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ST 2ed Rules III SPA ENG v4.4 Demo Web
ST 2ed Rules III SPA ENG v4.4 Demo Web
BOOK III
12 Voyage Phase
Voyage Phase
CHAPTER XII
Goal Tokens
“His stories were what frightened people worst of all. Dreadful stories
they were-about hanging, and walking the plank, and storms at sea, and
the Dry Tortugas, and wild deeds and places...”
They are placed on Docking Area spaces to indicate which are the
Excerpt from "Treasure Island" by Robert Louis Stevenson. Destination Islands the crew should sail to.
Any good pirate story is full of sea voyages, naval battles, boardings, As a general rule, the goal of the Voyage Phase is to find Goal
mutinies... You will find all of this here, and much more! token “1” to initiate the Adventure Phase of the chapter. The
"Voyage Phase" section of the corresponding chapter indicates on
The Captain must reach the Destination Island while trying to collect
which islands to place Goal tokens. These tokens can be revealed
some booty, keep the crew's morale high, and avoid being captured
by the following methods:
Sea Tiles
Goal token, immediately reveal it (see pg. 12).
These tiles represent the sea areas where your ship sails, with Voyage Event Cards
hexagonal spaces of three types:
They are used to determine the various events that take place
1 Land spaces: which are unnavigable and represent the land during the Voyage (see Voyage Events, pg. 13).
of the islands of the Caribbean Sea. During a Battleship, land
spaces prevent firing at a Sea Enemy on the other side of these
spaces. During certain Voyage Events you are allowed to shoot
directly at a land space; however, you are still not allowed
to shoot through other land spaces in this case (see Naval
Combat, pg. 17).
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2 Water spaces: which are navigable and surround all the islands
on the board. The Pirate Ship will sail through these spaces
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Island, pg. 12). They represent groups of pirates enlisted on your ship. They
perform different tasks, depending on the location where the
Captain places them. In addition, they are essential for boarding.
The maximum that a ship can carry is 6 .
2
, ,
, , ).
automatically.
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Voyage Phase 12
Events: they can roll for a Voyage Event that affects their current
box and the Captain loses 3 .
They are placed on the spaces of your «Hold»
post if there is no other Character to resolve it. This does not to indicate your Firepower, and are used to fight
Wounds: if a
count as an action and therefore does not cause fatigue. Sea Enemies.
Impact Tokens
receives an Impact, put 1 on the token
to indicate that they are Wounded. If they receive a second
Dirt Token
Use it to mark the natural wear and tear of the ship,
and how dirty it is (see Dirt - Travel Round, pg. 9).
By rotating the
Exhausted token the group’s
(back side) status changes They describe the characteristics of those Voyage Events that
have their own Cards (see Sea Enemies, pg. 14), and of Island
Exploration.
Goods Tokens
Sea Enemy Tokens
Goods represent the booty and resources that you have loaded
in the ship's «Hold» or that you can find during your raids on During the Voyage, you will encounter Sea Enemies and Voyage
the high seas. When you get Goods tokens, place them on the Events that are represented with these tokens:
available spaces farther to the right in the «Hold».
There are three tokens among all the Goods that are useful beyond
their commercial value:
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spends a Wood token before 'Repair Tasks' (see pg. 11) are Pirate Ship Merchant
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carried out, add +2 to the corresponding die roll.
Rum Token: once per Day at any time, the Captain may spend
Sea Monster Ghost Ship
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Whirlpool Whale
a Rum token to increase by the result of one die. Place the
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Facing: Both the Pirate Ship token and the Sea Enemy tokens
Rum token on the Clock as a reminder that you have already
used it for the Day. In addition, the Pirates recover 1 .
feature a series of black arrows and/or white arrows. The white
arrows indicate the directions in which the Sea Enemy or Pirate
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12 Voyage Phase
Character Tokens
Morale Scale / Trust Points
of the crew, numbered from
0 to 20. Neither the Morale
nor the can exceed 20 or fall
They are used to track the Trust Points below 0.
of each Character, indicating how likely a
potential Mutiny is (see pg. 8). Generally, Clock: serves as a turn counter,
they start at position 0 on the Morale Scale indicating the passage of time
of the Logbook. and dividing each Voyage Day
into 6 parts. It is considered
Boarding Board
Daytime when it marks from
1 to 4, and Nighttime when it
marks from 5 to 6. In addition,
It represents the «Gunwale» of the Pirate Ship and is an essential it also determines the location
element when a Boarding takes place (see Boarding, pg. 18). The and facing of Enemies when
board is divided into two main areas: your ship and the Enemy they spawn at sea (see pg. 14).
ship, each with its corresponding spaces:
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5
6 5
3
3
2
1
1
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3 Boarding Spaces
4 Boarding Enemy Spaces
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5 Battle Spaces
6 Mooring Spaces
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Voyage Phase 12
Rigging (Maneuvers)
During the Voyage, the Characters can be placed on boarding
or swivel gun spaces in preparation for a potential Boarding.
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Cabins (Scheme/Guard)
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Indicates the current number of Sails that your ship has.
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The larger the quantity, the faster your vessel can be. Use
an Impact token to mark the number of Sails you have by
placing the token on the space directly above your current This is where the crew rests and recovers. Next to the «Cabins»
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number of Sails. there is a space for a single Pirate from where to carry out a
Scheme action, and a space from where a can 'Guard' that
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Characters and/or placed on the Sails may add dice to the Travel Round.
Speed Roll that determines the movement of the ship (see
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Movement, pg. 11). Those assigned to this section remove all their fatigue, but none
of those can be used to ‘Guard’ during a Scheme (see below).
When the «Rigging» receives an Impact,
move the Impact token down one space. A single Pirate, other than the Captain, may decide to go to
If that Sail has a or a Character on it, the «Cabins» to carry out a Scheme, and a single may be
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automatically place them at the «Cabins» with assigned to ‘Guard’ duty (see Crew Round - Scheme, pg. 10).
no additional damage.
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12 Voyage Phase
Quarterdeck (Rally)
Only admits a single Character.
Enemy Spawning: when a Sea Enemy spawns, a Character at 10
the «Crow's Nest» can choose to make it spawn at a straight line
distance between the Pirate Ship and the token equal to their
From this post you can keep the crew organized and calm, in
(see pg. 14).
addition to increasing the Captain's Command Points (see pg. 8)
Spotting: at any time during the ship's movement, a Character to arrange the different tasks of the .
at the «Crow's Nest» may reveal a Goal token when the straight
Only admits a single Character.
line distance between the Pirate Ship and the token is equal to
or less than their (see pg. 12). If any Character (even the Captain) is at the «Quarterdeck»,
increase the Captain's Command Points by an amount equal to
Your Character can Spot any number of tokens while at the
that Character's value.
«Crow's Nest».
Important Concepts
All Cannons can be fired with a single (see Naval Combat,
pg. 17). If there is a Character and a , the Character can fire
1 cannon and the will fire the rest.
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The «Main Deck» is located outdoors, where most maintenance Southern Lady".
tasks are managed and where preparations are made to heal the crew.
The Captain must write down the following attributes of "The
It only admits a single Character and 2 . Southern Lady" on their Record Sheet (don't worry, they will all
be explained throughout this chapter):
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If the Captain acquires upgrades for the ship, new actions will «Hold» on the Ship Board).
become available at the «Main Deck» (see Book II, pg. 6).
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Voyage Phase 12
Firepower Rolls
Once per Day, the Captain may spend a Rum token at any time
to increase by the result of a die. Place the Rum token on the
Clock as a reminder that you have already used it during that
When the Captain orders to fire the Cannons during Naval Voyage Day.
Combat (see pg. 17), the number of dice rolled depends on Defeating certain Sea Enemies (see Defeating an Enemy, pg. 17).
the number of Cannons in the «Hold» of your Pirate Ship and
the crew members ( or Characters) manning those Cannons.
Each die whose result exceeds the Enemy's Speed (see pg. 15) or
Defense (see pg. 15), is considered a .
Speed Rolls
Morale is at 18, the
Cabin Boy's are at 12
and the Clock reads 5,
so it is nighttime.
For the Pirate Ship’s Speed Roll, three factors must be taken
into account: the Cargo Rate of the «Hold», navigation from the
«Helm», and maneuvering from the «Rigging».
A Character at the «Helm» adds 1 die to the Speed Roll, and each
and Character at the «Rigging» adds 1 more die. Finally, the
Cargo Rate of the «Hold» represents the difficulty that you must
overcome to get a on the dice. For each , the Pirate Ship may
once (see Movement, pg. 11).
Trust Points
If the Characters and exceed the 5 dice limit for a
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Speed Roll due to the use of skills, the priority of the
dice rolled is: 1) the Character at the «Helm»; 2) the
at the «Rigging»; 3) the Characters at the «Rigging» in
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If Morale measures the integrity of the crew and their trust
descending order; and 4) other Characters (such as the
Witch and her Wind Mastery skill). towards the Captain, Trust Points represent the loyalty that
the Characters gain among the crew thanks to their successful
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actions and their efficiency in resolving the mishaps caused by
the Voyage Event cards.
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Morale
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you lose , increase by 1 the fatigue of a single who is not At the end of the Voyage Phase, all the of the characters
at the «Cabins» or Exhausted. (including the Captain) become for each of them, which are
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Allies also convert their into and each Character who has
If the Captain decides to relocate a Character to another post, hired an Ally gains half of the that Ally has accumulated. If it
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lose 1 (see All hands to stations!, pg. 9). is the Captain's Ally, the Captain does not gain any this way.
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12 Voyage Phase
2. The Mutineers and the Captain take one coin to Each Command Point can be used during the Travel Round to
represent every 10 they have on their Record Sheet move a single once from one post of the ship to another (see
at this time, and secretly decide how many coins they All hands to stations!, pg. 9). The Captain does not have to spend
will use to participate in the bidding for the captaincy. all the Command Points at their disposal. However, Command
A Mutineer must bid at least 1 coin in order to dispute Points are not kept from one Round to the next.
the captaincy.
Unconscious / Incapacitated
3. The players involved extend their fists with as many hidden
coins as they want to bid and, on the count of three, all
players show their hands at the same time. Whoever shows the
most coins is named Captain and takes any Assignment cards During the Voyage Phase, if your Character falls due to an effect
that were not completed by the previous Captain. or to suffering all the you can, you will lose all accumulated
and will be immediately transferred to the «Sickbay».
4. Bidding players lose 10 per coin used in the bidding, which
are immediately subtracted from their Record Sheets. If a suffers a second , they become Incapacitated and are
Game Setup
roll
until the tie is resolved. The winner becomes Captain.
1. Sea tiles: place the sea tiles forming a single board divided
If the of one of your Allies exceeds the , a Mutiny
also takes place:
into hexagonal spaces. Place the Pirate Ship on the space
The Captain converts their into and adds them to those indicated by the Campaign Book or, if it does not specify,
noted on their Record Sheet. The is placed on space 20, place it on the space with letter scroll "D" (Tortuga Island).
and the of each Character are reset to 0. When placing the ship, the Captain chooses where to face it.
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value to face the mutiny. section of the corresponding chapter. Make sure that Goal “1”
Next, roll a die and add its result to the of the Ally that token is among them, and then randomly place a face-down
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has instigated the Mutiny, and the sum of the two is the Goal token on each scroll space of the indicated islands. The
Ally's value to face the Mutiny: objective of the Voyage is to find the island with Goal “1”
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If the Captain's value exceeds the Ally's value, the Mutiny fails. token (unless otherwise specified in the Campaign Book).
If the Ally's value exceeds the Captain's, the Mutiny
succeeds and the Captain is marooned on an island. The 3. Voyage Events: shuffle the Voyage Events deck and place it
on the table.
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Voyage Phase 12
5. Ship and Boarding Boards: place the Ship Board and 2. Dirt
the Boarding Board within easy reach.
Place an Impact token one space to the left of the maximum Place the Dirt token on the «Main Deck» on the designated
number of Sails the ship has, and another Impact token one space. If the Dirt token was already on the «Main Deck»,
space to the left of the maximum «Hold» capacity. Finally, rotate the token one position, displaying the next number in
leave the Dirt token next to the board. ascending order.
6. Cargo Hold: place the Goods tokens and the Cannon tokens If the token points to the number III and a game effect (such
noted on the Captain's Record Sheet in the «Hold». as this step) indicates that you must increase the Dirt, lose 1
per level to increase and leave the token as is.
7. Characters and Groups of Pirates: place the miniatures
of the Characters and at the «Cabins» on the Ship Board. Dirt also increases by 1 at the end of a Boarding and for each
Each player takes their Record Sheet, Character Card, and any Impact your ship receives.
Ally Cards, to consult their attributes and skills. The Captain
must also take a Dial to keep track of the Command Points.
The Voyage Phase is comprised by a Travel Round, a Crew At this time, roll the die to check if any Allies Scheme in
Round, an Event Round, and a Sea Enemy Round. Solo mode (see Scheme, pg. 10).
Travel Round
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Each of the Pirates, in descending order, chooses an available
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Voyage post from the Ship Board or the Boarding Board and
During this Round, the Captain tracks the passage of time and
places their miniature on the desired space. If two Pirates are
manages the crew's stations. Perform the following steps in the
tied in , the Captain must decide the order.
1. Time passes
specified order in the Travel Round:
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Once all Pirates have been placed, the players who have hired
Allies will assign them to any station in the same order.
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The Captain must advance the Clock 1 space (except in the first During this step, the Captain may reassign one or more
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Day: When the Clock completes a full turn, a Voyage Day will have The Captain may use their own Command Point, plus
passed and the Captain may spend a Supplies token. If they cannot those Command Points given to them by a Character on
or choose not to, roll a die and subtract its result from the . the «Quarterdeck» (including the Captain), to move a to
an available station per Command Point used.
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The Captain may spend one Rum token per Voyage Day, If the Captain uses more than one Command Point thanks to a
Character who is at the «Quarterdeck», other than the Captain,
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12 Voyage Phase
Fatigue
actions associated with the Voyage post where they are located.
Nest» may reveal a Goal token when the distance between
the Pirate Ship and the token is equal to or lower than
their . If this happens, the Character gains 1 .
Each time you use a for any of the tasks described below (except
'Move Goods') you must increase their fatigue by 1. Rotate the token one The Character may perform any number of spotting actions
position, displaying the next number in ascending order. If the was during the ship’s movement.
the Captain and the Pirate have a coin of the same kind,
the Pirate has been caught. The Character loses 5
and cannot perform anymore ‘Scheme’ actions
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Voyage Phase 12
In Solo Mode, Allies can also 'Scheme', each hired Ally Naval Combat: if there is someone at the «Gun Deck» station,
receives a number from 1 to 4. the Captain may order a Naval Combat at any time during the
During the Travel Round, in the ‘All hands to stations!’ step, Pirate Ship's (see pg. 12).
after placing the Captain at a station of the ship, roll a die.
If the result of the die matches the number of an Ally, that Boarding: the Captain may declare a Boarding whenever the
Ally schemes. Pirate Ship enters a space already occupied by a Sea Enemy (or
The Ally is placed on the ‘Scheme’ space and can be vice versa) (see pg. 18).
guarded by a , the Captain or another Ally that you place
The ship can spend 1 to move to any of the three positions
on the ‘Guard’ space.
During the Crew Round, make a confronted roll: to which it is facing, indicated by the white arrows on its
If the Captain wins, the Ally loses 5 and cannot hexagonal token. By doing so, face the bow of the ship in the
‘Scheme’ again during this Voyage. Flip their Tile token as direction of the movement (see Facing, pg. 3).
a reminder. If you have used another Ally to ‘Guard’, that
The ship can also turn 60° to port or starboard in its current
Ally gains 1 .
space, spending 1 to change where it’s facing.
If there is no one Guarding or a wounded scheming
Ally wins, they spend 1 Supplies token to discard their
wounds, if possible. In addition, it gains as many coins
from the Crew's Booty and as their .
In case of a tie, nothing happens.
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«Main Deck» in the same turn. ES
If there is at least one at the «Main Deck», the Captain may
discard (Drop ballast) or relocate any number of Goods
and/or Cannon tokens.
If there are no but there is a Character, they may discard
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or relocate one Goods or Cannon token per turn, with the
Captain's permission. It is required for a Character to be at the «Helm» for the
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the sea currents (Navigation) and the thrust of the wind on the
or a Character «Rigging» (Maneuvers). As with all other rolls in the game, the
at the «Main Deck», the Dirt token can be rotated downward, maximum number of dice that can be rolled to move is 5.
or removed if it is marking Dirt level 1. Dirt decreases according
to the following priority order:
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12 Voyage Phase
Goal Tokens
a die (plus skill bonuses). For each result that exceeds
the CR value, the ship can perform 1 .
If they get at least one , the Character gains 1 .
Maneuvers: each
When the Pirate Ship enters a space containing a Goal token, flip it
and Character assigned to the «Rigging» can over to reveal whether it is the Destination Island (Goal “1” token).
roll one die (plus their skill bonuses). Each result that exceeds
the CR is considered a and grants 1 . Characters that get a Remember, if your Character is at the «Crow's Nest», at any time
on this roll gain 1 . during the ship's movement, you may reveal a Goal token when
the straight line distance between the Pirate Ship and the token is
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The dice of the are rolled by the Captain. Remember that, equal to or lower than your , and gain 1 for doing so (see
if there are no active Enemies, the suceed automatically. The Spotting, pg. 6).
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'Cartography
Cartography' action.
If the Characters and exceed the 5 dice limit for the
Speed Roll due to the use of skills, the priority of the
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Docking on an Island
tokens without anyone gaining from it.
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and declare that they will dock. When the Pirate Ship docks on an
island, the standard sequence of the Voyage Phase is interrupted.
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The crew must perform one or more island actions and, once they
finish, the Voyage will restart again with a new Travel Round, so
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Voyage Phase 12
Remember that the Captain rolls for the and does not
gain when successful. Furthermore, the fatigue of
does not increase when resolving Voyage Event cards.
Event Clarification
fatigue of a single who is not at the «Cabins» or Exhausted.
Once the island has been determined, the Captain rolls 1
die per to determine which Goods tokens they get, by
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The Characters who have joined the exploration roll as many
"Nocturnal Nightmares" trigger sudden Boardings. These
dice as their and keep the die with the highest result,
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Boardings are resolved like those caused by Enemy ships (see
checking that result on the Discovery row.
Boardings, pg. 18).
If your Character gets a Discovery, gain 2 . If you find
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nothing, lose 1 .
If your Character gets an "Incapacitated" or "Eliminated" result,
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Fulfill an Assignment: the Captain may start or complete an In this example, the Enemies place 4 BE 1 on the
Assignment on the island by following the requirements indicated Boarding Board and each BE will Impact with a result of
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on the card. When instructed to pick up or drop off any Goods 5-6 2 .
or other tokens, you do not need to spend an action to do so.
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12 Voyage Phase
Involuntary Movement
point the Enemy is defeated and its card is removed.
Facing: roll a die and check the result on the Clock. Place the
Some Voyage Event cards force the Pirate Ship to move. When the bow (or head) of the Enemy facing the side of the hexagon that
matches the result of the roll.
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Voyage Phase 12
The Galleon rolls 4 dice to calculate its , and needs to roll Sea Enemy Card
5 or 6 to get a success. The results of the roll are 2, 2, 4, 5. 1 Enemy Name.
The Galleon only advances one space, plus another space
thanks to its Fixed Movement. 2 Speed: indicates the number of dice to roll on its Speed
Roll and the results needed for each die to get a 2.1 .
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The Captain decides the activation order of the Sea Boarding and the result needed for each BE to land
Enemies and rolls for them. an Impact 4.1 .
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5 Hold/Body: This is the
number of Impacts that an Enemy
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can receive before being sunk.
Some Enemies carry valuable
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7 6.1
6 increase your Morale 6.1 when
6.2 defeated, or reduce it 6.2 if you
flee from them (see pg. 16).
1 7 Type: enemies are divided
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2
into three types: Aggressive
(red flag), Neutral (white
flag), and Passive (blue flag).
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12 Voyage Phase
If at any time, the Pirate Ship leaves the area for any reason, An Enemy whose Speed is reduced to 0 will continue to move
apply the Morale loss (red) indicated on the Enemy Card and the with its fixed Movement. However, any shot you make against it
Enemy becomes inactive. However, it can still move as explained becomes an automatic Impact. Also, remember that if it was an
Aggressive enemies: they always try to chase, sink or board the Pirate
Ship. When moving, they try to get into position to attack with If at any time the Pirate Ship and an Enemy move more than 5
their Firepower. If after firing they still have some left, they spaces apart, you suffer the Morale loss (red) indicated on the Sea
An Aggressive Enemy that has its Speed reduced to 0 becomes The attributes and peculiarities of Enemies are described on their
Enemy Cards. Let's take a look at the characteristics of each one.
Neutral Enemies: this type of Enemy will not perform any action
Pirate Ship each turn.
When it enters the same space as your ship, your ship
automatically receives 2 Impacts on the «Hold».
or unless you perform a combat action against it, in which After the attack, the Whale must move to another space to
case, it becomes an Aggressive Enemy. repeat the attack again.
Passive enemies: they try to move away from the Pirate Ship as
An inactive Neutral Enemy remains on its space. When the Whale's Body is reduced to 0, the Whale is
considered to have been defeated. Draw 2 Supplies tokens
and 1 random Goods token as a reward.
quickly as possible. If they can shoot, they do it before moving.
Passive Enemies will never attempt to Board, their Combat The Whale cannot be boarded, even if it coincides on the
it successfully flees and its token is removed from the board. At the beginning of your turn, if the Pirate Ship is within its
Area of Effect, lose 1 . Otherwise, the Enemy is removed
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into the same space as your Ship, at which point it rolls as many
dice as its Combat Capacity (representing its tentacles):
Even if it is on the same space as the Pirate Ship, the
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Since it’s a Passive Enemy, you must draw Voyage Events even if
you are within its Area of Effect.
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Voyage Phase 12
Naval Combat
an Aggressive Enemy.
Firepower Roll: for the Pirate Ship, the number of dice rolled
depends on the number of Cannons in the «Hold» and the
At any time during the Pirate Ship’s , the Captain may decide to Characters and assigned to the «Gun Deck»:
engage in Naval Combat against an Enemy. Whereas, during the
If there is a , increase their fatigue by 1 and roll as many
Enemy Round, Enemy ships will engage in Naval Combat against
dice as the number of Cannons the Pirate Ship has.
your Pirate Ship using their Firepower according to their Type
(see Enemy Movement and Attack, pg. 16). If there are no but there are one or more Characters, roll one
Range: Both the Pirate Ship and an Enemy ship may use their
die per Character assigned to a Cannon (maximum 3 Characters).
If there is a and a Character, the Character may fire a
Firepower against a target if it is within 2 spaces of the sides of Cannon and add a skill bonus, if any, to the Firepower roll by
the attacking ship. the . For instance, if there are 4 Cannons, your Character
would roll 1 die and the the other 3.
In all cases, for each result that exceeds the Enemy's Speed value,
one Impact is inflicted (see below). If a Character Impacts the
Enemy ship, they gain 1 .
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their Firepower and get a for each die showing any results
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indicated on their card (see Sea Enemy Cards, pg. 15).
Assign Impacts
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When the Pirate Ship or the Enemy lands an Impact, roll one
die per Impact inflicted and check the result on the right side of
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the Enemy Card or the Ship Board. Each location icon indicates
where the Pirate Ship or the Sea Enemy receives the Impact.
(1) Impact on the rigging: move the «Rigging» Impact token down
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Line of Sight: Both the Pirate Ship and Enemy ships must 1 position. If there is a or a Character on that sail, they are
check for Line of Sight before making a Firepower automatically moved to the «Cabins», unharmed and recovering
roll. To do so, draw an imaginary straight line from the from their fatigue.
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lateral vertex of the attacking ship (port or starboard) In the case of Enemies, their Speed is reduced by 1, making
to the center of the target token. If the line crosses a land it easier to Impact them with future Firepower rolls. If an
space, then the Firepower roll cannot be made. Enemy's Speed is reduced to 0, the Pirate Ship's Firepower
rolls always succeed.
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12 Voyage Phase
(4-6) Impact on the hold: move the Impact token down 1 column.
Boarding Enemies. Boarding Enemies (BE).
For each Combat Capacity point that the Enemy has left at the
If there are any tokens in that column, discard them. If the time of Boarding, take 1 Hidden token and place it on one of
«Hold» Impact token reaches 1, the ship is considered sunk. those spaces.
In the case of Enemies, their Hold/Body is reduced by 1 When a BE receives an Impact, flip the Hidden token to show
which means that it will be closer to being sunk/defeated and, its Dead End side.
adjacent to another ship, a Character may apply -1 to their Shoot from the «Crow's Nest».
Firepower roll and, if they , inflict 1 of the successful Impacts Operate the Swivel Gun
directly to the Enemy's Sails without rolling the die to determine
where that Impact landed. Battle Stations
Raking fire (standard ammunition): if you can draw a straight line 3. Combat between and BE.
from the Pirate Ship’s firing vertex through the front and rear
4. Characters who are not at the «Sickbay» or on the Enemy
side (bow and stern), or vice versa, of the opposing ship, inflict
ship's combat spaces, can reposition themselves among the
1 extra Impact on the Enemy's Hold if the Firepower roll .
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Boardings
(see pg. 9).
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A Boarding takes place when your ship and the Enemy are on The Captain uses Command Points to move the
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because the ships are hooked together with two mooring lines
(represented on the Boarding Board).
The stop performing their tasks. The Captain can use Command During the boarding, the do not suffer fatigue, but
Points to move them to other areas of the ship, but the only they keep the fatigue accumulated until then. During the
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action they can perform is to participate in the Boarding when Boarding do not advance the Clock or increase Dirt.
they are moved to the «Gunwale», by spending the corresponding
Command Points.
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Voyage Phase 12
Fight Enemies:
3. Assign Impacts: the of each side are assigned
your Character chooses between simultaneously among both sides.
making a or 4 roll. For each , inflict a The Captain decides how to distribute the on each side.
to a BE and gain 1 . If you , suffer a . Each by the BE inflicts 1 to a .
Each can withstand 1 . After the second , the is
In both cases, stay on the Deck of the Enemy ship unless
and goes to the «Sickbay».
you fall .
Cut the line: if your Character is aboard the Enemy ship, you
Each by the inflicts 1 Impact to a BE.
When a BE receives an Impact, flip the Hidden token to show
may cut either of the two mooring lines connecting the ships, its Dead End side. On the second Impact, it is eliminated.
from any space, and gain 1 . Place a on the mooring Therefore, remove its token from the Enemy Boarding zone.
line space to indicate that it has been cut. When the same or
another Character cuts the second mooring line, the Boarding
ends and the Characters on the Enemy ship will immediately
return to any Voyage post of their choice.
Shoot from the Crow’s Nest: if you are at the «Crow's Nest», make
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a 5 roll. For each , inflict a to a BE and gain 1 .
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12 Voyage Phase
After boarding an Enemy Coast Guard on a previous turn, the If an Enemy ship is successfully boarded, the Captain may
Pirate Ship's crew is thus distributed. The Cutthroat is on the immediately order a plundering to end the Boarding.
Enemy ship after having successfully jumped in the previous
Round. The Gunner is at the «Gunwale», located on a Swivel First the do their action, then the Captain, and then the rest
Gun post, and the Cabin Boy is on a Boarding space, along of the Characters in descending order. In case of a tie, the
with 2 . The Sea Dog, who is the Captain, is located at the Captain decides the order. Each used to plunder increase
«Quarterdeck», the Lookout at the «Crow's Nest», one at their fatigue by 1.
the «Gun Deck» and another one at the «Rigging».
The Captain chooses how many will plunder or make repairs.
Each or Character can perform one of the following actions:
Plunder: a
The Characters on the Enemy ship play their turn first, so
the Cutthroat plays first. She decides to attack the BE, so
she makes a roll with three dice and gets a 6, 3 and 1. can take 2 Goods tokens. You can
One , she inflicts a to a BE and gains 1 . only take as many Goods tokens as the number of
Hold points left on the Enemy ship.
Secondly, the Characters still on the Pirate Ship play next,
in the order decided by the Captain. It is decided that the Your Character may take a Goods token and gain 1 , as long
as there is room in the «Hold» of the Pirate Ship.
Repairs: place up to 2
Gunner will play first, who shoots the Swivel Gun from
his post. He would normally roll two dice, but given his
Gunner skill he rolls three dice, and gets 5, 4 and 3. No , and a Character on the «Main Deck».
so he does not inflict nor gain . Increase the fatigue of each by 1 and, both them and the
Character, can make an 4 roll. For each , repair 1 Impact
The Sea Dog plays next, and uses the Rally action to gain on your ship. If the Character , gain 1 .
as many Command Points as his (1 for being Captain + 3
Then, the Cabin Boy plays his turn, but he decides that he
will not jump to the other ship, but rather stays on board
to use Battle Stations to support a on the «Gunwale». The Voyage Phase may end for one of the following four reasons:
his value, for a total of 6. even if there are Aggressive Enemies still active.
To finish, the Captain rolls 3 dice for those who were not
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End of a Boarding
accumulated by that Ally. If the Ally was hired by the
Captain, they do not get any this way.
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When both mooring lines are cut, the Voyage Phase Sequence
begins anew, starting with a Travel Round. The Enemy ship
may not reboard until its turn in a new Voyage Phase Sequence.
Unconscious Characters
A Character who ended this Phase Unconscious, starts the next When all the Characters are at the «Sickbay» or the Pirate
Phase with half of their . Ship is surrendered, sunk or the rest of the crew rebels,
the Characters lose all their and any items they had
If all the Characters are at the «Sickbay» and the ship has neither listed on their respective Record Sheets (i.e. those that are
been sunk nor surrendered, the players choose between playing not their starting gear). In addition, the Captain loses all
annex I “Castaways” or annex II “Cheating Death”. the Crew's Booty registered on their Record Sheet.
Surrender
If during a Boarding against an Enemy all have been eliminated
or are Incapacitated, or if the Captain decides to surrender,
proceed to play annex II “Cheating Death”.
Sinking / Mutiny
If one of your Allies wins the Mutiny, you automatically lose
the captaincy and must play annex I «Castaways».
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13 Summary
2.-Crew Round
Preliminary Phase Each character can perform the actions of the post they are at:
Always follow the Chapter's description of the Voyage Phase. Cabins: except any assigned to ‘Guard’, those who are
Sea Tiles: are placed forming a single board. The Pirate Ship
assigned to this post discard all their fatigue. A Pirate, other
than the Captain, may ‘Scheme’. (See pg. 10).
Ship Board: limit the maximum capacity of the Hold and Sails
it admits 1 Character, or up to 3
otherwise. Each Character can fire 1 Cannon and the fire any
with Impact tokens and put in the Hold the Goods and Cannon
others. The Characters can provide skill bonuses. There must be
tokens noted on the Captain's Record Sheet. The Characters and
a Character to perform Combat Maneuvers. (See pg. 18).
Pirates and Allies: each player takes their Record Sheet and
Character and Ally Cards. ‘Assist’: make an 4 roll to gain 1 and heal a Character
1.-Travel Round
Rounds are played in succession until the end of the Voyage Phase. If you use Wood, add +2 to the roll. Characters who gain 1 .
Bilge Pump (Upgrade): a can remove all the Dirt, or your
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Time passes: ignore this step in the first Round. The Captain
Character gets +1 for the Cleaning Spree.
Diving Bell (Upgrade): recover Goods from sunken Ships.
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End of the Voyage Day: the Captain may spend a Supplies token.
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If you they don’t, roll a die and subtract the result from the . value of that Character to the Command Points. If a Character
And a Bottle of Rum: once per Voyage Day, the Captain may
other than the Captain occupies the post, that Character gains 1
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Rigging: the
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Boarding and per Impact received by the Ship. When increasing and Characters placed here help the Ship’s
1 level, if the token pointed to number III, it stays where it is and Movement. If the «Rigging» receives an Impact, the Impact
you lose 1 . token is lowered and if there are occupants there, move them to
All hands to stations!: all Characters who are not at the «Sickbay»
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or on a combat space during a Boarding, start at the «Cabins». Ship's Movement: the Character at the «Helm» and the and the
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The hold their posts. Starting with the Captain, the Pirates Characters at the «Rigging» each roll one die (plus skill bonuses).
choose a Voyage post in descending order. In case of a tie, the For each result obtained that exceeds the CR value, the ship can
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Captain decides. Then the Allies are placed in the same order. perform 1 . If your Character rolls a , gain 1 .
At the Captain's command!: during the previous step, the Gunwale (Boarding board): admits up to 4 Characters and any
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Captain can reassign Characters at the cost of losing 1 per number of . During the Voyage, the Characters can be
reassignment. Then, the Captain can use the Command Points placed on the Boarding spaces, or on the Swivel Gun spaces in
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Boarding: a Boarding takes place when your ship and the Enemy Pirate Ship is within that area, the Enemy is considered active.
Reveal Destination: if all the Goal tokens have been revealed when active, it will perform a Speed Roll.
Draw a Voyage Event card: (ignore this Phase if there are active
is an automatic success. If it was Aggressive, it becomes Passive.
Flight: if you leave the Area of Effect, apply the Morale loss (red)
or Exhausted.
Weather Events : if the Voyage Event features a icon, it indicated on the Enemy Card and the Enemy becomes inactive.
End of Phase
is used along with other game effects or skills. Follow the
instructions.
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the next Phase with half of their .
Distance: during the day, they spawn 3 spaces away from the reaches 0 and no Pirate has carried out a Mutiny, play annex I
ship if there is no Character at the «Crow's Nest». At night, "Castaways".
Enemies spawn one space closer. The spaces are counted in a
straight line, including land spaces.
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Facing: roll a die and place the bow (or head) of the Enemy A general index and a complete glossary are available in
facing the side that matches the number of the roll on the Clock. the last pages of BOOK I.
Islands: a Sea Enemy that spawns on a land space or outside
the limits of the board, is discarded. A Character at the
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