemies first in order of portraits from Chapter’s ), then by mini (in order decided by Captain regardless of who holds The Initiative).
b. An Activated Enemy mini tries to Move & Attack .
i. Thru-out, whenever in doubt, the Captain decides how Enemies will act, regardless of who holds The Initiative.
ii. If already Adjacent to a Character, , else roll Behavior (d6 vs. right pane instructions on Enemy card).
1. If Behavior says to move , then move #sq= via shortest path to target with these special rules:
a. Ignore Engaged, Water ( blue lines), Special Tiles, Chasms (dashed lines, treat as 1 sq instead of Jump, but may not end on Chasm), Climb
(but will only climb to reach a Char).
b. May move thru other Enemies of same type (Humans, Supernatural, Abomination, Creature … not “type” in Chapter for Activation order)
2. If Behavior says Confront, then “Move to Attack (Target = specified or if not then Nearest)” in this order...
a. If has , prefer that and to get Target in LOS & max Rng, then vs. target.
i. Can trace LOF thru other Enemies, but not thru Characters. Enemies don’t need to Reload.
b. Else if lacks or has but can’t do above, then to get Adjacent to target (leaving room for add’l Enemies if possible), then .
Char Actions: (I grouped by “Move-related”, “Item-related”, “Combat-esque”, M “Misc”)
● Adjacent = any shared line/corner free of Obstacles & Enemies, and if diagonal then both “adjacent” sq also free of Obstacles & Enemies. “Around the corner” breaks Adjacency
for melee, but for Ranged only if can’t trace unblocked LOS from Att corner to Def center (and “rifles” require target at least 1sq away, vs. some “pistols” will let you Shoot
Adjacent).
ATTACK (2 )
● Pick type of attack: melee , ranged , unarmed . Pirates use their wpn card. Allies use their stat on Ally card (can’t use wpn cards).
● Pick target in range:
○ require Adjacent.
○ requires non-Adjacent, in Range ( on wpn card, or for Thrown) & LOS
■ Char LOS = Any Att corner to Def sq’s center. Enemies block. Chars don’t, but each 1 “in the way” is -1D to Att.
● Ground can’t attack Roof, but Roof can attack Ground.
■ If Pirate & shot a Firearm , flip the card (says to Exhaust, but original Spanish is “Discharge” and this does not auto-un-Exhaust for free in
Incident Round).
CLIMB (2 ) - required to cross red dashed lines for Roof←→Ground. Auto . Diags ok.
DROP (1 ) - an Item. Place a (as reminder) to your sq or any Adjacent sq, with corresponding Item card nearby.
○ If won’t fit, put a on your Exit Space and return Tile+TT to draw piles (reshuffling TT facedown).
○ Else if it fits…
■ Advance +1 sp if revealed new Tile, or opened/revealed new Special Tile (Cemetery, Cellar, Crypt, or Prison Cell).
■ Move your mini onto the new Tile’s Exit Space.
■ Unless Chapter says otherwise, place Door tokens/minis Closed on all bldg entrances and Open if linking 2 Tiles.
■ Check Chapter’s to see if Narrative Moment (NM) triggers.
■ Spawn Enemies
● Check Chapter’s facing page to see if this Tile spawns specific Enemy minis in specific places..
● If not, then randomly spawn: d6 vs. current Difficulty & current Tile type on Chapter’s .
● Take minis. If not enough, advance +1 sp per Type that is short of minis.
■ Place Enemies either per Chapter’s facing page, or if randomly generated than in below order:
● 1st mini on Tile’s furthest Exit Space from Chars, or if no Exit Spaces then place furthest from EXPLORing Char’s Exit Space
(Captain picks sq).
● Subsequent minis on Tile’s next furthest Exit Space (not counting revealing Char’s). If no Exit Spaces left, place Adjacent to 1st mini’s
Exit Space (Captain picks sq). Repeat until all placed.
INSULT (1 ) - must be LAST Action of Turn. Gain +1 die when Defending vs. Adjacent Enemies’ .
JUMP (2 ) - required for Cross Chasms, Roof→Roof, Swamp sp←→Elevated sp, Elevated→Elevated to cross Lava. Rope = auto , else must make a Difficulty roll:
● Chasms/Vines will specify vs. X and/or vs. Y, need 1 to relo to any “adjacent” empty sq on far side. = don’t move & become Knocked Out.
● Roof→Roof is 2, need # =#sp. = move to new Roof. = place Adj to sq jumped from and suffer +1 .
● Swamp←→Elevated is same as above, except = place Adj to sq jumped from (in Swamp) and suffer Exhaust all Firearms .
● Elevated→Elevated to cross Lava is same as above, except = place ON sp jumped from & Knocked Out.
● Adjacent to : flip & gain reward on the token (either nothing, 1-3 or a free Search card), then reshuffle back into draw pile.
● Adjacent to Knocked Out Character: take one of: their Gear cards, their Item Type or 3+d6 of their . A Char may loot the same KO’d Char multi times.
MAGIC ( cost on Magic card) - play a Magic card. Must have Trait on bottom. After use, place card on Aux Board (Magic) on spot corresponding to Recharge (card
upper-lt).
● Clairvoyance costs 0 and may be used at any time / out of Turn.
● Voodoo Doll does not Recharge. When played, spawn the Zombie token/mini and use its “stats card”. It remains “played” until the Zombie is Defeated.
● The various Totem cards stay on the Char card until another Totem replaces it, THEN it goes to Recharge.
● House rule: to save on table real estate, in lieu of Aux Board, rotate cards once per point of Recharge.
○ or NO line = Impassable/Obstacle.
○ = Empty, 1 to move OUT of. If enter Lava, Knocked Out.
● Advance +1 sp if opened 1st Door of special City Tile’s bldg (Church, Barracks, Tavern, West India Company, Merchant House, or General Store) or
opened/revealed new Special Tile (Cemetery, Cellar, Crypt, or Prison Cell).
● If inside a City-Village Tile, remove Door Token/mini. If connecting to new Tile, flip Door Token to open side.
● If opened to Room w/o Enemies, then Spawn Enemies as with EXPLORE.
PICK UP (1 ) - a Dropped Item, which you may Equip for free.
PUSH (1 ) a Character (not an Enemy unless a Trait allows) into an Adjacent sq of your choice in any direction (including diags). Max 1 try/Char/Turn.
● If Char is willing? You must make a Difficulty roll: (#= their ) .
● If Char is unwilling? You must win Confronted roll.
● Pirates Pushed into a Chasm are Knocked Out.
RELOAD FIREARM (3 ) - if NOT Adjacent to any Enemies (unless all ), unside / un-Exhaust a Firearm weapon Gear card (whether Equipped or not). Allies
never need to Reload.
REVIVE (2 ) - if NOT Adjacent to any Enemies (unless all ) but Adjacent to a Knocked Out Char, make a Difficulty roll 3 (penalty if Cursed):
● Max 1 / Ally / Adventure Phase.
● = KO’d Char discards all , unsides mini, but loses rest of their Turn & gains a Permanent Wound: roll d6 (ignore if already lost):
○ 6: -1 (lt eye), 5: can’t Equip to Left hand, 4: can’t Equip to Right hand, 3: permanent -1 & -1 (lt leg), 2: ← Same (rt leg), 1: -1 (rt eye)
○ If Char has now suffered 2 eyes, 2 legs or 2 arms, they Retire.
■ Controlling Player picks a new Char, who becomes available in next Port Phase.
■ Matelotage: Player controlling Retiring Char may give all its & non-starting Gear to their new Char.
■ Compensation: Each Char pays 10 to supply from Personal Booty.
○ Else they gain Compensation = 5 from each Char’s Personal Booty next Port Phase.
● 1+ = you gain 1 . KO’d Char discards all , unsides mini, but loses rest of their Turn.
○ If Crit = as above but KO’d Char may take a Turn this Round if they haven’t already.
RUN - must be Pirate (not Ally) & must be very 1st Action taken. Gain double stat but spend only on MOVE, JUMP/CLIMB, EXPLORE, PUSH(reminder could spend
1 to do something else besides these). Ignore Engaged, but if you do, the Adjacent Enemy inflicts # of on you (max once/Enemy).
● = advance +1 sp. If your failure rolled at least one “1”, gain 1 (which may not be used on this Action).
SWITCH EQUIPMENT (1 )
● Rearrange Equip vs. Carry for all your Items, including exchanging Item(s) with 1 other Character (both you/they may immediately Equip traded Items for free; Allies
can’t exchange items that grant ).
● Inventory rules must be respected.
TAKE A BREATH (skip your Turn / all ) - must be Pirate, not Ally and NOT be Adjacent to any Enemies (unless all ). Recover all your & advance +1 sp.
USE (1 ) - a Gear card or Search card e.g. Rum, Brew, Map, Snake, etc. that has the “Use” keyword on it.
Thru-out:
● Narrative Moment (NM) resolution when a condition from triggers…
○ Triggering Player find indicated NM “Code” # from in back of Campaign Book and reads the text.
■ NM text will talk to any colored on Chapter’s facing page.
■ If Spawns Enemies, treat as either EXPLORE or Spawn Lost Enemy below.
■ If increases Difficulty, update on Adventure Board.
● Success = someone in party has for Chapter’s Goals, & your Char made it alive to indicated Tile before ran out. Full reward for your Pirate.
● Partial = party has , at least 1 Pirate escaped alive but yours didn’t (Knocked Out or ran out of time). Reduced reward for your Pirate.
● Failure = all Chars Knocked-Out / nobody escaped alive. No reward for anyone / must Repeat regardless of .
■ Then check conditions on other rows to see if Repeat or Advance. When in doubt, Advance.
○ If Repeat, stop here: must discard all , , Gear cards, Legendary Items, Search cards, obtained & restart with initial setup.
○ Else if Advance...
■ Any Knocked Out Pirates are (safely) Revived for free.
■ Each Pirate who controls an Ally takes ½ of their Ally’s , all their Ally’s and all their Ally’s Carried Gear cards to their Personal Booty.
■ Each Pirate with discards for reward indicated by Chapter’s ( &/or ).
■ Each Pirate checks their Search cards
● Legendary Item - keep
● Any with (e.g. Coin Purse) - discard & take indicated money.
● Discard all others.
■ Each Pirate checks their Gear Cards
● Discard any that are another Char’s Starting Equipment(portrait in upper-right).
● Keep your Starting Equipment & any permanent cards you bought in Port Phases.
■ Allies discard all their irates do NOT (they can Heal during Port Phase @ the Docks). Pirates also do not lose/gain
, but P .
■ Update Record sheet for all Chars.
■ Check the next Chapter in the Campaign Book. If it has a , then you will next play a Port Phase.
○ If this was the 5th consecutive Chapter that same Pirate held the Captain role, that Pirate becomes a Legendary Pirate.
■ Port Phase free Mansion access
■ Extra option when spending .
● Conditions & Enemy Special Abilities
○ Antagonist - always roll for Behavior even if Adjacent to a Char.
○ Curse - when Defeated by a Pirate, that Pirate suffers Cursed (if already Cursed, Pirate becomes Knocked Out). If Defeated by an Ally, they can’t be Cursed so instead
suffer 1 .
○ Cursed - only Pirates can suffer this, not Allies. Mark Record Sheet. Pirate is -1 on checks to REVIVE them.
○ Debtor -
○ Grab - after a successful Attack...
■ remove target Char’s mini & place on Grabbing Enemy’s card
■ place corresponding Char token underneath the Grabbing mini.
■ The target Char is now Restrained & Grabbing Enemy can’t Grab another Char.
○ Double Attack - on same activation, attack the same target Char twice.
○ Frenzied = if multi Frenzied Chars, Captain decides order. Frenzied Char has this Behavior:
■ Try to an Adjacent Char (or if no HTH Weapons).
■ If no Adjacent Char, target Nearest in or range.
■ If no attackable Char, they suffer 1 .
○ Hidden - Hidden Char replaces mini with Char Token. Hidden Enemy puts a by their mini.
■ Hidden Char/Enemy doesn’t block LoS (or get in way for LoF including getting hit on a miss with all 1’s), may be moved thru and is otherwise ignored.
■ Hidden Chars remain so until either end of next Enemy Round or they make an Attack, whichever comes first. They then lose Hidden & replace Char Token
w/ mini.
■ At start of Char’s Turn, if there is a Hidden Enemy Adjacent to them, they lose .
○ Ignore (X) - ignore indicated Damage type or effect X.
○ Immortal - when Defeated, do not gain until you Loot this Enemy’s . If not Looted by beginning of next Enemy Round, Enemy respawns on the space of its
.
○ Impervious (X) - when successfully Attacked, ignore X of Damage.
○ Knocked Down - side mini. At start of Turn, un-side, but can’t MOVE.
○ Knocked Out = no Actions until REVIVEd. Can be LOOTed.
■ side Char mini. If Ally & no Char on same Tile, remove their mini & DROP any Item type .
■ Pirates lose all obtained during Adventure
■ Chars forfeit rewards for any non-Item (Achievement Goals still count towards , but forfeit personal rewards).
○ Large mini = occupy more than 1 sp.
■ May enter areas smaller than themselves as long as ¼ of base is on a “Normal” Empty sp (e.g. some parts of base allowed to / may overlap Obstacles).
■ May move thru Chars but can’t end Move on top of them.
■ Adjacency & LOS only for parts of base on “Normal” Empty sp.
■ Immune to Push and Knocked Down unless otherwise stated.
○ Poisoned -
■ When Enemy suffers wpn does +1 .
■ when Char suffers, they take a (max 1). Each Incident Round, when indicated, make a Difficulty roll 5 or suffer 1 . Remove if either
healed 1 or pass the roll.
○ Regeneration (X) - at start of the Enemy’s Turn, they heal X .
○ Restrained - can’t be Targeted by other Enemies. Char @ start of Turn must make Confronted :
■ : escape! Take back Char’s token & place its mini on any sq Adjacent to Grabbing Enemy. BREAK AWAY not required to move away from this Enemy.
■ : suffer 1 and lose rest of Turn. While Restrained, can’t be Targeted by other Enemies. If Knocked Out by Grabbing Enemy, take back Char’s token &
place its mini on any sq Adjacent to Grabbing Enemy.
○ Spectral - Unstoppable + don’t drop when Defeated + always win Contested rolls . Attack = Defense = .
○ Sprint - Enemy gets to roll/resolve a Behavior immediately after spawn/placement.