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Skull Tales: Full Sail ​(2019 KS ed.

w/ Mega-Expansion, Twins, Dynamic Duo)


My rules summary ​rev1​ ​(latest on Google Docs)
From ​official 1.1 rulebook​, ​WishGamer’s Voyage Phas​e, ​Neva Kee’s player aid​, ​English FAQ & Errata​ & ​BGG English forum clarifications​ ​thru 20-Sep-2020

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…

i. corresponding ​mini, Char card, Char token​.


1. If ​Noble Rebel​, also take mini/card for W
​ ardog​ (doesn’t count towards max party count).
2. If ​Twin Bro/Sis​, take minis/card for both (they are either 2 Pirates or 1 Pirate + 1 Ally).

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.

vi. An ​Aid Card ​(“Adventure Phase Actions” side)


vii. A ​Record Sheet​ to keep track of Campaign stuff (like , Personal vs. Crew Booty, Gear, Traits, Ship Upgrades, etc.) for the Pirate & Ship
between play sessions.
viii. Unless Chapter says otherwise, Characters start with ​no Personal Booty / money​ ( ) and ​no Wounds​ ( / ).
ix. Determine ​Captain​:
1. If Solo, the Pirate is the Captain.
2. Else all Pirates make ​Confronted Charisma rolls​ (see ​DICE ROLLS​). Winner takes the metal ​Captain Coin​.
b. Your ​starter Ship​ is the ​Southern Lady​ (see rulebook p44 for its stats, which you won’t need until ​PORT PHASE​ & ​VOYAGE PHASE​).
c. In ​Campaign Book​, find Chapter and see what its ​starting Game Phase​ will be:
i. If says ​
then you will play a ​PORT PHASE​, then a ​VOYAGE PHASE​, then ​ADVENTURE PHASE​ for the Chapter. Goto setup for ​PORT PHASE​.
ii. Else if says ​“No Voyage”​, skip Port/Voyage Phases and go straight to setup of ​ADVENTURE PHASE​ for this Chapter. It will reference ​Chapter-specific
instructions in the Campaign Book​.
2. Else if returning to an ​ongoing Campaign​…
a. Update state of ​Characters ​(similar to new Campaign/one-off above)​: each Player recovers their Characters’ Record Sheets & ​consults to…
i. Recover their Pirates’+ any Allies’ ​minis​, ​Char cards​ (set to current & from ​End of Voyage Phase​, plus any learned ​Traits ​[house rule: use
LooneyLoot’s Trait mini-cards]​), ​Char tokens, Magic cards, Aid cards, ​coins/gems for current / ​Personal Booty​, location of any ​Buried Booty​, current
Crew Booty​,
ii. Gear cards​ for Starting Equipment + any other Port-purchased Gear cards or found Legendary Item Search cards accumulated in Campaign.
iii. Prestige Point tracker dial​ (log cumulative on Record Sheet; zero out the dial for this Adventure Phase).
iv. Note current ​Captain​.
b. Update state of ​the Ship​ after ​End of Voyage Phase​, including its stats, any damage, contents of its Hold, status of any Ship Upgrades purchased during prior Port
Phases.

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.

Port Round & Turn Sequence


1. After 1st Round, update Turn Order (descending remaining , Captain decides tiebreakers).
2. In Turn Order (see Setup), each Pirate takes a Turn: spend to ​Move ​(their Char Token along the paths) and/or perform a ​Location Action​ in any order.
a. Move to Adjacent Location costs 1 . ​While inside a Location​, you may spend to take an ​Action ​there.
i. Mansion​ costs 7 to enter (free for Captain).
b. Each time you enter a new Location​, (vs. just pass-thru) must draw & resolve a corresponding ​Event card​. (not required if an Event force-moves you to another
Location, unless the card says so).
i. Event card resolution is mandatory unless it says “If you want/decide”.
ii. Persistent ​means ongoing / remains in play.
iii. Keywords​ t​ rigger special FX if a previously drawn event shares the same ​Keywords​.
iv. If Event makes Pirate ​Knocked Out​, lose 5 &5 , relo to Ship, discard all and immediately end Turn. If this reduced to 0 , no penalty.
v. If gain someone’s ​Approval​, cost to learn their Traits during this Port Phase is -10 & -10 . ​Dislike ​cancels ​Approval​.
vi. If gain someone’s ​Dislike​, you can’t learn any of their Traits until NEXT Port Phase.
3. Pirates eventually have to return to the Ship by spending to move back. If you run out of before back at Ship, lose 5 .
4. When all of the above is done, ready to play ​Voyage Phase​.
Port Actions detail:
● = Captain-only Action.
● Personal Booty​ = $$ gained from Loot, Salary, Events, Schemes, etc. Pirate’s Player controls. Chars CAN transfer from Personal Booty to Crew Booty.
● Crew Booty​ = $$ gained by Captain from Boarding, Salary, Assignments, Trading, etc. Captain controls, but use limited to ​Repair Ship, Hire Group, Upgrade/Buy Ship, Stock
Up​.​ ​Chars can NOT transfer from Crew Booty to Personal Booty (though the Captain may Bury (Crew) Booty later - see Voyage Phase).
● Using Trainers​..
○ Traits list & costs​ in rulebook p47 & Mega-Expansion Campaign Book p13.
○ Check Char card for ​Class(es)​. ​Trait eligibility & costs​ are based on whether your Pirate has it ​Single-class​ vs. has it ​Multi-class​ vs. ​doesn’t have that Class​.
■ Exception: Mystic Traits may ONLY be learned if you have Class=Mystic.
○ Trait will list its ​pre-reqs to learn​ (required stats, + costs). ​Master & Apprentice:​ if another Pirate already has the Trait you want, reduce your cost by -15
& -10 ; they gain 5 when you learn it. If multi Pirates have the Trait, pick one to be Master.
● Thru-out may spend max 1 Destiny token​ per Turn as in Adventure Phase.

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 ⇒ ​Grace Jennings​ (7 ): Trainer: ​Shooter​ Traits.

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 ⇒ ​Trade​ (2 ): sell Goods tokens or buy Supplies/Rum Goods tokens.

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.

( ⇐ from Neva Kee’s player guide)


Chapel ⇒ ​Atonement ​(1 ): if you are ​Cursed​, choose a Penance below (update Record Sheet), then return to Chapel during NEXT Port Phase & ​Curse ​is removed.

● 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?

Chapel ⇒ ​Jerôme Feuillet​ (7 ): Trainer: ​Educated T


​ raits.

Chapel ⇒ ​Marie Laveau​ (7 ): Trainer: ​Mystic ​Traits.

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 ⇒ ​Francisco Carranza​(7 ​ uellist ​Traits.


): Trainer: D

Mansion ⇒ ​Listen to Rumors​ (2 ): same as Tavern Action, but difficulty is only 4.

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).

Mansion ⇒ ​Luxury Treatment​ (1 ): pay 10 to heal all & recover all .

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 ⇒ ​ Maggie​ (7 ): Trainer: ​Rogue ​Traits.

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 .

Market ⇒ ​ Prosthesis​ (1 ): spend 10 to mitigate a Permanent Wound. Update Record Sheet.


● Eyepatch​ (eye): +1 .
● Hook​ (hand): acts as , Dmg 1.
● Pegleg​ (leg): recover 1 .

Market ⇒ ​ Stock Up​ (1 ): buy any number of Rum/Brew Gear cards.

Tavern ⇒ ​Gerrit Jensen​ (7 ): Trainer: ​Rowdy ​Traits.


Tavern ⇒ ​Hire Ally ​(3 ): choose a Char card, flip to Ally side, make Confronted Charisma vs. that Ally’s .

● 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

avoids becoming Captured or Sunk. Secondarily, fulfill missions from / cards.

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​).

a. In addition, each Player should take an Aid Card (Voyage)​.

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,

Metal, Rum, Slaves/Passengers/Impressed, Sugar, Supplies, Tobacco, Wood).


4. Setup the big ​Voyage Board​.

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 ).

8. Shuffle the Sea Event deck​. Leave room for discards.


Voyage Round & Turn Summary
Keep playing until ​End Voyage Phase​ triggered, then do this:
● All Chars convert ​into . ​(Allies grant theirs to controlling Char as in Adventure Phase?)

● 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​.

If a is ever Defeated / killed / discarded, lose -3 .

A ​Turn​ is composed of...


1. Travel Round
a. Thru-out:

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.

2. Discard any ​on the .

3. Optionally discard 1 to feed your crew. If you don’t or can’t, lose d6 .


c. Update Filth:
i. If not on place it on I.. ​Or if bcuz house rule it’s there but pointing down, turn it to I.
ii. Else rotate it clockwise. If at III & you must go beyond, -1 per point beyond (leave at III).
d. Battle Stations​ - worker placement to ​Stations ​of either the Ship Board or Boarding Board.

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 .

iv. Determine Captain’s ​Command Points​ = 1 + of Char in . Track with .


1. Use at any time to relo 1 / Command Point to a different ​Station ​(this doesn’t Fatigue the ).
2. Use is optional, but unspent are lost at end of Turn.

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:

1. If end move in hex with & no Active Sea Enemy​:

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 .

b. Blue = KO & send to . Chars lose -2 ​& suffer 1 .


c. White = nothing. Chars lose -1 .
d. Green = gain indicated to Hold (if won’t fit, leave tokens on Island, can re-Dock later to get them). nothing
else. Chars gain +2 .

4. All remaining Chars & goto .

ii. Resolve : ​per card text.


iii. Bury all/part of Crew Booty​:
1. max 1 Bury per Pirate who holds / has held the Captaincy.
2. Log on Record Sheet who’s Captain, Island letter buried at, and how many coins (discard to supply if maintaining Crew
Booty with coins/gems components).
3. In future, if ever re-Dock at an Island with buried Booty, its owner may recover (but if so may not participate in any ​Explore
Island​). If still Captain, returns to Crew Booty. If lost Captaincy, becomes Personal Booty.
2. If you moved out of Sea Enemy’s AoE​, making it Inactive, that counts as Flee, so lose from Sea Enemy card.
3. If you end move in same hex as Sea Enemy​ (​<<how do this with minis?>>​), then (unless Ghost Ship), resolve a ​Boarding​.

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)

a. Or if Char in , may instead #hexes = Char’s . If they do so, they gain +1 .


b. If Night​ (including Active Ghost Ship), 1 hex closer.
c. If Sea Enemy spawns “on” Island or off-Board, it does not Spawn.​ Discard Event card. Note Char in can’t force this!
2. If not a Monster​, then with facing = roll d6 & use as lookup table.
4. (if any) ​Sea Enemies Round
a. Resolve Sea Enemies in order determined by Captain.
b. For each Sea Enemy…
i. Determine ​Active​ or ​Inactive​ (Active = your Ship within 5 hex radius of it).
1. Inactive = follow ​Voyage Event card​ <<but how reconcile with table below?>>

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.

Passive Neutral Aggressive

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 ).

iv. Resolving Attacks

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.

Crew Quarters:​ Chars or may do one of the following:

● Rest​: if sent here to rest from Fatigue/Exhausted, must wait till next Travel Round before performing another Task.

● Scheme​ (Char only)​:

○ if no in , Char chooses one of the following:


■ Badmouth: ​gain +3 .

■ Lift:​ discard 1 to recover all or 1 to heal all .


■ Raid:​ steal d6+3 from Crew Booty.
■ Waste time:​ nothing.
○ Else see ​Guard ​Task below.

● 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.

Crow’s Nest​ (Char only)​: ​Char here may do the following:

● (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. Reduces move, easier to hit. Can’t be reduced below 1.


○ : move right 1. Reduces #Boarding Enemies (& eventually Combat Ability). If reduced to 1, ​Defeated​ (Surrenders)​: ​gain beat from Sea
Enemy card & discard token/mini.​<<does Naval Combat get to Plunder here, like with Boarding?>>

○ : 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

● bottom (2 Chars max) or (2 Chars max) or bottom-most icon-less spaces (6 max).


● Chars & here do nothing until a ​Boarding​ is resolved (see B
​ oarding​for what each Station allows a Char or to do).

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.

Main Deck​: 1 Char + 1-2 . Each may do one of the following:

● 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

lose all & go to ).


■ Cut Mooring Lines​: place 1 on the upside-down-teardop-shaped space near Char’s space and +1 . ​If this was 2nd line cut, immediately resolve ​End of
Boarding.

○ Char minis on your Ship​ (skip if noone in or Gunwale’s bottom or ​)

■ If in bottom , may either


● Attempt toBoard the Enemy Ship​:
● Call to Arms​: pick a you haven’t helped yet and it gains extra #dice = (your or ) next phase. If it , you gain +1 .

■ 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

random & gain +1 .


○ Repair:​ each rolls d6 and on 5+ may remove 1 from Rigging or Hold. Each Char may attempt Difficulty roll 4; if , remove 1
from Rigging or Hold and​ ​gain +1 .
■ The ​Boarding​now ends. Discard Enemy token/mini. ​Resume Voyage Phase​ in a new ​Travel Round​.
○ If all in Sick Bay:​ Captain surrenders the Ship. Resolve ​End Voyage Phase.
○ If both Mooring Lines cut:
■ Relo Char mini who cut to any ​Station o​ f their choice ​(Ship Board OR Boarding Board?)​.
■ The ​Boarding​immediately ends. ​Resume Voyage Phase​ in a new ​Travel Round​ (e.g. your Ship can try to Move away outside AoE).
4. Else
○ Chars may relo to ​Stations ​(Ship Board OR Boarding Board) just like Travel Round.
○ Captain regens Command Points just like Travel Round, and may spend them to relo to ​Stations ​ as above.
SEA ENEMY REFERENCE
● For #dice or #Boarding Enemies, count dice icons on ​undamaged​ spaces.
● Sea Enemies with arrows on all token sides have no facing and don’t need to spend move pts to turn.
● Rules say “Sea Beast”, I say “Sea Monster”. Sea Enemy card says “Sea Monster”, I say “Kraken” !

D/ D/
Type Behavior Move pts Boarding Enemies Firepower Hold/Body Morale

Cutter Enemy Ship Aggressive 2D/4+ 5 (5D/4+) 4D/4+ 8 beat 5 / flee 2

Galleon Enemy Ship Aggressive 4D/5+ 10 (5D/5+) 5D/4+ 10 beat 8 / flee 3

Enemy Ship Aggressive 2D/4+ You can’t fight/attack, only flee.

Ghost Ship
● If Active, then always Night, & @ start of Turn lose 1 .
● If Inactive @ start of Turn, remove it.

Sea Monster Aggressive 3D/3+ N/A N/A 10


beat 8 / flee 3

Megalodon ● Rams ​like Whale.


● Jaws​: @ start of its Turn, if in same hex as your Ship, suffer 2 to your Hold and 1 to Crew.
● Fear:​ @ end of its Turn, if your Ship is ≤3 hexes away, Char in Command post must make 5 or lose 1 .

Enemy Ship Passive 2D/5+ 3 (3D/5+) 4D/5+ 8 beat 5 / flee 3


Merchant Ship
● Targets / flees to nearest Island between N,S,E,W. If reaches, remove from Board and lose 3 .

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.

Sea Monster Neutral 3D/4+ N/A N/A 10 beat/flee 3

Whale ● Ram​: if moves into your Ship’s hex, suffer 2 to Hold (then tries to backup & Ram again).
● Can’t be ​Boarded​.

● If Defeated, also gain 2 + 1 random .

Natural Doesn’t move (no facing).


Phenomenon
● @ start of Sea Enemy Round, if your Ship is ≤1 hex away, suffer 1 to Hold
Whirlpool ● If Active (your Ship w/in AoE)...
○ roll d6 and if 4+, move your Ship 1 hex towards Whirlpool (keeping the facing it has).
○ Your Ship’s Speed #D are -1D
ADVENTURE PHASE

Adventure Objective​:​ Reach indicated area w/ enough (representing Chapter’s , & ) before a ​Narrative Moment​ (NM) from back

of Campaign Book tells you the adventure is over or runs out.

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.

d. Update Condition​ of Chars/Enemies: remove any , roll for .

e. Unside ​non-Weapon Exhausted cards​ (Firearms require a ​RELOAD​ Action)

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).

■ If Threw Wpn, place a token in target’s sq.


● Modifiers?
○ Att or Def using ​Weak hand​ = -1 die
○ Pirates only: ​Consecutive ATTACK​ Actions with same 1H wpn = -1 die (alternate hands or other Action in between Attacks to avoid) .. doesn’t apply to 2H
wpn
○ Def Char w/ or 1H vs. , only gets to roll 1d6. Full if armed with 2H or HTH wpn. Def Enemies always get full .
○ or Knocked Down targets still get a normal Def roll.
● Roll!
○ = Confronted roll (vs. Foe’s ) & count . = Confronted roll (vs. Foe’s ) & count .
■ Winner = most unblocked . only blocked by another.
■ If has more unblocked , Enemy is ​Stunned .
○ = Difficulty roll (vs. Foe’s ). If Chars “in the way” and roll all 1’s, the Char closest to Att is hit instead for wpn Dmg!
● Damage: If Att wins, target suffers # = wpn Dmg per unblocked (+1 if unblocked ). Put tokens on mini or Char card.
○ If ​Char Defeats Enemy​ ( ≥ ):

■ remove its mini & replace w/ randomly drawn facedown .


■ If ​Pirate​ delivered killing blow, that Pirate gains = Enemy card’s . ​Allies​ do NOT gain any .
■ If Enemy with ​Curse​, resolve FX on ​Character​ that delivered killing blow.
○ If ​Enemy Defeats Char​ ( ≥ ): Char becomes ​Knocked Out.
BREAK AWAY​ (2 ) when ​Engaged ​with 1+ Enemies...
● Make Confronted (# = max Engaged Enemy’s ) . = escape. = escape but if Enemy not or Knocked Down, suffer # = of Engaged Enemy
with hi-est .
● Escape only those you rolled against. If Adjacent to new Enemies, Engaged all over again.

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.

EXPLORE​ (1 ) - reveal a new Tile. Must be on an Exit Space.


● Draw a random TT, take correspondingly #’d Tile and attempt to place such that Exit Spaces line up.

○ 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.

LOOT​ (1 ) - if not Adjacent to any Enemies (even if all ).

● 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.

MOVE​ ​(dotted red line = must climb; blue line = water)


● 1 “move” = move OUT of current sq to 1 Adjacent sq. Move cost determined by ​terrain​:

○ or NO line = Impassable/Obstacle.
○ = ​Empty​, 1 to move OUT of. If enter ​Lava​, ​Knocked Out​.

○ = ​Slope/Mts.​, 1 downhill, 2 uphill ( points downhill)


○ (surrounding) = ​Water ​or (if p-#’d tile) S
​ wamp​, 2 to move OUT of. ​Swamp←→Elevated​ may ​JUMP​.
■ = ​Current​, to move must make 4 . = instead moved 1sp in direction of current.
■ = ​Piranha​, when moves out, suffer 1 .
○ (surrounding)= either…
■ Cross Chasm:​ must ​JUMP​ over, can’t end move between the .
■ Roof Area: ​the Roof is one big giant sp. ​Roof←→Ground​ must ​CLIMB​. ​Roof→Roof r​ equires ​JUMP​. ​Max 4 Chars+Enemies​ on 1 Roof.

Elevated​ (if inside)​: ​like Roof except individual sq instead of one big giant sp. ​JUMP​ ​Elevated→Elevated​ to ​cross Lava​ ​but wh abt
swamp?
■ <<see also special Tiles in Mega-expansion Campaign book pp8-9>>
● MAY move thru ​Characters ​w/ Player’s permission. May NOT move thru ​Enemies​. If Adjacent to Enemy, become ​Engaged ​& this Action stops, unless that Enemy
already Engaged with another Char..
● MUST end in sq ​w/o Character or Enemy​ (whether standing or knocked over).

OPEN DOOR​ (1 ) - must be directly in front.

● 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).

SEARCH​ (2 ) - Max 1/Turn/Char. You must make a Difficulty roll 4.


● = draw Search card.
○ If negative effect, resolve immediately. If any ​Spawn Enemies,​ resolve 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​.
○ Else keep it facedown. If has , hold until end of Adventure Phase, then turn in for the $$

● = 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.

■ If ​grants Goal​, indicated Char takes indicated .


■ If ​completed Chapter​ (won’t say “completed” literally), then E​ nd Adventure Phase​.
● If ​Spawn Lost Enemy​ (from campaign rule or card): unless Chapter has a section for ​Enemy Generation​, Captain places 1 mini of Lost Enemy type on any sq Adjacent to
triggering Character.
● At any time, if Char ever takes # ≥ Health, they become ​Knocked Out​.
● Inventory​ of Characters must be managed:

○ An “​Item​” is either ​certain Gear/Search cards​ or an I​ tem-type .


○ Equip​: required for Items w/ w/ indicated #Hands (NOT required for Items w/ ).
■ Pirates only, Allies always use the wpn on their Ally card (can carry but not use Weapon cards).
■ to left hand​ = place Item (usually a Gear card) L of Char card
■ to right hand​ = place Item (usually a Gear card) R of Char card.
■ Character’s ​Dominant hand​ matches Player’s (ambidextrous Players must choose a Dominant hand for Character).
○ Carry​ = place Items in slots above Char card. ​Max 3 slots​ (if gain 4th Item must​ ​DROP​ 1 to make room).
■ Gear cards​:
● 0 slots for ​Starting Equipment​ or has
● 2 / slot for Rum/Brew
● 1 / slot for all others.
■ Search cards:
● 1 / slot for ​Legendary Item
● 0 slots for​ ALL others ​(even Rum).
■ Item-type​ : 1 / slot.
● Legendary Item Search cards​: keep separate from Search deck until found (e.g. via NM). Then goes to someone’s ​Inventory​. If ever lost, shuffle back into Search deck and
they can be re-found.
● Spend Destiny Points​: max use 1/Turn. 0 cost. You can either:
○ Discard 1
○ Make a free Action of up to 3
○ +1 to any one die during one of your rolls
○ Activate certain Traits you have
○ (Legendary Pirates only)
■ Auto-pass a Charisma test.
■ Win ties in Charisma tests vs. non-Legendary Chars.
● End Adventure Phase​:
○ check the to see if party must Repeat Chapter or Advance to next (“Goal” in chart by itself means , which is 1 of the ).
■ Each Pirate checks for “successfully completed’ and gets indicated reward ( & ) from .

● 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.

■ Immediately advance +1 sp.

■ 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.

○ Stunned​ - if this is 2nd Turn with the token, discard. Else...


■ Chars​ @ start of Turn must spend 2 & make a Difficulty roll 4 to remove (may retry if they have AP). Until removed, forfeit Actions.
■ Enemies​ @ start of Activation, must make a single Difficulty roll 4 or can’t Activate.
○ Superiority​ - if 2 Enemies of same type w/ Superiority are Adjacent to a Char, they each gain +1 to combat rolls.
○ Unstoppable​ - ignore Obstacles & other minis while moving to target.

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