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WAR AT THE GALLEON’S GRAVEYARD

Revised Rules (2.0)

A Pirate add-on for :


INTRODUCTION advance the movements and
This booklet offers a set of updated separate movement and combat FIRING BROADSIDES COPYWRONG
rules, the aim of which is to increase phases. The order of movement is The range of the broadside shots is Of course, this author is acting
the control players have throughout determined by the actual speed of reduced to 12". Dice throws are without any rights or valid license
the game, and thus to generate the ships, and shots are fired done accordingly using D12, the from the publisher to pirate this
greater strategic and tactical interest. alternately. difficulty being equal to the range; successful franchise or use its
All to make a better game. Long-range shots (13 '' to 18 '') are illustrations. Thus this document
FATE CARDS removed. The Warship's position must only be exchanged
Without being completely set aside, now has a noticeable effect on the undercover, between anonymous
REVIEW OF THE BASIC RULES as often proposed as a solution, potential damage of a shot and individuals, in meeting places kept
The main issues of the original Fate cards are no longer drawn increases the tactical interest. secret, specified by encrypted
game, widely shared by the various systematically at the start of each messaging. For personal use only!
reviews and player opinions turn, but only when a player rolls a BOARDING (One copy per household max.)
available on the web, can be double on his initiative roll (2D6). Warship boarding another can
summarized as follows: Fate cards Events are therefore less common now cause damages by ramming, AUTHOR'S NOTE
are omnipresent, and their effects and the Wind does not change and boarding actions are resolved It is always heartbreaking to get
take precedence over the choices direction as often or quickly, but with an additional "double your hands on a game with
made by the players during the the game still maintains its original guessing" mechanic. gorgeous pieces to realize after a few
game, giving them the impression of fantasy vibe. games that the game sucks! Of
being victims of chance without Various other modifications improve course, if it only came down to a
having any control over the game. WIND the game and general balance. couple of pawns or cards, we could
The flow of the game turn, and The now more stable wind becomes have kept an eye closed. But when it
particularly the initiative system for a crucial element in the movement GALLEON’S GRAVEYARD comes to Dreadfleet, it was
activating ships gives too great an of Sail class warships to simulate This booklet includes special rules necessary to update the rules and
advantage to the player having the their navigation more realistically for the various landscape elements allow these splendid warships and
initiative for the turn, while also and to ask players to make real in the game. These rules can be used landscape to decorate the table more
taking away a lot of possibilities, Captain's decisions. by default unless a scenario often!
realism, or tactical interest, . Finally, indicates a particular use of a
it can feel like the dice rolls alone HANDLINGS landscape element. Adrien – French Version 1.4 - September
determine the outcome of the game. Ships have a wider range of 2019
movements available and can BASIC RULES
PREVIEW OF THE CHANGES Note that you must have the Val-X & Sal-O – English Version 2.0 (Dec.
modulate their speed to adapt their
Since its release, other games have original rulebook to play. Without 2020)
ability to move depending on the
shown that simple and fun systems an explicit indication of the
situation.
can simulate the navigation of ships, contrary, all the basic rules remain
whether they are in space or at sea. in force.

SCHEDULED TRAVEL
War at the Galleon's Grave (WGG)
proposes a way to schedule in
FIRST BROADSIDE PIVOT POINT
Terminology Each player should receive a
Command Sheet (see annexes). It is Option, recommended Option, recommended
on these sheets that the players will
Page 14 & 15 add: note the programmed movements If you wish, you can use the first Each ship has a unique point
of the ships. Each player must broadside token provided in marked on its base from where
GAME ACCESSORIES therefore also receive a pencil. annexes. This can be used to measurements and turns can be
To play with these rules, you will remember to apply the +1 bonus to made. The furthest away from the
need (in addition to the basic EXTRA TOKENS & CARDS the first broadside fire and to bow the pivot point is, the more
material): 6D12, with one easily You will need some extra tokens remember which ships have already manoeuvrable the ship feels. Sadly,
recognizable from the others. This (first broadside, ankh power, power fired or not. with pivot points not being at the
die will be used for special tokens) and cards; they’re all in the four corners, the navigation wheel
broadsides. annexes. If you choose to use such markers, becomes obsolete.
each ship will receive a marker at
PRECISION ON SOME TERMS the start of the game and discard it The pivot points are entirely up to
when it makes its first broadside you as to where you place them. For
ACTION PHASE fire in the game. example, we have chosen to place
most of them on the supposed center
Game effects, including those SHIP TURNING ALTERNATIVE of gravity for most sailboats. The
of certain Fate cards, Option, recommended more manoeuvrable oar- and
sometimes apply engine-powered ships have their
DISTANCING The issue with having the ships pivot point closer to the center of the
It is more practical to use a 12'' in the beginning or at the end of the pivot from their bow is that it isn't base, with the Black Kraken having
transparent ruler to measure the Action Phase of a ship. realistic. There is also no difference its pivot point at the very stern,
shooting ranges. In these rules, the The start of the action phase of a ship between slow, massive ships and symbolic of a squid's underwater
range of broadside shots is limited corresponds to the start of its the sleeker, easily handled ones. manoeuvrability. But do not take
to 12". Ideally, each player should movement sub-phase, ie the first Should a floating fortress such as our word for it! Try different pivot
have a ruler. It should also help for moment it acts during the turn. the Bloody Reaver turn as smoothly points, test them out, and narrow it
calculating movements. The end of the action phase of a ship as, say, the Seadrake? What about the down to whatever you prefer.
corresponds to the end of its warships that use oars or engines?
broadside sub-phase or boarding Shouldn't they be able to turn a little Once defined, mark the pivot points
sub-phase, ie the last moment when more sharply? To combat this we with a permanent marker on both
the ship acts during the turn. have tried to use custom pivot port and starboard sides of the
points unique to every ship. model base.
COMPASS
Option Finally, we have found that using
the navigation can work very well
I use a large D6 to mark the current in addition to using a 12" Page 16 to 18; add:
wind strength. It allows players to transparent ruler when it comes to
directly check the strength without making clean turns. DICE: D12
consulting the Destiny discard pile.
COMMAND SHEET
All broadside fire rolls are resolved rolling 2 dice and re-rolling the 1: normally, starting with the 1st
by rolling D12s (rather than D6s). The highest result of the two player if applicable.
Shooting modifiers normally apply indicates the strength of the wind. PHASE FOUR: COMBAT
to the die roll, but the roll can never If none of the players rolled a
be less than 1 or greater than 12. You should place a large D6 with double, but one is formed by It is during this phase that the
the wind value instead of the combining the dice of the 2 ships will be able to fire with
A result of 12 can, under certain compass rose (or on top of it). This players, the 1st player chooses their canons, or for those who are
conditions, result in a critical hit. It die will allow you to remember the who draws and resolves the Fate in contact with the enemy,
is possible to trigger this effect current Wind strength during the card. engage in boarding.
thanks to a bonus on the dice roll, it game, without having to constantly
is not necessary to obtain a natural refer to the Fate discard pile. PHASE TWO: COMMANDMENT During this phase, each ship has
result of 12 on the dice. a broadside sub-phase, or a
During this phase, each player boarding sub-phase, depending
must secretly program the on whether or not it is in contact
movement of each of his ships by with an enemy ship.
Page 22; replace phase 1 to 4:
Page 19; add: entering it on his Command Sheet.
A game is divided into successive Players first resolve the broadside
SAILBOATS game turns. Each game turn is He can also assign Orders at this sub-phases. Starting with the 1st
divided into several phases, time, by placing the cards face Player, each one in turn
In addition to their characteristics, resolved in order. Some phases down on the ships concerned. designates a ship with a
some ships are designated as Sailing are divided into Sub-phases, each broadside sub-phase and
Ships. A sailboat determines its corresponding to a ship. PHASE THREE: NAVIGATION performs a broadside fire.
Speed at the start of each turn,
adding 6 to the Wind Strength. It PHASE ONE: INITIATIVE & At the start of the navigation When all broadside sub-phases
must also apply some additional FATE phase, each player (starting with have been resolved, players
rules depending on the wind the 1st Player) must make the resolve boardings one after
direction. The players each roll 2D6 and add Command checks for his ships that another or together in the case of
up their results. The player with the have received an Order. multiple boarding actions.
Note: You can cover the value of the Speed highest total gets the initiative for
characteristic printed on the card of a sailboat,
with a post-it on which you will have noted "6 + the turn and must choose which of Then, each ship will perform its PHASE FIVE AND SIX: no changes
W" him or his opponent becomes 1st movement sub-phase, starting
Player. with the fastest ship, and ending
with the slowest. During its
Page 20 & 21; replace the paragraph: In the event of a tie, cancel the rolls movement sub-phase, the ship will
and re-roll until a 1st player is perform the movement listed on
STEP 6: THE WIND DIRECTION designated. its log sheet.
Determine the position of the DOUBLES
If ships come into contact during
compass normally.
If a player rolls a double, he must this phase, they cannot move again
draw and resolve a Fate card this turn.
Then, determine the strength of the
wind at the start of the game by
1: ORDERS 1) Orders of the 1st Player
From the remaining ships, we 2) Orders from the 2nd Player.
3) Movement sub-phase of the fastest
New chapter, add: At the start of the navigation phase, determine the next fastest to be the ship
and starting with the 1st player, one to perform its movement sub- 4) Movement sub-phase of the second-
During the command phase, note players have an order sub-phase phase, and so on until the slowest fastest ship
the desired movement of each ship during which they make Command performed its movement sub- 5) and so on…
by writing it down on its log sheet, checks for ships that have received phase. ++) Auxiliaries of the 1st Player
in the form of a sequence of an Order card. Each Order +++) Auxiliaries of the 2nd Player
distances of movement forward, or successfully given is placed face up, SPECIAL MANEUVERS End of Navigation phase
the direction of the turn. the others are discarded without
revealing them. A ship which performs a special SPECIAL RULE:
Example: 3 '', PT, 4 '', SB, 1 '' is: maneuver has no forward
2: MOVEMENT SUB-PHASES Abilities that say "instead of issuing an
movement recorded on its log
order" are activated during the
3 '' movement forward; sheet, but only the abbreviation of
turn port side; 4 '' forward; It is now that the ships start Orders sub-phase.
the maneuver (ie. DA for Dropping
turn starboard side; 1 '' forward. moving. Carry out their movement Anchor, EJ for Escape Jeopardy, LB
sub-phase one after the other. for Load a Broadside, etc.), its
Note: the effective speed (total effective speed is therefore 0, and
distance programmed), in the Determine the fastest vessel by all these maneuvers will therefore Apply pages 24 & 25 normally, but
column initiative. The effective comparing their effective speed, ie be resolved last, in the order replace the first paragraph with:
speed will determine the order of the sum of the programmed chosen by the 1st Player.
movement of the vessels during the movements (in the sequence When it has to move, a ship resolves
navigation phase, the fastest written on their log sheet, and BOARDED VESSELS the indications written on its
moving before the slower. which you normally noted at the navigation sheet. All commands
end, in brackets). A ship that is struck by another must be applied, even if it causes a
Note: If you wish to strike an cancels its planned movement: it collision or an unfavourable
enemy ship before it moves, you At equal effective speed, a ship cannot move again this turn, even movement for the vessel. Only the
will have to act before it by having having received the order Full if it had not yet completed its turns allow a certain margin of
a greater effective speed, and Speed Ahead! is considered faster. movement sub-phase. adaptation, being able to be between
therefore program a greater If a tie in speed persists between 0° and 45°.
movement than it. several ships, it is the 1st player 3: AUXILIARIES
who decides and designates the SPECIAL RULES:
fastest. Then, the 1st player moves all of his BLOODY REAVER
auxiliaries, one after the other, and Floating mountain:
New chapter; add: The fastest vessel performs its then his opponent does the same. The Bloody Reaver is particularly
movement sub-phase, which Auxiliaries do not have a Command slow, reducing the Wind Strength
During the Navigation phase, solve consists of moving exactly as listed Sheet, orientation, or handling by 1 (to a minimum of 1) before
these sub-phases in order: on its score sheet. When finished, value, they move freely. calculating its speed for the turn. Its
the player crosses the sequence of
Speed characteristic is therefore:
his score sheet to signify that this SUMMARY OF NAV. PHASE 6 + (V-1)
ship will no longer move this turn.
SEA DRAKE Wind Astern or In Irons is RUNNING AGROUND if it had run aground. The ships are
Prodigious design explained on page 28 of the Basic now engaged.
The Sea Dragon is very light and Rules. If the base or part of a ship comes
fast, it adds 2 to the Wind Strength in contact with an island or a The struck ship loses its movement
(up to a maximum of 7) before DETERMINING SAILING SPEED wreck, the ship runs aground and sub-phase for that turn if it had not
calculating its speed for the turn. The speed of a sailboat is its movement ends immediately. already done so. The player must
Its Speed characteristic is therefore determined by the Wind Strength + cross out the movement sequence
6 + (V + 2) 6. This value is determined during The captain must draw Damage from his Command Sheet.
the command phase and is effective cards until he draws a Hull card.
SKABRUS He must apply it and discard the Two colliding ships cannot move
until the end of the turn, regardless
Undead Leviathan rest. until one or the other either
of any Change in Heading made by
The Skabrus has a Speed of 12” only Escapes Jeopardy or is removed
the ship during its movement.
if it does not turn during its STRANDED SHIPS from play.
movement. Otherwise, its speed is Example: With a Wind Strength of 4”,
10. It can therefore move 12" and A ship that is in contact with a piece RAMMING
the sailboats have a Speed of 10” (4 + of terrain is stranded, and cannot
end with a turn. To remember this, 6) during this turn.
move normally, it must first Escape If a ship is moving forward when it
you can underline the characteristic
Jeopardy. The player should note EJ collides with another ship, and the
on the card to remember it, or write SAILBOATS CAUGHT IN IRONS
on his command sheet during the latter has the majority of its model
10/12 instead.
A sailboat caught in irons must Command phase. in the colliding ship's fore arc, it
divide its speed by 2 to determine rams it. The target warship
Pages 26 to 29; replace the set with:
its speed for the turn. Remember Escaping Jeopardy allows the vessel immediately draws D3 Damage
that you should always round all to move away from the obstacle by cards, applying any Hull cards and
MINIMUM TURN
values up. a maximum of 2'' in any direction, discarding the rest.
Whenever a ship's Handling value is without rotating. It cans then
SPECIAL RULES:
greater than its Speed, we assume Example: The same sailboat has Change Heading once (without
both values are equal. This way a suffered speed damage, so its speed is coming back into contact with the
SWORDFISH & HELDENHAMMER
ship cans always Change Heading at 9” instead of 10”. Caught in irons, its obstacle/vessel).
The Heldenhammer and the Swordfysh
least once at the end of its speed changes to 5”.
LEAVING THE PLAYMAT each have a special ability, Sigmar's
movement. Wrath and Ram Attack, which
WIND ASTERN SAILBOATS
If a ship's base reaches the edge of overrides the usual ramming effects,
Example: A ship with a Handling value A sailboat with wind astern can allowing them to potentially do
of 5 has its Speed reduced to 4” by the game mat (the golden border) it
add the force of the wind to its more damage than other ships.
damage. If it moves 4”, it cans still is immediately counted as a loss,
usual speed. It is also forced to
Change Heading at the end of its unless the scenario victory
make a forward movement at least CURSE OF ZANDRI
movement. conditions allow that ship to leave
equal to the force of the wind. We are giving the Curse of Zandri the
SAIL CLASS WARSHIPS play by that edge of the seascape.
same attack as the Swordfysh, to
Example: the sailboat of the previous better balance the game. You can
Sailboats use the wind to move and example, with wind astern, passes at COLLISIONS
copy the text for Ram Attack or just
are therefore affected by specific a speed of 13” (9 + 4) with a add a post-it on the ship card to
effects. To determine if a sailboat is minimal movement of 4". If a ship crashes into another ship,
its movement ends immediately, as remind you. (ex. Ram D6-1).
normally. Otherwise, the ships Escape Jeopardy after running
BLACK KRAKEN SPECIAL RULES: remain in contact and will aground, or even reduce speed to
The Black Kraken's bow being its therefore have to resolve a weave slowly through a narrow
BLACK KRAKEN
tentacles, it does not possess a Lightning Reversal boarding action during the combat passage. All these possibilities are
ramming attack. When it comes into contact with an phase. discussed in this chapter.
enemy ship, the Black Kraken can LOAD A BROADSIDE HALF SPEED
ENGAGED VESSELS
rotate up to 180° to place its
tentacles in contact with the enemy The crew can withdraw from the A ship (after determining its speed
Ships that are in contact with each
ship. When it does, he benefits from fight and resume their post at the if it is a sailboat) can greatly reduce
other are engaged, and cannot
the effects of his Tentacle canons in order to quickly load the its speed to increase its
move or receive Orders. Instead, an
Monstrosity ability. guns and fire a broadside at an manoeuvrability.
engaged ship chooses a directive
escaping enemy ship.
and notes it on its score sheet, in
This ability applies if he wants to The player can note HS (half speed)
place of the movement sequence.
Escape Jeopardy, and in this case, If the opposing ship breaks free, this at the start of the sequence that he
There are 4 possible directives
allows him to move normally after vessel may fire a partial shot will write on the ship's Command
when a ship is engaged:
breaking free. He must therefore immediately after its movement. Sheet. In this case, the ship's Speed is
write EJ on its Command Sheet, divided by 2 (always rounded up),
• Do nothing
then the planned movement. If the opposing ship continues but also its Handling value. It cans
• Escape Jeopardy (EJ)
boarding, this ship divides its therefore Change Heading after a
• Continue Boarding (CB)
CONTINUE BOARDING boarding value by 2 for its next shorter forward movement.
• Load a Broadside (LB)
boarding sub-phase. This represents
To continue the boarding is an the crew who left combat too early Example: A Sailboat with a wind of 4
Doing nothing allows the crew to
offensive choice, the crew only to find themselves and 1 Speed damage has a total Speed
prepare and wait for the enemy to
throws additional ropes and overwhelmed by the enemy assault. value of 9 and a Handling of 5. By going
react. This is the default directive,
grapples and invades the enemy at reduced speed and noting RS on his
there is nothing to note on the
bridge in order to force the Note: If you do not prepare a sheet, these values become: Speed 5;
scorecard.
adversary to continue the broadside and the enemy ship Handling 3.
combat. manages to break free, you will not be
Escaping Jeopardy works just like a SPECIAL RULES:
able to do anything during the turn,
stranded ship. Move the ship 2”
This choice takes effect only if an but if the opponent continues to board SKABRUS, GRIMNIR'S THUNDER
away from the enemy ship before
engaged enemy ship has chosen to you will be very vulnerable and you & CURSE OF ZANDRI
making a Change in Heading.
Escape Jeopardy. In this case, each will not be able to shoot. Oars / Wheels
player must roll all of its boarding These ships move by oars or paddle
Note: This choice makes the ship
dice and use the Captain's wheels, which allows them to pivot
vulnerable to emergency broadside fire
Command Value to resolve the in place. Any of these vessels can
from its opponent or may have no effect
conflict. New chapter, add: rotate up to 90 ° in place rather than
if the opposing crew tries to keep the
moving (just note PS or SBS 90°). If it
ships in contact, but this is the only A ship can do certain specific
If the escaping ship gets at least as has received a Hard-A-Port! or
way to break free. maneuvers to respond to the
many successful checks as its Hard-A-Starboard! Order, it can
situation: drop anchor to repair the rotate an additional 90°.
opponent, it manages to break free
ship or to set foot on an island,
and can perform the maneuver
DROP AND WEIGH ANCHOR they do not have a broadside sub- Debris and shipwrecks are
phase. considered half-obstacles. But ships
A ship that is 1'' or less from a piece of New chapter; add: can only fire Partial Shots over them.
scenery may issue an Anchor order 1: CHOOSE A TARGET These broadsides would be halved
(ANCH). It does not move, even with an During this phase, the ships will and rounded UP.
Order, and receives an At Anchor card. fire broadsides or Board a ship, Each warship can only fire upon a
While At Anchor, Repair Order is depending on the situation. single target per side. A warship Fire-As-She-Bears
automatically successful, no command
stuck between two enemies could In some special cases, a ship can still
check is necessary. BROADSIDE SUB-PHASES potentially fire on both. In this case, fire a broadside despite being
each broadside is considered engaged. To compensate for the
Note that a ship at anchor can fire a
The combat phase begins with the independent, with their own strength of such situations, the
broadside or participate in a boarding
sub-phases of the ships capable of calculations, modifiers and/or broadside is a Partial Shot and
phase during the Combat phase.
firing. Engaged ships cannot fire special dices. rounded DOWN.
and therefore do not have a
In order to Weigh Anchor a vessel
broadside sub-phase, with the All special broadsides must be 4: DETERMINE FIRING RANGE
may issue an Anchor order. He
withdraws his At Anchor card and exceptions of the Orders Fire-As- chosen at this time. Players may
can Change Heading or Move as per She-Bears and Load a Broadside. only use one special action per turn, The result required to hit depends
the Order Card. unless powers indicate otherwise. on the distance to the target.
All broadsides are resolved The maximum range of a broadside
ANCHOR TURN simultaneously, the resulting If a warship has multiple enemy shot is 12” away. Range is
damage being applied only once all ships as possible targets in one of its measured from hull to hull, in the
A ship can turn on its anchor to broadsides are done. side arcs, it must designate a single same way you would determine
Change Heading in a confined target it wishes to fire at. line of sight.
space. Turning on the anchor BOARDING SUB-PHASES
(note AT, then PS or SBS) allows a In case of a warship firing on The minimum result to hit is equal
vessel to move 1'', then change After the broadsides have been multiple targets, his 1st Broadside to the distance, in inches, between
heading. It does not take into resolved, the players resolve the token applies to each of his targets the shooter and his target.
account its Handling value, and boarding in progress one after the who is fired upon this turn as all his
its movement ends once the turn other, in the order chosen by the canons are overloaded and not only SPECIAL RULES
has been completed. Since the 1st Player. Each boarding is one side.
anchor will have been used, draw resolved individually. If multiple CURSE OF ZANDRI, GRIMNIR'S
an At Anchor card. ships (3+) are engaged together, 2: PARTIAL SHOT THUNDER & FLAMING
resolve all of them simultaneously. SCIMITAR
An anchor turn can be very Islands and player ships are These ships have special broadsides
practical, but it mobilizes the crew considered obstacles. If more than with special effects, and for which a
a lot, so it is impossible to receive half of a ship’s model is hidden, it is die recognizable from others must
an Order in the same turn. Page 30 to 33; replace these paragraphs: considered out of LoS. If more than be rolled. These special broadsides
half is visible, the broadside is have an extended firing arc at the
Note: Contrary to what is indicated in considered a Partial Shot. bow of the ship. It is possible to
point 1, the ships engaged or having shoot this special broadside
started the turn engaged do not fire,
independently of the others (see distance to determine the hit score. Anchor – This order if successful
Choose a Target). It is therefore impossible to hit this As already stated, a ship having aloud a ship to drop/weigh anchor
vessel if it is beyond 6” distance. received the order Full Speed Ahead without losing is movement sub-
5: ROLL TO HIT moves before the other, in the event phase.
FIRST BROADSIDE TOKEN of an initiative tie.
For each broadside, roll a D12. If
the result is equal to or greater A warship with a First Broadside Fire As She Bears! - A ship which
than the range, the dice inflicts a token must use it while firing (max 1 comes into contact with an enemy
Page 42 & 43; modify the second
hit. per turn). It gives a bonus of +1 to ship cannot normally fire a
paragraph from:
the result of each die. Discard the broadside during the Combat
A natural result of 1 on a die is token once use. phase, the crew being too busy with
DEPLOYING AUXILIARIES
an automatic failure; any the boarding in progress.
bonuses cannot change this However, if the order has been
If a vessel attempts to deploy a cog
result. given successfully, this ship may
auxiliary while moving at half speed
still fire a broadside during the
Page 37 to 39; replace this paragraph: (HS) or anchor turning (AT), the cog
SHORT RANGE SHOT navigation phase, when an enemy
capsizes on a roll of only 1, instead
ship comes into contact with it.
GIVING ORDERS of 1 at 3 as when moving normally.
If the target is within 6” of
maximum distance, firing is To give an order to a ship, the player If this order is not used during the
performed at close range and must write the order in the specific navigation phase, that ship may use
benefits from the following bonuses: case on the Command Sheet. it to interrupt the combat phase and
Multiple ships can have the same perform its broadside sub-phase
If the target is within 6”, a close- order. just before an enemy ship that has
Page 95; add:
range shot is fired and benefits from designated it as target.
the following bonuses: At the start of the Navigation phase, Islands and wrecks are more than
take a Command check for each ship This order stay in play until trigger
just scenery; they are game elements
Raking Fire - the +1 bonus for that has received an Order. If or another order is given to the ship
in their own right. If the players
Raking fire (page 32) applies under successful, the order has been given agree, each item follows the rules
the same conditions as provided by successfully, and you may use the Hard-A-Port! / Hard-A-Starboard!
given in the corresponding number
the basic rules, but only at close - These orders work in the manner
corresponding card. If this fails below.
range. nothing happen; the crew doesn’t prescribed by the rules. This turn
does not have to be entered on the
understand your order. If the scenario indicates a particular
Critical Hit - a roll of 12+ results in 2 command sheet; it can be used at
rule or game effect for a scenery
hits instead of 1. Full Speed Ahead! - This mandatory any stage of the movement.
element, then the scenario rule
additional movement takes place replaces the usual rule for that
SPECIAL RULES after the sequence written on the Repair - This order works as
element.
Command Sheet. The 2D6s are not explained in the rules, except that a
SHADEWRAITH ship at anchor receives it
added together, but the player must SACRIFICE THE CREW
Half-real automatically if given, with no
choose one of the 2 results and
If Shadewraith is the target of an command check required.
move the ship in a straight line this Several effects require you to
enemy broadside, double the
exact distance. "sacrifice the crew", in which case
the player must draw Damage cards LANDING wound to try to reroll or just 6 - Look at the top 5 fates cards,
until they draw a Crew card, apply sacrifice his crew for no gain. choose two, keep one face down on
it and discard the others. While the fortress is active, landing the side, shuffle the deck and put the
allows you to have a sub-phase of 3: CORPSEFACE CLIFF second one on top of it. You can use
LANDING boarding against it. This vessel will it later when a player (you included)
then not have a broadside sub-phase This island is a magical full of must draw a fate card from the deck.
A ship which begins the turn At as all crew is on land. surprises and secret knowledge. You can make that player draw this
Anchor may Land by noting (LD) on Only 1 landing per boat per game. one instead.
its log sheet. During his movement CONTROLLING THE FORTRESS
sub-phase, he can use the LANDING SWORDFISH
corresponding effect of this game If the Fortress is defeated, a ship Queen of the seas
element. landing here or who just survived Any ship can land on Corpseface Aranessa knows how to command
the boarding against it may sacrifice Cliff, but depending on which the creatures of the deep sea. From
1: CASTLE ISLAND some crew to take control of the captain disembarks the effect will high up on the cliff, her voice
Fortress. Each sacrificed crew is be different: resonates to the furthest confines of
The fortress is in the hands of a transferred to the Fortress (place a the Cemetery. She can immediately
hostile army, which defends the area dice or any marker). The player HELDENHAMMER put an available sea monster into
with lines of cannons. takes control of it permanently until Vision play, and place it within 6" of the
the Fortress is defeated again and The Amber Wizard on the ship island. She is granted control over it,
The fortress has the following another player (or same player) opens a dimensional door into the and it can immediately perform a
values: takes control of it. near future to consult possible movement sub-phase.
Hull 5 Crew 3 futures.
Broadside 2 Armour 4+ 2: VOLCANO ISLAND Roll a D6: On your next turn roll a D6:
1 – Fail, draw and resolve the top 1 – The monster turns against the
At the start of each combat phase, The most bloodthirsty captains do fate card from the deck, wind Swordfysh and, if possible, goes
see which player has a ship closest not hesitate to sacrifice crew to doesn’t change! after it and attacks it immediately
to Castle Island: their opponent can win favour from the dark forces. 2/3 – Look at the top 5 fates cards, (under Dreadfleet control). It then
immediately fire a broadside with choose one to keep face down on the becomes rogue and will follow
the Fortress. LANDING side and shuffle back the 4 others in normal monster rules on its next
the deck. You can use it later when a turn.
ATTACKING THE FORTRESS The captain can sacrifice crew to ask player (you included) must draw a 2/3/4 – The monster turns rogue and
for a favour and take a command fate card from the deck. You can follows normal monster rules.
The Fortress can be targeted with test: make that player draw this one 5/6 – Still under the charms of
broadside fire but ignores the . If it is successful, the player can instead. Aranessa, the Swordfish controls the
bonus effects of close-range shots. from now on re-roll a dice per crew 4/5 – Search the Fate deck for a card monster one more turn before it
sacrificed (max once per turn, not to keep face down on the side before turns rogue and follows normal
The fortress ignores the Damage possible to reroll twice the same shuffling the deck. You can use it monster rules on its next turn.
cards it draws if they are not Hull dice). Gain as many reroll tokens as later when a player (you included)
or Crew cards. crew sacrificed. must draw a fate card from the deck. FLAMING SCIMITAR
. If it is a failure, the captain can You can make that player draw this Growing power
decide to immediately suffer a one instead.
The Golden Mage uses the magical 4/5 – You find a strong current; add Noctilus opens a portal to the other sub-phase, Amanhotep can use a
power of the island in an attempt to +2 to your speed or a free 45° world and summons a swarm of power token to target an enemy in
increase his hold on the spirits he rotation. hungry striges. The closest Grand line of sight and up to 24" away. The
controls. Gain 2 Power tokens. 6 - You find a strong current; add +2 Alliance ship within 12" of the island roll to hit is made by rolling 2 D12
to your speed or a free 45° rotation loses its broadside sub-phase and and adding their result together. No
From now on, Flaming Scimitar can then regain a power token as a must resolve an out-of-phase bonus is applied to this roll. If the
if it still has power tokens roll a D6 reward for your navigator skills. boarding against a D6 crew of target is hit, it suffers D6 hits and
at the start of the Command phase: striges. If it is already engaged, the must draw a Set Ablaze card if it
1 – Overwhelmed by the spirits, you SEA DRAKE striges crew is added to the enemy suffers at least one damage.
lose 1 power token and nothing Spirits of the Wind crew during their boarding sub-
happens, you can’t use any djinn Prince Yrellian can command the phase. SKABRUS
this turn. Spirits of the Wind to gain their Overcharged Lightning
2/3 – You invoke 1 djinn. support. Gain 2 power tokens. After the boarding is done, roll a D6: Skretch Half-Dead revels in the idea
4/5 – You invoke 1 djinn but can 1 – Fail, the striges are still hungry of making his cannons even more
invoke a second one by spending From now on, whenever the wind and attack the Bloody Reaver crew. powerful, using Corpseface Cliff as
one power token. changes direction or strength for Reveal damage cards until you a power funnel. Gain 3 Power
6 – You invoke 1 djinn and may any reasons, the captain can reveal a crew one then discard the tokens.
invoke a second one for free. immediately use a power token to rest.
roll a D6: 2/3 – Their hunger sated, the striges From now on, before firing a
GRIMNIR'S THUNDER 1 – Fail, you upset the spirits of the return to their realm. broadside Skretch can use a Power
Engineers wind, make a command test. If you 4/5 – The striges are still hungry and token to target an enemy in line of
The stones standing at the top of fail you’re cast in iron for your next decide to remain another turn to sight and up to 24" away, roll a D6:
the island are covered with runes movement phase. Nothing happens feast once more. The bloody reaver 1 - Fail, The cannons overcharge and
showing landmarks to those who on a successful roll. can send them attacking again on explode, draw a damage card. If
can decipher them. Thanks to their 2/3 – The spirits of the wind listen the next turn then they return to you draw a Special card, discard it
instruments and these indications, to you, you can choose if the wind their realm. and draw another one.
dwarves engineers can spot sea moves clockwise or counter- 6 – The striges are still hungry and 2/3 - The roll to hit is made by
currents and identify the various clockwise. attack again a second time against rolling 2D12 and adding their result
weak points of enemy ships. 4/5 - The spirits of the wind listen to the same warship or the closest one together. No bonus is applied to this
Gain 2 1st Broadside tokens (max 3) you, you can choose if the wind to the first one (even Dreadfleet) if it roll. If you roll a double the cannons
and 2 Power tokens. move clockwise or counter- has sunk. backfire and you also draw 1
clockwise with +/- 1 space. damage card (opponent still gets hit
From now on, Grimnir's Thunder 6 - The spirits of the wind listen to CURSE OF ZANDRI on a successful roll).
can spend a power token to roll a D6 you, you can choose if the wind Jewel of Mortis 4/5 - The roll to hit is made by
at the start of the Command phase: moves clockwise or counter- Amanhotep captures the cursed rolling 2 D12 and adding their result
1 – You miscalculate your trajectory clockwise with +/- 1 space. Then souls of the island and uses them to together. No bonus is applied to this
getting caught in a riptide. Reduce regain a power token as a blessing overcharge his Jewel. Gain 2 power roll.
your speed by 1D3 for this turn. from the spirits of the wind. tokens. 6 - The roll to hit is made by rolling
2/3 – You find a small current; add 2D12 and adding their result
+1 to your speed. BLOODY REAVER Instead of firing its special together. A +2 bonus is applied to
Striges Swarm broadside during the broadside this roll.
If this is the case, the target ship valuable crew to hire, but also Gain a First Broadside token and
SHADEWRAITH immediately suffers the effect of information, equipment, and place it on your ship, if it does not
Reinforcements from Beyond the Veil ramming, and, if it does not draw everything they need to return to already have one.
Vangheist uses the energy of the any Hull Damage cards, it must the fight. However, the island may
Island to open a passage to the continue to draw Damage cards also be home to riots or hostile and Listen to rumours (1 Trade point)
abyss. An endless line of ghosts until it draws a Hull card then unwelcoming warriors. Draw a Fate card, then discard or
emerge, armed and equipped with discard the rest. return it to the top of the deck.
mysterious tools, and join the ship. LANDING
Gain 2 Power tokens. 4: SKULL ISLAND Well-earned Rest (2 Trade points)
Choose how many of your crew Treat a Wound sustained by the
You can use 1 power token to: The Skull Island exerts a morbid (from the remaining crew on this captain.
- Win 1D3 +1 crew for a boarding torpor on the crew and captains of ship) land, and roll that many D6:
action as you use ghosts from the the ships of the Grand Alliance, 1 – Your crew start a riot and you Consult the Elders (3 Trade points)
abyss to help you ransack. plunging them into disastrous and must resolve a boarding against D3 Draw a Fate card then keep it in
- Repair 1D3 +1 Damages (You can suicidal thoughts. The influence on hostile pirates +1 by extra 1. If you reserve. You can use it later when a
discard an Irreparable card instead the Dreadfleet ships is different; win you can proceed on the island player (you included) must draw a
of 2 others) as the ghosts from the causing a violent and bloodthirsty otherwise you run back to your ship fate card from the deck. You can
abyss bring with them otherworldly hysteria amongst the crew and and can’t do anything else on the make that player draw this one
knowledge and unknown skills to captains, but the result is almost as island this turn. instead.
patch up the Shadewraith. dangerous. 2/3/4 – You win 1 trade point.
5/6 – You win 2 trade points. 6: ROCKY ISLE
BLACK KRAKEN Any ship within 12" of Skull Island
Terror of the Deep suffers a penalty of -1 on all its If you did not roll a 1 or did but win The two rocky isles have no
Tordrek Hackhart inspects the command checks and standard the fight, add up the total Trade additional rules, they are purely
Galleon's Graveyard to locate broadside rolls, and -2 if it is less points obtained and spend them by scenery elements.
marine trenches that will allow him than 6" from the island. purchasing any of the following
to dive to greater depths. He also perks (1 of each max): 7: SHIPWRECKS PIECES
examines the movements of enemy During a boarding action, the
ships, making it easier to spot them Cursed Fleet gets +1 (or +2 if within Recruit crew (1 Trade point) These debris fields make it possible
from the depths. Gain 3 Power 6") bonus crew but gets a crew Discard a Crew Damage card from to recover various materials and
tokens. damage at the end of the boarding your ship. equipment to facilitate ship repair.
phase as while berserk the crew are
From now on, Tordrek Hackhart all out and don’t protect themselves. Repair the ship (X Trade points) REPAIR
can use a Power token before doing Draw Damage cards until you draw Discard a Speed or Hull Damage A ship At Anchor near a wreck can
his command check to get a Crew card then discard the rest. card from the ship for 1pt, 2pts if it gives a Repair Order and performs a
submerged. If the command check is a Double Damage or Special command check:
fails nothing happens and the token 5: LEVIATHAN ISLAND Damage card, or 3pts if it is a Triple . If successful, the ship can either
is lost. Otherwise he can increase Damage card or Irreparable card. remove 2 Damage cards or remove a
the range of action by 2D6 and Leviathan Island is a den of outlaws single Irreparable Damage card.
place the Black Kraken in direct and castaways. Any captain who Prepare for a fight (1 Trade point) . If unsuccessful, you can remove
contact with an enemy ship. stops there can hope to find a only a single Damage card.
1: STATUS X" – X inches forward Broadside value: number of D12 Swashbuckling: number of D6
Resolve ongoing effects and any STB – starboard turn (right) Partial Broadside: Broadside/2 Chance to hit: 5+
Status cards with a red background PT – port turn (left) (rounded up) Wound: If Hits received>Hits given
HS – Half-Speed First Broadside: Bonus +1 Captain is wounded once.
2: INITIATIVE AND FATE Allows you to divide Speed and Roll of 1: Immediate Fail ! Draw: both Captains are wounded
Roll 2D6 for initiative. Draw Fate Handling value in half (rounded up)
card on Doubles. AT – Anchor Turn Chance to hit: value of D12 ≥ range Crew value: number of D6
With an At Anchor card, move 1" Close-range shot: range ≤ 6” Load a Broadside: Crew/2
3: COMMAND forward and turn up to 90° Raking fire: Bonus +1 (rounded up)
Program your float action on the DA – Drop Anchor Roll of 20+: Critical shot Chance to hit: 5+
command sheet. LD – Landing counts as 2hits (roll armour for both) Damages: Hits received - Hits given
Only possible At Anchor. Resolve Draw 1 Damage card for each
4: NAVIGATION the effect of the island or seascape
Give orders (on successful command element.
checks). WA – Weigh Anchor
Move ships following their line of EJ – Escape Jeopardy
actions. Move 2" away from the point of
Move the auxiliaries starting with contact. No broadside phase
the 1st player. CB – Continue Boarding
Prevents an opposing ship from
5: COMBAT Escaping Jeopardy
Alternate broadside shots, starting LB – Load a Broadside
with 1st player. Partial shot if the opposing ship
Resolve boarding actions. Escapes Jeopardy. Half Crew value
if the other Continues Boarding
6: END OF TURN REP – Repair
Check the win/endgame conditions. FIRE – Fire as she bears!
SPD – Full Speed Ahead
ANCH – Drop or Weigh Anchor
H-S – Hard-a-Starboard (Right)
H-P – Hard-a-Port (Left)

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