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Port Guide

BOOK II
8 Port Phase

Chapter VIII
Port Phase

Character Markers

Check out the general index and the full glossary in the Use them to keep track of the Time Units
last pages of BOOK I of each Character (see below). Generally, they
start at position 20 of the time track. They are
also used to represent the Allies you can hire.

Port Event Cards


The port, a place of respite where pirates make their wishes come true.
The port, a place where you can toughen up and equip yourself to try
to survive the dangers of the darkest corners of the Caribbean. A place
to go to tell stories at the tavern by the fireplace, or to bet on craps.
Where you will rest and heal while listening to rumors about what is
going on in the village. You can repair your boat, and I’ll be damned!
Even buy a new one. All of this and much more. Welcome to the Port
Phase, me matey.

Port Components

The port phase pools components of the adventure phase and the Each of the five locations on Tortuga Island has their corresponding
voyage phase, whether cards or tokens. However, the components deck of Event cards. These cards represent the activity of the island,
that define the Port Phase are described below. the daily chores of its inhabitants and the hardships they go through.

Port Board
Each time you end your movement at a new location, you must
draw an Event card of that location and resolve it according to
these four pointers:

On this board you will find each of the places of interest in If the Event includes an "If you want" or "If you wish" option,
Tortuga Island, as well as the roads that connect them. Players use you can resolve it, or not, at your choice. In any other case, it
their miniatures to mark where they are at all times. Bordering the must be resolved and then discarded.
locations is the time track.
Weather : some Event cards have a Weather icon . This
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icon may be used in conjunction with some game effects,


especially certain skills that reference this icon. Whenever
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you draw a card with this icon, follow the description of the
5 corresponding effect(s).
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Persistent : some Event cards can be long-lasting. If the
7 card has the Persistent icon , it means that you should not
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discarded and it remains in play until the end of the Port Phase
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7 or as long as indicated on the card, whichever comes first.
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Some Events feature a keyword written in bold italics. When


7 2 you draw a new Event with the same keyword as a previous
Event, specific effects are generated and resolved as described
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on the Event cards.
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Certain Events may garner you the Approval or Disapproval


of certain individuals who can teach new skills to the Pirates they
take on as apprentices. Both the Approval and Disapproval
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of any of these individuals expire at the end of the Port Phase,


unless they become permanent due to an Event or Rumor.
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Disapproval: if you garner the Disapproval of any


1 Pirate Ship 5 Madame Claude’s Manor individual, you will not be able to learn anything from that
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2 Docks 6 Tavern individual until the next Port Phase. If you get the Approval
3 Market Square 7 Roads and then garner the Disapproval of an individual, or vice
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versa, the Disapproval prevails.


4 Chapel 8 Time Units track
Approval: conversely, if you get their Approval, you can
subtract 10 and 10 from the cost of learning a skill from

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that individual, during the entire Port Phase.


Port Phase 8

Assignment Cards Time Units


Although the Captain holds During the Port Phase, Pirates have a limited shore leave before
authority among their crew, the the weather becomes favorable again to set sail on a new Voyage
Captain is under the protection Phase. Therefore, they must account for the time available to them
provided by the Brotherhood of the by using Time Units .
Coast Guild, the infamous coalition Virtually all activities are time-consuming on Tortuga Island, from
of scoundrels that promotes piracy moving between locations to long hours of training and honing
against the interests of the Old skills. When an effect tells you to spend , you must move your
Continent. Character token down the time track a number of spaces equal to
Thanks to the Guild's extensive contacts, the Captain can prove the amount of spent.
their worth by accepting assignments of various kinds and thus But watch out! Being late for reembarking is a serious affront to
increase their Personal Booty and Fame. the crew and your Captain. If your are reduced to zero before
Assignment cards can be obtained at the Docks (see pg. 5). you have returned to the Pirate Ship, you lose 5 . For Tortuga!

Rumor Cards Unconscious


The people of Tortuga Island often
If your Pirate falls during the Port Phase due to receiving the
gossip about their neighbors, and
last or by the direct effect of an Event, you immediately lose 5
if you eavesdrop on the locals'
and 5 . Next, place your Pirate on the Pirate Ship, discard all
chatter, you can offer your help and
of your and end your turn immediately. If due to falling your
get a cut for it. But beware! If you
Pirate arrives after you run out of , you do not receive another
agree to do something, you'd better
penalty for being late for boarding.
follow through if you don't want
your reputation to be tarnished by
breaking your word.

Rumor cards can be obtained at the Tavern and, even more easily,
at the Manor (see pg. 8 and 9).

Important Concepts

Before going on to describe the dynamic of the Port Phase, it is
worth explaining certain concepts that are relevant to this phase.

Personal Booty

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These are the coins your Pirate earns through adventures, their
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Salary, Events, schemes, etc. These coins can be spent on anything
you wish, from shopping at the Market Square, to donating a
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portion to the Crew's Booty, to bribing another player.

Crew’s Booty
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This is what the Captain earns by trading Goods tokens and


completing Assignments for the Brotherhood. This booty can
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only be spent on acquiring Good tokens, making repairs and


purchasing upgrades for the ship, including the purchase of a new
ship, and hiring .
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In Solo Mode, the Captain can also use the Crew's Booty to
hire and pay for Allies. 
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8 Port Phase

Setup

If your Pirate does not have enough to pay any of
the compensations in points 6 and 7, it will be deducted
1 Setup: place the Port Board within easy reach. from your next Salary.
Place the Character markers, only the Pirates, on 8 Allies: put the Character markers that are not in play into
position 20 of the board's time track.
a bag or container to represent the Allies that are available
for recruitment. Hired Allies don’t play the Port Phase, but
Allies do not play the Port Phase, unless
rather enjoy their booty on their own. If you have paid the
otherwise indicated on their Ally Cards.
Salary and Fame of an Ally, at the end of the Port Phase
they will be available on board again, with no . You may
All players start the Port Phase by placing their miniature on
pay them at any time during the Port Phase, not necessarily
the Pirate Ship. The Pirates keep the and they had upon
at the start, but obviously before the end of the phase. If
completion of the previous phase, as well as all the and
you do not pay their Salary and Fame, discard that Ally.
noted on their respective Record Sheets.
2 Events: shuffle each Event deck separately and place the 5 Note: the "Noble Rebel" Kickstarter promo character is an
Event decks next to the board. exception to this rule. This Ally may play the Port Phase and
grants for Captain-only actions.
3 Market: separate all Rum and Brew cards 3.1 from
the deck of Gear cards and place them by the Port
Board, then shuffle the deck of Gear cards (but don’t
include the exclusive cards with a Character icon).
Important! when playing the first Port Phase of the
Next, draw 8 cards from the Gear card deck and form a face- "Shadows of the Caribbean" campaign, the Captain will
own a Pirate Ship called "The Southern Lady". It is
down pile by the Port Board. This will be the Market deck 3.2
recommended that the Captain notes down the attributes
and is kept hidden. Finally, draw another 4 cards and place
of "The Southern Lady" on their record sheet before
them face down near the Captain 3.3 . This second pile can only starting the Port Phase (see book III, pg. 6). You can
be seen by the Captain when 'Haggling' (see Haggle, pg. 6). then manage what kind of upgrades you will need for the
Voyage Phase.
The rest of the Gear card deck represents the Black Market 3.4 .
4 Rumors: Pirates who have completed a Rumor card receive
the reward (if they ) or penalty (if they ) and return
the resolved cards to the Rumor card deck. Next, shuffle
those cards and leave the deck face down by the Port Board.

Note: remember that not all Rumors can be resolved in all


phases (for instance, they might require a specific type of Enemy
or tile). In that case, keep the card without applying any rewards
or penalties.
5 Assignments: if the Captain has completed an Assignment 2
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card, they receive the reward (if they ) or the penalty (if they
), and return the card to the Assignment deck. Next, shuffle
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those cards and leave the deck face down by the Port Board.
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Note: it should be noted that these results apply to the Pirate


who held the Captaincy when the Assignment was completed,
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not necessarily to the Captain who accepted the Assignment nor


the current Captain.
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6 Compensation: Pirates who have suffered a new Permanent
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Injury since the previous Port Phase that does not force them
to retire, receive 5 from the other Pirates' Personal Booty, if
possible (see Permanent Injuries and Retirement, book I, pg. 32).
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7 Matelotage: if you have retired your Pirate from the campaign,


you can give your new Character half of their and a non-
starting item of your choice from among those listed on your
Record Sheet. In addition, all other players must pay 10 from
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their Personal Booty to the retiring Pirate. This amount does not
go to any player and is simply subtracted from their Personal 3.1.
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Booty. If your Pirate has lost an Ally in the Adventure Phase,


you must also pay compensation equal to the Ally's Salary. 5 4 3
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3.2. 3.3. 3.4.

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Port Phase 8

Port Phase Sequence


In the Port Phase, during your turn, your Pirate may spend Remember that if you haven't returned to the Pirate Ship
to move and/or perform a single action at their location, or before your are reduced to zero, you will lose 5 .
vice versa.

The Port Phase starts with a first Round during which the Captain
will play first and can move and carry out an action. Next, the
Pirate with the most moves and performs an action, followed You now know how to play the Port Phase. Next, you will learn
by the second Pirate with the most , and so on. about the different locations, which will help you understand where
to go and what you need to do. In one of them, I found my favorite
Once all Pirates have played their first turn, the turn order hook and peg leg.

Locations
changes and will be determined by the amount of spent,
starting with the player who has the most left to spend, and
then moving on to the next player in descending order. This

Docks
means that your Pirate cannot spend more until the other
Pirates have matched or surpassed you in spent. In case of a
tie, the Captain decides.

When moving, your Pirate may choose to move to any location


by following the path marked on the Port Board. To do so, you
must spend the indicated on each path.

For instance, your Pirate can move from the Pirate Ship
straight to the Tavern, by spending 3 (1 to go to the "A safe harbor will shield you from the storms at sea."
Docks, 1 to go to the Square and 1 to end up at the Tavern).
This is considered a single movement, so you could still Popular saying.
perform an action. 
At the Docks you can repair your ship and upgrade it, or learn new
Shooter skills. A great place to train with the gun and make good money!

Collect Salary: any Pirate can collect their Salary at the Docks, by
But be careful, every time you end your movement at a new simply spending 1 . The Captain receives a Salary of 50
location, you must draw an Event card from that location instead of the amount indicated on their Character Card and, in
and resolve it. If an Event card changes your location, do not draw addition, they receive 100 for the Crew's Booty, which can
another Event card unless specified on the card. only be used for general expenses of the crew, and never for
their own personal use.

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In the above example, at the end of your movement to the
Tavern, you would draw a card from the corresponding deck. Remember: in Solo Mode the Captain can also use the
Crew's Booty to hire and pay for Allies. 
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In case your Pirate's turn started at the Tavern and you want
to draw another Event card from the Tavern, you would have
to spend 1 to leave the location and 1 to re-enter it.
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Grace Jennings: any Pirate can ask Grace Jennings about her
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legendary shooting skills. If you spend 7 and whatever amount

End of the Port Phase


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of and she asks for, you can learn Shooter skills (see pg. 19).

All other actions can only be performed by the Captain.

The Port Phase immediately ends for your Pirate as soon as your Rest: the Captain can take a break in the Brotherhood at
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Character marker passes square "1" on the time track. the Docks. You can spend 1 to either recover 1 and
discard 1 , to discard 2 , or to recover 2 . The Captain
Your Pirate may return to the Pirate Ship at any time by spending can spend several to benefit from these effects multiple times.

Assignments: the Captain can also spend 1


the corresponding , effectively ending your Pirate's Port Phase.
to draw an
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Two Pirates aboard the Pirate Ship, either at the beginning Assignment card. If the Assignment is not to their liking, the
or at the end of the Port Phase, may trade and any Captain may discard it and draw another Assignment card
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Gear cards they wish (except their starting Gear cards). on a later turn. As a rule, the Captain can only have one
active Assignment until they either succeed or fail miserably
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like a landlubber. 
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8 Port Phase

Repair the ship: the Captain can have the ship repaired, by simply Some attributes show two values. The first indicates the starting
spending a single to arrange the repairs and paying according value, and the second, in parentheses, indicates how much this
to the repairs needed: 50 per sail and 25 per Impact on attribute can be upgraded.
the «Hold» that you want to repair.

Trade: the Captain can trade to sell the Goods "acquired" during
When you buy a new ship, you can keep the and Goods
you had on the previous ship. However, the Sails, Cannons and
your travels or to buy Wood, Supplies and Rum for the next Upgrades that the old ship had are used to bargain the price of the
Voyage. By spending 2 , you can trade according to the new ship and establish the quoted price, so they are lost.
values in the following chart, both to buy and sell:

Goods Price Goods Price


To upgrade your ship, the Captain uses their action, spends 1
and as much as required for upgrading. These upgrades
can transform your battered ship into a fearsome adversary and a
better place to live at sea.
Gold and jewelry 100 Supplies 10
Metal 50 Rum 10 If the Captain doesn’t have enough money to buy an upgrade
and doesn’t have the Debtor state, they may take out a loan
Fabrics and spices 40 Sugar 1die x 10
for the amount needed (max. 50 ), and gain the Debtor
Tobacco 30 Wood 15 state from the next Port Phase onwards. The Debtor state
Prisoners* 25 is held by the Captain, who can repay it with the Crew's
Booty and does not lose the Debtor state even if the captaincy
changes. Monsieur Fontaine is the one who grants this loan
(see Loans, pg. 8).

Expand Hold (50 ): increase the capacity of your ship's «Hold»


*Prisoners cannot be sold, but you receive 25 for each Prisoner
token you deliver, as a reward from the Brotherhood for freeing them.

Upgrade/Buy ship: the Captain can decide whether to buy a new by 1. Don't forget to check the maximum «Hold» capacity
allowed on your current ship. 

Bilge Pump (100 ): once per turn, at the «Main Deck», the
ship and sink the coral reef that is your ship, or to simply upgrade
the one you already have. To buy a new ship, the Captain uses
their action, spends 1 and as many as required depending Captain along with a can use the Pump to remove all the
on the desired ship. These are the ships available: dirt. Increase by 1 the fatigue of said . If it is a Character who

Type Sails initial Hold Cannons Price Speed


uses the Pump, they get +1 to their roll to reduce the dirt by

of ship (maximum) (maximum) initial


1. In both cases, using the Bilge Pump counts as an action, so
no additional actions can be performed.

Schooner 4(5) 6(8) 2 150 +1 Diving Bell (70 ): when an Enemy ship is sunk, on the
following turn the Captain may use the Diving Bell to retrieve
Brigantine 3(6) 7(9) 3 200
Goods tokens from the sunken wreck. The Captain, or a
Frigate 2(7) 8(10) 4 250 -1 Character of their choice, can make a 4 roll during the
Tasks step:
: the Character gains 2 and draws 3 Goods tokens. Sugar,
Supplies, Prisoners and Tobacco tokens are discarded and
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replaced by new Goods tokens.


: the Character gains 1 , draws 1 Goods
token and returns to the «Cabins».
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The chosen Character is placed at the «Main Deck», they


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cannot refuse to perform the task, and will count this task as

Cannon (100 ): add 1 new Cannon token to the «Hold»


an action.
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(maximum 5).

Signal Codex (35 ): during the next Voyage Phase, the


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Captain may use this upgrade one time after an Aggressive


or Passive Enemy ship spawns, or during the preparation
of an Assignment that involves an Enemy ship. To use it,
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your Pirate Ship must be outside the Area of Effect of any


Enemy ship other than the target. If that’s the case, that
Enemy ship becomes Neutral for as long as the following
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requirement is met: your Pirate Ship cannot attack any


ships within the Area of Effect of the Signal Codex’s target
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(including the target itself). If this happens, the target is


alerted and will regain its original Aggressive or Passive status.
Discard after use.
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Port Phase 8

Ram (60 ): if your Pirate Ship enters a space where there is


an Enemy, the Captain may immediately use the Ram to inflict
Market Square
an Impact. The Enemy suffers 1 Impact on the Hold/Body, and
the Character at the «Helm» makes a 4 roll. If they succeed,
the Character gains 1 , otherwise, the Pirate Ship receives an
Impact on the «Hold».

Mortar (100 ): the Captain may acquire a single Mortar for the
«Main Deck» of the Pirate Ship. The Mortar allows a Character
located on the «Main Deck» to fire at an Enemy 2 or 3 spaces
away, in any direction and regardless of where the Pirate Ship is
facing. Unlike the cannons, you can trace the LoS of the Mortar "After bad sailing, the port tastes better".
from any of the vertexes of the Pirate Ship's hexagonal marker.
The attack is made with 2 dice and follows the standard naval Popular saying.
combat rules (see Book III, pg. 17). In the Market Square you can find the delicious rum we pirates love,
learn skills to become a skilled thief, or just get a hook to outshine me.

Stock Up: your Pirate can spend 1 to buy any number of Rum
and/or Brew cards by paying the corresponding .

Remember that Rum and Brew cards occupy half a space when
calculating the item limit of your Character's equipment.

Haggle: spend 1 to look at the hidden cards in the Market and


buy any you want (but pay their cost, don’t be a scallywag!).
If you are the Captain, in addition to the 8 cards in the Market
accessible to all Pirates, you can look at the 4 Captain-exclusive
Gear cards. When this deck runs out of cards, do not replenish
it. You can also sell non-starting gear at half its value. These
cards are returned to the Black Market deck, which must then
be shuffled.

Search for Equipment: spend 1 to make a 4 roll. For each


you get, you can draw a card from the Black Market deck.
If you want to buy any card you draw, you must increase its
The image shows the entire area within the attack range of cost by half its value to buy it, or what did you expect?
the Mortar, including the spaces in green (water areas that This is the Black Market, you rapscallion! For instance,
can be attacked) and blue (land areas that can be attacked, if you want to buy a dagger priced at 15 , you must pay
but only against certain Enemies). Finally, the squares in 23 (15 + 8, since you must always round up).
red are those that cannot be attacked because there are not
within the ship's LoS. The remaining unpurchased cards are returned

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to the Black Market and the deck is reshuffled. ES
If your Pirate does not have enough money to acquire

Ammunition (10 ): there are two types of special ammunition


Gear and does not have the Debtor state, you may take out
a loan equal to the amount you need (max. 50 ), and
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that can be used by cannons: chainshot and grapeshot. To use gain the Debtor state from the next Port Phase onwards.
it, a Character must be on the «Gun Deck» and the Captain Monsieur Fontaine is the one who grants you this loan (see
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must declare the use of this ammunition before firing. Only 1 Loans, pg. 8).
ammunition change is allowed per Firepower Roll. In addition,
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these types of ammunition can only be used against enemy


ships, not against sea beasts. Discard it at the end of the Voyage
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Phase if it was declared for use.

a) Chainshot: can be fired once per Firepower Roll from the


Remember: if your Character already has the maximum
number of items allowed and gets additional items, you
«Gun Deck». If you , the Captain must assign 1 of the must discard the cards that exceed the limit.
successful Impacts to the Enemy's Sails, without rolling to
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determine where to assign that Impact.

b) Grapeshot: can be fired once per Firepower Roll from the


«Gun Deck». If you , the Captain must assign 1 of the Maggie: you must be careful with Maggie, she is an inveterate
thief, but if you spend 7 to be by her side, and whatever
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successful Impacts to the Enemy's Combat Capacity, without


rolling to determine where to assign that Impact. amount of and she requests, you can learn very valuable

Auxiliary Sail (100 ): increase your ship's Sails capacity by 1.


Rogue skills (see pg. 12).
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Do not forget to check the maximum Sails capacity allowed by


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your ship.
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7
8 Port Phase

Prosthesis: spend 1 and 10 to buy a brand new limb Marie Laveau: last but not least, you can also meet the witch Marie
and remove a Permanent Injury penalty. These items are not Laveau. Much has been said about her in the darkest corners of the
represented by cards, you must write them down on your port. She is said to have powers beyond human comprehension
Record Sheet: and that she knows voodoo. A true sailor like me does not believe

a) Hook: if you have a Permanent hand injury, you can buy a


such hogwash, but if you are really gullible and let yourself to be
duped, spend 7 to be by her side, and whatever amount of
hook that also works as a weapon and inflicts 1 . In and she requests, to learn Mystic skills, although these skills are
addition, it allows you to use two-handed weapons, but with not available to everyone (see pg. 16).

Madame Claude’s Manor


a -1 penalty to combat rolls with such weapons.

b) Eye patch: if you have a Permanent eye injury you can buy an
eye patch, which increases your by one point.

c) Peg leg: if you have a Permanent leg injury you can buy a peg
leg, which allows you to recover 1 .

Saint Telmo’s Chapel

"Lust will swallow you up faster than the sea."

Great pleasures await you at Madame Claude's manor, but they


will make you forget how quickly time flies. But fun, proper fun,
requires money... unless you are the Captain. Whenever you enter
the manor you must pay 7 . The Captain does not need to pay
to enter the manor. I know, me hearty, I know, Captain's privileges.

Card game: your Pirate may spend 2 and bet between 5 and
"Saint Telmo - patron saint of sailors". 10 to make a confronted roll against the dealer. The
Popular saying. dealer's value is 3. If you win the confronted roll, you receive
double your bet. The dealer wins in case of a tie.
The chapel is the place where a pirate goes to confess their sins or to
seek atonement for the souls of those who died under their sword. Your Pirate may try to cheat, using your or value instead
Come on, me matey, it's time for your soul to rest and your bones to of the value but, if you fail the roll, you are caught cheating
get a moment of respite. and expelled from the Manor. Your Pirate cannot perform any

Charity: at the Chapel you can spend 1


other actions at this location, you lose 5 , suffer 1 , and you
and 2 for charity. may not re-enter until the next Port Phase.

Listen to Rumors: the Manor is also great to know what is going


This allows you to discard 1 or recover 1 .

Atonement: if you are Cursed you can spend 1 plus some on in the island. Spend 2 to make a 4 roll. If you , draw
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to atone for your sins. Choose your penance and, if you fulfill it a card from the Rumor deck, and decide whether to keep it or
to the letter, return to the Chapel in the next Port Phase to get discard it.

Luxury Treatment: spend 1


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rid of the Cursed state:


and 10 to recover all your
Penance for the Greedy: pay 40
. During the
and discard all . What more could you ask for?

Loans: at the Manor, Monsieur Fontaine can give you


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next Adventure Phase you cannot get any rewards


from Fallen Enemy tokens.   
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a loan if you are short on money. Spend 1 and


NOTE: this refers only to standard token rewards, such as gold 1 to get 5 . For each extra or , Monsieur
or Search cards. However, your Pirate may pick up the tokens Fontaine gives you another 5 , up to a limit of 50 .
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by renouncing such rewards, but will still earn any other benefits You get the Debtor state in the next Port Phase.
described in Story Moments and the like.
Penance for the Wroth: pay 20 . During the next Adventure If you want to remove the Debtor state, you must return to the
Phase you cannot perform offensive actions against an Enemy Manor and pay Monsieur Fontaine what you owe him (paying
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that has not previously attacked you.   7 to enter if you are not the Captain, naturally). Spend 1
and pay back 6 for every 5 loaned.

Francisco Carranza: finally, the Manor is home to Francisco


Penance for the Prideful: pay 30 . During the next Adventure

Jerôme Feuilet: here you can meet one of the smartest people I
Phase you do not gain by defeating your Enemies.
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Carranza, a famous Spanish fencer. Spend 7 to be by his


have ever met, Jerôme Feuilet, doctor and thinker. Spend 7 to side, and whatever amount of and he requests, to learn
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stand by his side, and whatever amount of and he requests, Duelist skills (see pg. 13).
to learn Scholar skills, which will be very useful in your short
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seafaring life (see pg. 15). 


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Port Phase 8

Listen to Rumors: with ale running freely, everyone’s tongue is


Tavern loosened. If you spend 2 and pass a 5 roll, draw a Rumor
card and choose to keep it or discard it. If you keep it, you
cannot draw any more Rumor cards until you complete the
mission or fail like an old landlubber. If you succeed, you will
receive the reward once you return to Tortuga Island. 

Gerrit Jensen: however, you should be careful if you meet Gerrit


Jensen. A fighter since he was a child in order to survive on the
streets, no one uses their fists like him. If you spend 7  to be
by his side, and whatever amount of and he requests, you
“Yo-ho-ho... and a bottle of rum!”. can learn Rowdy skills (see pg. 17).
Popular song. Hire : only the Captain ("rank, me matey, rank!") may hire
a Group of Pirates . The Captain inspires trust and is well-
What better place for a pirate than the Tavern? Good fun, a hot known throughout the Caribbean, who better to convince
meal, gambling, and great booze if you can afford it; but this is why people to join your crew? The Captain can spend 1 and 30
you became a pirate, isn't it? To spend your booty!

Storytelling: like the mighty fine Pirate you are, you can tell
from the Crew's Booty to add 1 to the crew. 

Gambling: and of course, you can gamble at the Tavern


great stories with a mug of ale in your hand by the light of ("what would life be without a bit of chance, without some
the fireplace. Simply spend 2 and make a 6 roll. If you dice?"). You can spend 1 and choose between two game
succeed, you gain equal to the amount by which the roll tables. In the first game (table A) you can wager 4 on a
was surpassed. You can spend up to 3 before rolling to add successful , or 4 roll. If you pass the roll, you get
+1 to the roll for each coin spent. back your bet plus half of your wager (i.e. you receive 4 +2).
In the second game (table B) you can wager between 1 and 5
on a successful , or 5 roll. If you pass the roll, you
receive double your bet.
When you tell a story, if the final result of the roll is a 9,
the difference between 9 and 6 is 3, which is the amount
of you gain.

Hire an Ally: the Tavern is the perfect place to hire Allies. A free
round of ale guarantees everyone’s attention. Spend 3 and
make a 4 roll. For each success obtained, draw a Character
marker from the Ally bag. Choose an Ally to hire among the
ones you drew, provided that you do not exceed the crew limit
(5 including Pirates and Allies):

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If your is equal to or higher than the Ally's, pay their Salary ES
and their cost to add them to your party.
If your is lower than the Ally's, pay an additional 3
and 3 per point of difference to hire them.
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Don't forget that you can only have one hired Ally at a time. If
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you hire a new Ally and you already have another one hired,
discard the first one and return the Character marker to the
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Ally bag to make it available to the other Pirates.


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In Solo Mode, the Captain may hire up to four Allies for


the Voyage Phase, although only three can be used in the
Adventure Phase. Before starting the Adventure, the Captain
IN

must decide which three Allies will tag along with them.
K

Remember that you must pay a Salary and Fame to your hired
R

Ally in every Port Phase. Doing so is not considered an action


and can be done at any location by simply paying the and
O

cost of that Ally If you finish the Port Phase without making the
payment, you must discard the Ally.
W

9
9 Feats, Classes and Skills

Feats, Classes and Skills


CHAPTER IX

Feats
Below, you can see the Feats chart, with the name of each Feat, its
cost in and , its prerequisites and benefits:

Bravery
Every self-respecting pirate dreams of fame, gold and recognition;
Complete
of their enemies trembling at the sound of their name; of being 4 Adventure Discard 1 at the
75
recognized by all sailors when they hoist their flag, and of all Phases with start of the
75
scoundrels longing to enlist on their ship; of bathing in gold and total Success Adventure Phase

Fame
jewels, and of their legend lasting through the centuries.
90 Complete 2 You don’t have to pay
Feats are the accomplishments that will help your Pirate on their 90 campaigns to enter the Manor

Luxury
way to achieve their greatest desire: to become a Legendary Pirate.
Have a buried Recover 1 at the
Once your legend has been established, your Pirate can retire 110 treasure with start of the
with the respect and admiration of the people, to enjoy the rest of 110 more than 100 Adventure Phase

Leadership
their days, and the riches and fame earned during their years of
Successfully
adventures. And who knows? one of the seats on Tortuga’s Pirate During their turn, the
130 complete
Council may soon be open... Captain gains 1 extra
130 5 Assignments
Command Point.
During the Port Phase, at any time when the prerequisites are as Captain
met, your Pirate may spend the and cost to accomplish a Retire your Pirate

Legendary
Feat and obtain its benefits, at any location and without spending with the highest

Pirate
. Write down the Feat on your Record Sheet. Obtain the honors. You can do
150 4 previous Matelotage with your
Each Feat you accomplish increases your Pirate’s capacity 150 Achievements new Pirate and learn
to learn Special Skills by 1. a free skill from the
retired Pirate.

Classes
Each Pirate has one or two assigned classes that categorize them
into a set of traits and techniques linked to their background.
Some Pirates have more than one class, these Pirates are known
as multi-class Characters. These Pirates have access to a greater
W

amount of skills, but at a slightly higher cost because they are not
as specialized as others.
O

Special Skills
R
K

Some Special Skills require more effort on the part of your Pirate
to learn, and are limited by your Character's .
IN

In the rulebook, Special Skills are marked with the icon in


front of their name. Each new Special Skill your Pirate learns
occupies 1 slot of your , thus limiting your capacity to learn
new Special Skills.
PR

If your Pirate has learned as many new Special Skills as your


value, you cannot learn any new skills of this type nor can
you forget already learned skills to make room to learn others.
O

When your Pirate learns a Special Skill, due to a game effect or


a card, and you have no space available for it due to your ,
G

you cannot learn it.

If your Pirate's value is reduced, you do not lose any Special


R

Skills already learned.


ES

The initial skills printed on your Character Card do not count


towards this limit.

10
S
Feats, Classes and Skills 9

Prerequisites
Skill costs are shown as follows:
: X / X+15 / X 1.5 | : X / X+10 / X 1.5
Some skills have Prerequisites in order to be learned. These The first value is the cost for Single Class Characters. The second
Prerequisites usually range from possessing a minimum value in value is the cost for Multi-Class Characters. And finally, the third
one of the Character's attributes, to having learned a skill that value is the cost for Characters who don’t have the appropriate
grants access to new techniques.

Permanent Injuries: if you receive a Permanent Injury that reduces


class, and who must pay 1.5 times the normal cost to learn it.

one of your attributes below the prerequisite of a skill you have


already learned, don't worry! You can continue using the skills

Elusive
you already know. However, you will have to stick to your new Rogue Skill - Elusive:
attributes when it comes to meeting the prerequisites of any
new skills you wish to learn.

Synergy
Prerequisites: 3
: 100 / 115 / 150 | : 60 / 70 / 90
.You need at least 3 to learn this Rogue Class skill. If the
Cabin Boy wants to learn this skill, it will cost him 100 and
Some skills are linked to each other, favoring their learning, and 60 since he belongs to the Rogue class only. If the Avenger
thus their use. This is known as synergy. It is also possible that wants to learn it, it will cost him 115 and 70 since
a special synergy may occur if there is another Character in the the Avenger is a Multi-Class Character. Finally, if the Lookout
group who can teach you the skill you wish to learn (see below). wants to learn this skill, he can learn it as he has 3 but he

Master and apprentice


must pay 150 and 90 , since he does not belong to the
Rogue class.

The Pirate who wants learn a skill in the Port Phase (the apprentice)
may subtract 15 and 10 from the cost of that skill if another
crew member (the master) already knew that same skill. That is,
newly learned skills in the same Port Phase do not count.

In return, the Character who already knew it gains 5 at no


cost to themselves. If there are several Characters that know the
skill, the player who wants to learn it decides who gets the . It is
not necessary for both Pirates to share a location to take advantage
of this synergy.

For the "apprentice" to benefit from this skill cost discount, the
Character acting as "master" must agree to teach them. This
discount is added to any discounts due to the synergies created
between some skills.

Skill Cost
S
ES
R
There are three cost categories:
1. 70 and 50 for low impact or occasional use skills.
G

2. 100 and 60 for medium-impact or common use skills.


O

3. 130 and 70 for skills with a major gameplay impact.


PR

Single class, specialized characters can learn new skills at a


reduced cost. 

Multi-class characters have a slightly higher learning cost due to


dividing their specialization between two categories.
IN

Any Character can strive to learn skills of a class that is not among
those available to them, but the cost will be much higher than
normal. The only exception are Mystic skills, which are only
K

available to the Mystic class.


R
O
W

11
9 Feats, Classes and Skills

Elusive
Prerequisites: 3
: 100 / 115 / 150 | : 60 / 70 / 90

You win ties on confronted rolls if you get at least 1 in your


roll. In addition, you may spend 1 after making an roll to

Unobstructed
add +1 to that roll.

Maggie
Prerequisites: 3
: 100 / 115 / 150 | : 60 / 70 / 90

Rogue Skills
You can move diagonally even if there are obstacles blocking your
movement (see Book I, pg. 16). Also, you get a +1 bonus to your

Play Possum
roll when you perform a ‘Disengage’ action.

Pounce
Rogue skills are taught by Maggie at the Market Square.
: 70 / 85 / 105 | : 50 / 60 / 75

Prerequisites: 4 If you receive more than one from a single attack and you
Synergy: If you have the Acrobat skill, reduce the cost of this didn’t fall , you can Knock Down your Pirate and pretend to
skill by 10 . be dead. The Enemies will ignore you until you decide to stand

Supplier
up again in subsequent Adventure Event Rounds.

Voyage
: 100 / 115 / 150 | : 60 / 70 / 90

If you land on a space adjacent to an Enemy after making a


‘Jump’, you can spend 1 to immediately perform a attack : 130 / 145 / 195 | : 70 / 80 / 105
that knocks down the Enemy, if you , in addition to inflicting If the Captain spends a Supplies or Rum token, you can make an

Acrobat
the standard damage. 5 roll. If you , you prevent the token from being discarded

Observer
and gain 2 .

Prerequisites: 4 Voyage
: 100 / 115 / 150 | : 60 / 70 / 90 Prerequisites: 3

You can make a 'Jump' action when you are adjacent to an Enemy. : 130 / 145 / 195 | : 70 / 80 / 105
Make a confronted roll to move to any empty space adjacent to At the beginning of the Voyage Phase, choose a non-Mystic
your Enemy, if you succeed; also, if you spend 1 extra , you can Voyage skill from any Character aboard the Pirate Ship to use

Charlatan
‘Disengage’. : you are Stunned and remain on your space.

Cautious
until the end of the Phase as if you had it.
W
O

Synergy: If you have the Articulate skill, reduce the cost of this : 70 / 85 / 105 | : 50 / 60 / 75
skill by 10 .
At the start of the Enemy Round, if you have no adjacent Enemies,
R

: 100 / 115 / 150 | : 60 / 70 / 90 you can spend 1 to move up to 5 spaces. If several players want
to use this skill at the same time, only the player who played last
K

Gain 1 permanent . If you spend 1 after defeating an Enemy,

Cat-like Reflexes
during the Character Round can use it.

Articulate
gain double the amount from defeating that Enemy.
IN

Prerequisites: 4
Synergy: If you have the Charlatan skill, reduce the cost of this
skill by 10 . : 100 / 115 / 150 | : 60 / 70 / 90
PR

: 70 / 85 / 105 | : 50 / 60 / 75 Once per turn, after suffering a , you can make an 5 roll. If
you , ignore the attack.
When performing an ‘Insult’ action, choose one or more adjacent
Enemies to add 1 die to your next attack against those Enemies.
O
G
R
ES

12
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Feats, Classes and Skills 9

Pickpocket
Prerequisites: 3
: 70 / 85 / 105 | : 50 / 60 / 75

Once per turn, you can spend 1 to take a Fallen Enemy token
from the supply, if you are adjacent to an Enemy who is adjacent

Chicken Jump
to another Character.

Francisco Carranza
: 70 / 85 / 105 | : 50 / 60 / 75

‘Jump’ actions only cost you 1 . Also, if you fail a roll to jump
over a chasm, you clumsily fall on the other side. Suffer 1 and

Stealth
proceed with your turn as usual.

Duelist Skills
Prerequisites: 4
Duelist skills are taught by Francisco Carranza at Madame
: 130 / 145 / 195 | : 70 / 80 / 105

Ambidextrous
Claude's Manor.
To use Stealth, you cannot be in the LoS of any Enemy. Once
per turn, if you on an 4 roll, you get the Hidden state,
which allows you to move through spaces with adjacent Enemies Prerequisites: 4

Grifter
without engaging with them. Special: If you have lost your dominant hand, you can acquire this
skill and ignore the Prerequisite and the Special Skill limit, at a cost
of 70  and 50 regardless of your class.
Synergy: If you have the Rascal skill, reduce the cost of this skill
by 10 . : 100 / 115 / 150 | : 60 / 70 / 90

: 70 / 85 / 105 | : 50 / 60 / 75 You receive no penalty when using your weak hand (see Attack

Riposte
Types, Book I, pg. 21).
The cost of Gear cards and Allies is reduced by half. Also,

Treacherous
increase your Salary by 5 .
Synergy: If you have the Fencing skill, reduce the cost of this
skill by 10 . 
Prerequisites: Stealth
: 100 / 115 / 150 | : 60 / 70 / 90
: 100 / 115 / 150 | : 60 / 70 / 90
After rolling dice during a attack, you can spend 1 to exchange
When Hidden, you can make a attack and ignore your

Counterattack
one of your results for one of your Enemy's results.

Cheater
Enemy's defense roll. If you do, you lose the Hidden state.

S
ES
Synergy: If you have the Fencing skill, reduce the cost of this
: 70 / 85 / 105 | : 50 / 60 / 75 skill by 10 . 
R
When you receive a attack, you can reroll 1 die from your : 100 / 115 / 150 | : 60 / 70 / 90

Rascal
Enemy’s roll and keep the second result.
G

If you successfully defend a attack, once per attack you can spend
1 to reverse those rolls, so that your defense roll becomes your
O

Seasoned
Synergy: If you have the Grifter skill, reduce the cost of this skill attack roll and your Enemy's attack roll becomes their defense roll.
by 10 .
PR

: 70 / 85 / 105 | : 50 / 60 / 75 Prerequisites: Fencing


During the Port Phase, you may draw an extra Event card when : 130 / 145 / 195 | : 70 / 80 / 105
you enter the Market Square or Tavern. Choose one and discard
IN

During a attack, if you tie in obtained, and you rolled at least 1 ,

Profiteer
the other.

Facecrippler
you win the tie and apply the damage of your weapon a single time.
K

: 70 / 85 / 105 | : 50 / 60 / 75
Prerequisites: Fencing
After performing a ‘Loot’ action, you can immediately spend Synergy: If you have the Precision Slash skill, reduce the cost of
R

1 to double the amount you receive for revealing a Fallen this skill by 10 .
Enemy token.
O

: 70 / 85 / 105 | : 50 / 60 / 75
W

You can spend 1 extra after a attack with a sword or dagger

13
against a Human Enemy. If you do, inflict 1 and gain +1 .
9 Feats, Classes and Skills

Fencing Opportunist
: 100 / 115 / 150 | : 60 / 70 / 90 : 100 / 115 / 150 | : 60 / 70 / 90

Quick Thrust
Add +1 to your rolls with swords and daggers. If an Enemy crosses a square adjacent to you without stopping its
movement to attack you, you can spend 1 to automatically inflict
as many as indicated by your weapon . If you are equipped
with a weapon, you can inflict as many as indicated by your
Prerequisites: 4
weapon if you have the Point-blank Shot skill , or if your
Synergy: If you have the Fencing skill, reduce the cost of this weapon states that you can attack adjacent Enemies. If you use a
skill by 10 .

Parry
firearm, it becomes unloaded.
: 100 / 115 / 150 | : 60 / 70 / 90

When attacking with a sword or dagger, if you roll at least one Synergy: If you have the Ambidextrous skill, reduce the cost of

Feint
critical hit that is not blocked by the defender, recover 1 . this skill by 10 .

: 100 / 115 / 150 | : 60 / 70 / 90


Synergy: If you have the Fencing skill, reduce the cost of this Add 1 die to your defense rolls if you are equipped with a
skill by 10 .

Lunge
weapon in each hand.
: 70 / 85 / 105 | : 50 / 60 / 75

When attacking with a sword or dagger, if you roll at least 1 critical Synergy: If you have the Fencing skill, reduce the cost of this
hit that is not blocked by the defender, instead of inflicting 1 extra , skill by 10 .

Coup de Grâce
your Enemy gets a -1 defense penalty.
: 70 / 85 / 105 | : 50 / 60 / 75

If you get at least 1 unblocked critical hit when you attack with a
: 130 / 145 / 195 | : 70 / 80 / 105 sword, in addition to the extra , you can occupy your Enemy's
space by moving them to an adjacent empty or chasm space in the
If you make a attack against a Stunned or Knocked Down
direction of your movement. If there are no empty or chasm spaces

Skirmisher
Enemy, that Enemy does not roll defense.

Spinning Strike
available, the Enemy is Knocked Down instead .

Prerequisites: Fencing
Prerequisites: Double Slash
: 100 / 115 / 150 | : 60 / 70 / 90
: 100 / 115 / 150 | : 60 / 70 / 90
Ignore the -1 penalty to your dice roll when you make consecutive
If you are equipped with a weapon in each hand, you can

Deck Officer
attacks (see Attack Types, Book I, pg. 21).
make a single attack roll with 1 die less against all adjacent
Voyage

Double Slash
Enemies. Each Enemy rolls defense separately for this attack.
W

: 130 / 145 / 195 | : 70 / 80 / 105


Prerequisites: Ambidextrous
O

When you perform a ‘Battle Stations’ action during a boarding,


aside from adding your or value to the roll of a , roll 1 extra : 130 / 145 / 195 | : 70 / 80 / 105
R

die and inflict 1 to a BE if you (with a result of 5-6).


Once per turn, if you are equipped with a weapon in each hand,
you can perform a attack by spending 3 . Each inflicts the
K

Precision Slash
damage of your two equipped weapons at the same time.
IN

: 70 / 85 / 105 | : 50 / 60 / 75

In any Phase, you may reroll 1 die from your roll and keep the

True Mastery
second result.
PR

Prerequisites: Fencing
O

Synergy: If you have the Lunge skill, reduce the cost of this skill
by 10 .
G

: 100 / 115 / 150 | : 60 / 70 / 90


R

If you on a roll, you can move 1 space to an empty


ES

space adjacent to your Enemy. This movement allows you to


‘Disengage’ from other Enemies without consequences.

14
Also, you cannot be Knocked Down unless you want to be.
S
Feats, Classes and Skills 9

Bosun Voyage
Prerequisite: you cannot be the Captain at the time of
learning this skill.
: 70 / 85 / 105 | : 50 / 60 / 75

You always start the Voyage Phase with 1 extra .

During the Port Phase, you may perform any action exclusive

Jêrome Feuillet
to the Captain (except collecting the extra Salary) as long as you
get the Captain's approval. By performing any Captain-exclusive
action, you gain 1 . Increase your Salary by 10 .

If at any time you obtain the captaincy, this skill ceases to have

Healing
effect. There can only be one Character with this skill in play.

Scholar Skills
Prerequisites: 4

Analytical
Scholar skills are taught by Jêrome Feuillet at the Chapel.
: 130 / 145 / 195 | : 70 / 80 / 105

Once per turn, you can spend 3 to discard 1 or to make


Prerequisites: Fencing an adjacent Character discard it, if they agree. When you discard
another Character’s , you immediately gain 1 and the other
Synergy: If you have the Insightful skill, reduce the cost of this

Scout
Character loses 1 , if possible. 
skill by 10 .

: 130 / 145 / 195 | : 70 / 80 / 105


Prerequisites: 3
You can spend 1 to make a 5 roll. If you , you can cancel
one special ability of an Enemy with whom you have LoS, until Synergy: If you have the Insightful skill, reduce the cost of this
the end of your turn. An ability that indicates “Ignore X” cannot skill by 10 .

Savvy
be canceled this way.
: 130 / 145 / 195 | : 70 / 80 / 105

You can draw an extra Tile token when you explore. Choose one
Prerequisites: 4 to place and shuffle the other one back into the corresponding

Genius
pile. Also, you gain 1 each time you reveal a Tile.
: 100 / 115 / 150 | : 60 / 70 / 90

Knot-tying
Reduce the cost of all skills by 15 and 10 .

Voyage
Prerequisites: 3
: 100 / 115 / 150 | : 60 / 70 / 90
Prerequisites: 3

S
You win ties on confronted rolls if you get at least 1 in your
: 130 / 145 / 195 | : 70 / 80 / 105
roll. In addition, you may spend 1 after making an roll to
ES
Master Poisoner
Add 1 die to any roll you make at the «Rigging», including the add +1 to that roll.

Carpenter
Speed roll.

Voyage
R

: 100 / 115 / 150 | : 60 / 70 / 90


G

Prerequisites: 3
At the beginning of an Adventure, choose one of your weapons
: 130 / 145 / 195 | : 70 / 80 / 105 to poison it. This weapon will cause 1 extra until the end of
O

the Adventure.
Add +1 to your rolls when you take a ‘Repair Tasks’ action at
PR

Cartographer
the «Main Deck».

Medicine
In addition, you can ignore the Poisoned state by spending 2 .
Voyage Voyage
Prerequisites: 3 Prerequisites: Healing
IN

: 130 / 145 / 195 | : 70 / 80 / 105 : 130 / 145 / 195 | : 70 / 80 / 105

Command
Add +1 to your rolls at the «Forecastle». Add +1 to your ‘Assist’ rolls to recover an incapacitated or

Meteorologist
a Character.
K

: 100 / 115 / 150 | : 60 / 70 / 90 Voyage


R

Prerequisites: 4
Once per turn, you can spend 1 to make a 5 roll. If you
: 100 / 115 / 150 | : 60 / 70 / 90
O

, you can grant 1 additional action to an Ally under your control.


Once per Voyage Day you can ignore a card and resolve it in the
W

next Round instead of drawing another Event card. If you do, gain 1 .

15
9 Feats, Classes and Skills

Musician Voyage

: 130 / 145 / 195 | : 70 / 80 / 105

Once per Voyage Day and as your only action of the turn, make
a 5 roll:
If you , your performance cheers up the crew. Increase by
1 and gain 1 per point that exceeds the difficulty.

Marie Laveau
If you , your performance leaves much to be desired and the

Insightful
crew gets upset, reduce both the and your by 1.

Prerequisites: 3

Mystic Skills
: 70 / 85 / 105 | : 50 / 60 / 75

If you when you ‘Search’, draw and extra Search card.

Tactician
Choose one and discard the other. Only Pirates who have the Mystic class on their Character Card
can learn these skills. Because of that, these skills only have one
cost instead of the usual three. Mystic skills are taught by Marie

Scourge
: 70 / 85 / 105 | : 50 / 60 / 75 Laveau at the Chapel.

At the end of the Event Round you can spend 1 . If you do,
make a confronted roll against the player who has the Initiative.
If you , gain 1 and you will have the initiative until the end : 100 | : 60

Coxswain
of the turn. At the beginning of an Adventure, you can choose one of your
Voyage
weapons and imbue it with blessings. This weapon will cause

Blessed
1 extra until the end of the Adventure.
Prerequisites: 3
: 130 / 145 / 195 | : 70 / 80 / 105
: 130 | : 70
Add 1 die to any roll you make at the «Helm», including the
Speed Roll. When performing a 'Take a Breath' action, you can make an
5 roll. If you , the doesn't advance. Otherwise, it advances

Clairvoyance
one space as usual.

Voyage

: 130 | : 70
W

Once per Game Round, you may reroll 1 die of one your rolls

Conjurer
and keep the second result.
O
R

: 100 | : 60
K

Healer
Add +1 to your or roll when attacking a Supernatural Enemy.
IN

: 100 | : 60

When you use a Brew, you can make an 5 roll. If you , you
can use that Brew card a second time. Put a on the card to mark
PR

Devoted
the first use.
O

: 130 | : 70

When you cast a spell that requires a dice roll, add +1 to that roll.
G
R
ES

16
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Feats, Classes and Skills 9

Wind Mastery Voyage Voodoo


: 130 | : 70 Prerequisites: Starting skill only.
At the beginning of each Adventure, you may select 4 level 1
Add 1 die to the Speed roll regardless of whether you are at the
Voodoo cards and use them as indicated in their description.

Chosen
«Rigging» or «Helm». If you , gain 1 .
Some Voodoo cards also have an cost in order to use them.

Once the Voodoo card has been used, it must be placed on the
: 130 | : 70

Voodoo II
cooldown track of the Magic Board for the spell to recharge again.

Charm Crafting
You permanently gain 1 extra .

Voyage Prerequisites: Voodoo


: 100 | : 60 : 100 | : 60

Whether carving a small totem or making a gris-gris, the blessing You can add level 2 Voodoo cards to your deck and select up to
with which you have imbued your amulet will protect you from 5 cards per Adventure.
misfortune. Once per Voyage day, you may discard a Voyage card

Totem Magic
that has been drawn.

Prerequisites: Starting skill only.


You have 4 totems and 4 totem spells to perform your magic. At
the start of an Adventure, you must choose which totem you’ll
equip, although you can switch totems during your turn.

When you are equipped with a totem, use the values of the totem
card instead of those on your Character Card. Also, you can only

Gerrit Jensen
use the spell of the totem that you equipped.

Some totem spells have an cost in order to use them. The


totem spell ‘The Wolf’s Hunt’ does not consume .

You can switch totems by spending the indicated on the card

Rowdy Skills
and applying their effects immediately. Place the discarded totem
on the cooldown track of the Magic Board as if it were a spell.

Totem Magic II
You will not be able to use it again until it is recharged.

Gun Port Boarding


Rowdy skills are taught by Gerrit Jensen at the Tavern.

Prerequisites: Totem Magic Voyage

S
: 100 | : 60 : 70 / 85 / 105 | : 50 / 60 / 75
ES
You can use up to two totems at the same time. At the beginning During a Boarding, you can make an 4 roll to jump onto the
of each Event Round you have to decide whether to keep both Enemy ship from the «Gun Deck». Pirates with this skill make
active totems or stop using both of them. In both cases, you must

Harpooneer
their jump roll before the Pirates at the «Gunwale».
R

Voyage
Purge
spend 1 . If you are out of , pass a 4 roll or suffer 1 .

Voyage
G

: 100 / 115 / 150 | : 60 / 70 / 90


O

: 130 | : 70
Once per Voyage Day, during the Tasks step, if your Character is
Once per Voyage Phase you can make an 5 roll. If you , a
PR

at the «Main Deck» you can make a 5 roll to fish. If you ,

Eldritch
Cursed Character of your choice loses that state and you gain 3 . gain 1 and get 1 Supplies token. 

Also, add 1 die when fighting Beast Enemies. Place your miniature

Intimidating
at the «Gun Deck» or at the «Gunwale».
: 70 | : 50
IN

Trance
When you suffer a attack, you can reroll 1 Enemy die.
Synergy: If you have the Fighter skill, reduce the cost of this
skill by 10 .
K

: 130 | : 70 : 70 / 85 / 105 | : 50 / 60 / 75
R

If you are on a tile with no Enemies and you pass your turn If you get 1 unblocked critical hit when attacking unarmed or with
without spending any , you can reduce the remaining cooldown weapon, you also Knock Down your Enemy.
O

a
turns of all your spells and totems by 1.
W

17
9 Feats, Classes and Skills

Sweeping Strike Improvised projectile


Prerequisites: 4 : 70 / 85 / 105 | : 50 / 60 / 75
: 130 / 145 / 195 | : 70 / 80 / 105
You always find something to throw at your Enemy. If you have
Once per turn, if you are equipped with a two-handed weapon, a free hand, you will always have a throwing weapon at your
make a single attack against all adjacent Enemies. Each Enemy disposal with the following attributes:

Braggart
rolls defense separately.

Tireless
Damage: 1 | Range: | Optional critical effect: Stun

: 70 / 85 / 105 | : 50 / 60 / 75
: 130 / 145 / 195 | : 70 / 80 / 105
At the start of the Enemy Round, you can become the default
If you perform the action 'Take a Breath', you can make a
target even if you are not the closest Character to the Enemy. In
5 roll. If you , the doesn't advance. Otherwise, it advances
case several players wish to use this skill, only the player who

Quick Hands
1 space as usual.

Charge
played last during the Character Round can use it.

Prerequisites: 3
Prerequisites: 3
: 70 / 85 / 105 | : 50 / 60 / 75
: 100 / 115 / 150 | : 60 / 70 / 90
Once per turn, after attacking with a throwing weapon, you can
When you 'Run', you can perform a single attack without
perform a 'Switch Equipment' action at no cost to equip

Energetic
spending .

Fighter
yourself with another weapon.

: 130 / 145 / 195 | : 70 / 80 / 105 Prerequisites: 4

Burly
You permanently gain 1 extra . : 70 / 85 / 105 | : 50 / 60 / 75

Your unarmed attacks inflict 1 and also Stun. You can roll 2 dice

Stomp
when defending yourself unarmed.
Prerequisites: 3
: 100 / 115 / 150 | : 60 / 70 / 90

You win ties on confronted rolls if you get at least one in : 70 / 85 / 105 | : 50 / 60 / 75
your roll. Also, you can spend 1 after making a roll to add
You can move through the space of a Knocked Down Enemy at

Unstoppable
+1 to that roll.
the cost of 2 . If you do, inflict 1 on your Enemy per in

Endurance
a confronted roll against it.

Synergy: If you have the Fighter skill, reduce the cost of this
W

skill by 10 . Prerequisites: 3
O

: 70 / 85 / 105 | : 50 / 60 / 75 : 100 / 115 / 150 | : 60 / 70 / 90

Survivor
You can ‘Push’ an adjacent Enemy if you spend 1 and pass a You do not lose 1 when you are Wounded (see Book I, pg. 30).
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confronted roll against that Enemy. 


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If you , move the Enemy to an empty space adjacent to your


initial position, in any direction you wish. Prerequisites: 3
: 100 / 115 / 150 | : 60 / 70 / 90
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Vindictive
You can discard 1 by skipping a full turn.
PR

: 100 / 115 / 150 | : 60 / 70 / 90

At the start of your turn, choose an Enemy that wounded you the
previous Round and spend 1 . Until the end of your turn, add
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Vigorous
+1 to all rolls you make against that Enemy.
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Prerequisites: 4
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: 130 / 145 / 195 | : 70 / 80 / 105


ES

Any weapon you use causes 1 extra .

18
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Feats, Classes and Skills 9

Quick Shot
: 100 / 115 / 150 | : 60 / 70 / 90

If you have no adjacent Enemies and an Enemy enters the tile


or room you are in, you can spend 1 to immediately make a

Point-blank Shot
single attack.

: 70 / 85 / 105 | : 50 / 60 / 75

Grace Jennings
You can make a attack with a non-throwing ranged weapon

Running Shot
against an adjacent Enemy, but roll 1 less die.

Prerequisites: 3

Shooter Skills
: 100 / 115 / 150 | : 60 / 70 / 90

During a 'Run' action, you can perform a single attack without

Crippling Shot
spending .

Thick bullets
Shooter skills are taught by Grace Jennings at the Docks.

: 100 / 115 / 150 | : 60 / 70 / 90 Synergy: If you have the Aim skill, reduce the cost of this skill
by 10 .
You know a gunsmith who supplies you with larger caliber
ammunition. At the beginning of an Adventure, choose between : 100 / 115 / 150 | : 60 / 70 / 90
one-handed and two-handed firearms. Weapons you use of the
If you get a critical hit on a ranged attack with a firearm or

Artillery
chosen type will inflict 1 extra .

Piercing Shot
throwing weapon, you also Knock Down your Enemy.
Voyage
: 130 / 145 / 195 | : 70 / 80 / 105
Prerequisites: Thick Bullets
Add 1 die to any rolls you make when using the Swivel Gun, the : 70 / 85 / 105 | : 50 / 60 / 75

Accurate
Mortar, or at the «Gun Deck», including Firepower Rolls.
When you draw your LoS to your target, if it passes through an
adjacent Enemy (i.e., they are aligned) and both your target and
Prerequisites: 3 the Enemy are within range, you can attempt to wound both
with a single shot. If you get a critical hit with a firearm you have
Synergy: If you have the Aim skill, reduce the cost of this skill chosen for Thick Bullets, in addition to causing damage to your
by 10 . target, the aligned Enemy suffers 1 .

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: 70 / 85 / 105 | : 50 / 60 / 75
ES
You do not lose any dice from your attack roll when firing

Constable
through another Character.

Voyage
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G

Prerequisites: Artillery and not be the current Captain.


: 70 / 85 / 105 | : 50 / 60 / 75
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After the Captain chooses their post, you may immediately move
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to the «Gun Deck». If the Captain wishes to move you to a


different location, reduce morale by 2 instead of 1. Increase your
Salary by 5 . If at any time you obtain the captaincy, this skill
ceases to have effect.
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Quick Draw
Only one Character can learn this skill.

Prerequisites: 3
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: 70 / 85 / 105 | : 50 / 60 / 75
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Once per turn, you can perform a 'Switch Equipment' action at


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no cost to equip yourself with firearms.


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19
9 Feats, Classes and Skills

Double Shot Target Practice


Prerequisites: Aim Prerequisites: Aim
: 130 / 145 / 195 | : 70 / 80 / 105 : 100 / 115 / 150 | : 60 / 70 / 90
If you are equipped with two loaded weapons, you can perform

Fast Reload
You can spend 1 extra to add +1 to your rolls.
a single by spending 3 , but roll 1 less die. If you , add up
and inflict the damage of your two weapons for each . Whatever

Eagle Eye
the result, both weapons are considered to have been fired.
: 70 / 85 / 105 | : 50 / 60 / 75

Vigilant
Spend only 2 when you 'Reload' firearms.

Voyage
Prerequisites: 4
: 100 / 115 / 150 | : 60 / 70 / 90

Once per turn, you can choose a Hidden Enemy to whom you Prerequisites: 3
can draw your LoS and make a 5 roll. If you , you can : 130 / 145 / 195 | : 70 / 80 / 105

Aim
ignore the Hidden state of your target until the next turn.
Add 1 die to any roll you make at the «Crow's Nest». Also, you
can spawn Enemies 1 space closer or farther away from the ship,
and reveal island tokens from 1 space farther away.
Prerequisites: 3
: 100 / 115 / 150 | : 60 / 70 / 90

In any Phase, you may reroll 1 die from your roll and keep
the second result.
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O
R
K
IN
PR
O
G
R
ES

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Summary and Appendixes 11

Port Phase Sequence


SUMMARY

Previous Phase Pirate Turn


Market: Pirate Market, Captain Market and Black Market. Movement and/or Action or vice versa.

Rumors and Assignments: check if you were successful and get Starting Initiative: the Captain followed by the Pirates in
descending order.

Remaining Turns Initiative: the Pirate with the most


your reward or penalty.

Compensation: pay the compensation for Permanent Injuries available.

Movement: spend the


(5 per Pirate).

Matelotage: process of retiring a Pirate and adding a new one. Also


indicated on each path.

pay a compensation equal to the Salary of eliminated Allies. Location Event: after you move to a location, draw an Event card

Ally Maintenance: at any time before the end of the phase.


from that location.

Action: by spending the corresponding , different actions can


be performed at each Location.

Pirate: place it on the Pirate Ship and lose 5 and 5 .

End of the Phase


No : if your Pirate spends all their , the Port Phase ends for you.

On Land: if your Pirate has not returned to the Ship before


running out of , you lose 5 .

Replacing Enemies in Campaigns


APPENDIX I

S
ES
There are hundreds of seas to explore in Skull Tales, and every When replacing one Enemy with another, if all its traits and the
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worthy Pirate likes to face greater challenges and Enemies. If you TV match, then you will have a challenge that is as similar as
wish to include other Skull Tales Enemies in your game, here are possible, although different. However, if the TV is higher, the
G

some tips to expand your Adventures. challenge will be harder for the Characters. On the other hand,
if the TV is lower, the Characters will have an easier time during
Enemies, like Characters, have traits that classify them in different the Adventure.
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ways according to their nature and behavior. The first of these traits
indicates the nature of the Enemy: Human, Supernatural, (Sea) If the Behavior does not match, then you have an Enemy that
PR

Abomination or Creature. The second trait indicates the behavior may not fit the environment where the Adventure is taking
pattern exhibited towards the Characters, which can be: place. Whereas, if it does not match in Nature, it will most likely
Stalker, Criminal, Guardian, Skirmisher, Savage and Soldier. create a non-immersive dissonance between the Enemy and the
Adventure's plot. Therefore, always try to replace the Enemies
Finally, each Enemy is also assigned a Threat Value (TV) that determines
IN

according to the priority order described above.


how dangerous it is for the Characters to face that opponent.
You can only replace the Enemies listed on the corresponding
To replace an Enemy present in an Adventure, in order of Adventure chart, or the Stray Enemies. Enemies that spawn due to
priority you must look at its Nature, then its Behavior and finally goal tiles or Story Moments (SM) of the Adventure must always
K

its Threat Value. be those indicated in the campaign book.


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21
11 Summary and Appendixes

Enemy Nature Behavior TV


Redcoat Human Soldier 1
Officer Human Soldier 2
Cannibal Human Savage 2
Bounty Hunter* Human Criminal, Soldier 2
Freebooter* Human Criminal 2
Amazon* Human Savage 3
Skeleton Supernatural Skirmisher 1
Cursed One Supernatural Savage 2
Mummy Supernatural Guardian 5
Drowned One* Supernatural Skirmisher 1
Ghost* Supernatural Stalker 2
Longshadow Abomination Stalker 3
Bootbiter Abomination Skirmisher 3
Darkclaw Abomination Guardian 5
Mermaid* Abomination Savage, Guardian 2
Strangler* Abomination Skirmisher 3
Anansi Weaver* Creature Guardian, Stalker 5
*Legends of the Caribbean Expansion

Admiral Mode and Cabin Boy Mode


APPENDIX II

Cabin Boy Mode


No two pirates are alike, let alone two entire crews. What for some
is nothing more than a day's work can be an odyssey for others.
The following settings are intended to modify the difficulty of the
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game, offering various rules to make your games easier (Cabin


Boy Mode) or harder (Admiral Mode). Each setting offers
What's up, me hearties? Are you incapable of making your way
different rules that modify certain aspects during the different
through the jungle? Do the mysteries of the sextant have you lost in
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phases of the game. You must decide with the whole crew which
the ocean for days on end searching for the correct route? Have your
ones to use, whether only some or all of them.
travels brought you more scars and misfortunes than gold and fame?
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Follow these directions and you will soon be spending your fortune at
Next to each setting is a Fame value, negative for the Cabin Madame Claude's Manor.
K

Adventure Phase
Boy Mode and positive for the Admiral Mode. This value is
added to or subtracted from the gained by each Pirate in the
corresponding Phase. For example, if the players have decided to
IN

use the Cabin Boy Mode setting "Don’t draw Event cards under
any circumstances", when their Pirates finish the Adventure Phase, Don’t draw Event cards under any circumstances: -2 .
each Pirate will lose the Fame indicated by that setting (-2 ). Add +1 to all ‘Revive’ rolls: -1 .
If desired, you can combine settings from both modes.
PR

If you must roll on the Enemy chart, you always get the lowest result
on the chart without the need to make a roll: -2 .
If you fail to jump over a Chasm, instead of falling unconscious,
the Characters fall to the other side and suffer 1 : -1 .
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Enemies always use the attributes for 3 Characters or less: -2 .


G

Add +2 spaces on the Adventure Board to the position indicated by


the chapter. -1 .
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A fourth Ally can be used in Solo Mode: -3 .


ES

Enemies do not have LoS through other Enemies: -1 .


Increase the card limit of all Pirates by 1: -2 .

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Do not apply the penalty for consecutive attacks: -2 .


Summary and Appendixes 11

Port Phase
Critical hits by Characters do NOT add +1 . However, weapons with
optional or additional critical hits do apply their effects: +2 .

Entering the Manor costs no money: -2 . In games with 3 or less Characters use Enemy attributes for
4-5 Characters: +2 .
The Characters have 5 additional TUs for this Phase: -2 .
Add +1 Health to all Enemies in games with 4 or 5 Characters: +2 .
Double the amount of cards available at the Marketplace: -1 .
All Enemies gain the Swift ability: +2 .
Increase the Pirates’ Salary by 5 : -2 .
Reduce your by 1 per Wound inflicted to your Pirate: +2 .
The PCs recieve their Salary and the Crew's Booty automatically upon
arrival at Port: -1 . If you fail any roll with at least two results of 1, you get a Critical Fail. Roll
a die and check the result on the following Critical Fails Chart: +2 .
All PCs can learn all skills (except Mystic skills) as if they were

6
Multi-class: -2 .
The cost to learn a new skill in any location is reduced by 3: -1 . Discard a random Gear or Legendary card.

5
If a master Disapproves of you, and you get their Approval in that
same Port Phase, it prevails over the Disapproval: -1 . Choose a random card you are carrying and place
a throwing weapon token on an adjacent square to

Voyage Phase 4
represent that you have dropped it.

End your turn immediately.

3
Aggressive Enemies stop moving as soon as you leave their Area of
Effect: -1 .
You are Knocked Down.

2
Reduce the ship's Cargo Rate by 1: -2 .
Use only 3 Goal markers when searching for the Destination Island: -3 . You are Stunned.

1
The Captain can gain for their activities on the ship: -1 for the
Pirates and -3 for the Captain. You suffer 1 .
Roll a die before drawing a Voyage Event. If the result is 5-6, do not

Port Phase
draw: -3 .
When you perform a 'Cleaning Spree', remove all accumulated dirt: -2
.
When you use a Rum token, increase Morale by 4 without the need to Each Character has 3 TUs less at the beginning of the Phase: +1 .
roll a die: -1 .
The Captain always draws an Assignment: +2 .
The get +1 on all their rolls: -2 .
Draw an Event card every time you enter each Location, even if you
To determine the type of island when you ‘Explore’ an Island, treat a are just passing through: +1 .
result of 1 as if it were a 4: -1 .
Unconscious Pirates lose twice as much time and : +1 .
The can take up to 3 Wounds: -2 .

S
Add 5 to the cost of any personal item on the island (Rum, Market
When drawing Voyage Events, draw two, pick one and discard the cards, etc): +2 .
other: -2 .
ES
Admiral Mode
Add 20 to the cost of any ship upgrade: +1 .
Each Pirate with an Ally must pass a confronted Charisma roll at the
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beginning of the Phase for their Ally to remain with them: +2 .
Double the cost of admission to the Manor: +1 .
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Or perhaps your problem is a thirst for adventure. You have slain


so many enemies that you can't fit any more notches on your belt, If your Pirate falls roll a die, an even result causes your Port Phase
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and your hold is full of treasure and goods. Your name is feared to end: +1 .
throughout the Caribbean and you have earned the admiration of When Collecting Salary, reduce all Pirates' Salary by 5, the Captain's by
PR

your peers. But you want more. Allow me to tell you about legendary 10, and the Crew's Booty by 20: +2 .
Characters who overcame impossible challenges until they engraved

Voyage Phase
their name in History...

Adventure Phase
IN

The maximum Morale of the ship is 18: +1 .

During setup, separate and use only the Event cards that match the type Reduce by 1 the Sails, Hold and Cannons capacity (both the starting
of tile used in the game: +1 . and maximum values) of all the ships you can buy: +2 .
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Draw an Event card every turn, even if there are Enemies on the same When a becomes Incapacitated, roll a die. With a result of 1-2,
tile: +2 . eliminate that : +2 .
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You cannot get a critical roll when reviving a Character, and if that When you ‘Explore’ an Island, subtract 1 from the die roll to
determine the type of Island: +1 .
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Character is Cursed, apply an additional -1 to the roll: +1 .


If you must roll on the Enemy chart, you always get the top result of Unless required by an Assignment, start each game with the Galleon in
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the table without the need to make a roll: +2 . play on island Q: +2 .

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