Professional Documents
Culture Documents
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By Steven McDougall (edited by Derp)
Objective:
1. Net Worth of a retired Pirate. Obtained by in-Port conversion of doubloons taken after looting Merchant Ships or
successfully attacking Ports.
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Setup
6. Players deploy Pirates into any Sea Areas, even if already occupied
- One Pirate deployment per player mandatory
- Additional Pirates may be deployed if desired (up to total # of Pirate Cards in hand at start of game)
- Place ID marker on corresponding Pirate Card and select a ship type (Sloop or Schooner) for each Pirate
deployed. Place Combat, Speed, and Loyalty chits on display at color-coded levels (Loyalty on 7 in all cases).
9. Determine game length and carry out Player Turns until game end.
- Standard: Until General Pardon card is played for the 3rd time
- Long: Go through Event Deck x 2, adding General Pardon after 1st run
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On your turn as a Pirate:
Crew Loyalty reduced by 1 on each Pirate Player’s Ship that has Scurvy
You may expend 1 of his Cunning Points to make a re-roll. The full # of dice must be re-rolled.
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Pirate Action #1 - Move
- Sea Area to Sea Area
o A player’s Pirate may never enter (or stay in) a Sea Area that contains that player’s own King’s Commissioner
Any number of Pirates allowed in any Sea Area, Transit Box, or Port
2 Move Actions required to move if Speed < 0
May go on to Loot the ship as next Action, even if this is on the next turn
Roll 1d6 + Merchant Ship Cargo Rating (= an Adjusted Roll). Cross reference on Merchant Cargo Table against Region.
This gives # of Doubloons that could be looted.
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Pirate Action #4 - Convert Merchant Ship
If a Pirate wishes to convert a Merchant Ship to his own, this action must be done immediately after the corresponding
Looting Action, even if this is on the next turn.
- Only Sloops, Schooners and Brigantines Merchants can be converted (red, blue, and green borders)
The Pirate moves his ship-type marker on the Pirate Display to Merchant Ship type
- Combat and Speed settings are set to maximum
- All other markers remain in place
- Doubloons in excess holds are lost (if converting to a smaller ship)
- Crew Loyalty increased by 1 if new ship is bigger (more holds)
- Crew Loyalty decreased by 1 if new ship is smaller (fewer holds) (Mutiny if Loyalty falls to 0)
- Merchant Ship is added back to pool
Safe Haven can be bought only in Pro-Pirate port that is not a Safe Haven for another Pirate.
- Bribe Governor: costs (1d6 x 100) Net Worth
- Pirate need not proceed once cost has been calculated
- If bribe paid, note Safe Haven location on Port Grid
- Add corresponding “Governor Bribed” chit to Pirate Display whether bribe paid or not
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Safe Haven status ends if:
- Pirate attacks the port
- Port becomes Neutral
- Anti-Pirate Governor takes over Port
- Pirate retires or dies
Voluntary if:
- Pirate decides as part of the current In-Port Activities Action
- Needs 1 D&R Recovery Action to clear and gain Crew Loyalty Point(s) in port (see D&R Recovery)
“Only the devil and I know the whereabouts of my treasure, and the one
of us who lives the longest should take it all.”
–Edward Teach
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Pirate Action #6 - Attack Port
Attacking Ports is done to gain doubloons (which may be converted to Net Worth later) and Notoriety.
- Cannot attack destroyed Ports or Pirate ports
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Pirate Action #9 - Booty Grab
Player initiating grab must be in same port as a Pirate undergoing D&R.
Pro-Pirate Port
- No cost if appropriate Letter of Marque is held. Otherwise, you can attempt to bribe a Governor:
o Requires a bribe of (d66 x 100) from Net Worth, not holds
If bribe fails, Crew Loyalty reduced by 1 (Mutiny if Loyalty falls to 0). You cannot bribe
The same Governor again
o Add corresponding “Governor Bribed” chit to Pirate Display whether bribe paid or not
Safe Havens:
- No cost
Note that these cards are considered separate from the Event Card hand
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Pirate Action #12 – Form Pirate Alliance
Possible if player has several Pirates in same port.
Split the following evenly between the two Allied Pirates as they arise:
- Doubloons (Pirate with higher Leadership gets any remainder)
- Net Worth (Pirate with higher Leadership gets any remainder)
- Combat Damage (player assigns any remainder)
Alliance broken:
- Voluntarily
- If D&R card played against it. Each Pirate then suffers effects
- If Mutiny Conspiracy card is played and a Mutiny occurs
Mutiny
Can occur due to an AP Event or whenever Crew Loyalty Rating falls to 0 or is 0 prior to an Action.
Duel
Each Pirate rolls d6 x (Duel Rating). Highest total wins:
- Winner can take over any/all victim’s possessions (except Net Worth); even his ship
- Losing Pirate dies
- A tied Duel can be re-fought if both players agree, otherwise action ends.
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Anti-Pirate Action #1 - Attempt to Deploy a King’s Commissioner (KC)
Pirate cannot be in a Port or in a Transit area
Roll 3d6
If result < Notoriety Points of active Pirate
- Place randomly drawn KC in same Sea Area as Pirate
- Deploying player continues to control the KC
Once a KC has been activated against a Pirate, it may be used by the controlling player during subsequent Pirate Actions
taken in the current Player-Turn so long as the Pirate and KC are in the same Sea Area. (3 max as max # Actions on card
= 3). This is in addition to any other AP Actions taken by other Anti-Pirate Players
1. Move
- Anti-Pirate Player moves his KC into Sea Area or in/out of Transit Box
- KC may never enter a port
2. Attack a Pirate - May be done after the Move AP Action for free. Pirate may not be attacked if in port or Transit
Box. This AP Action can be done during a Pirate Player’s:
- Move Action
- Find Merchant Ship action
- Loot Merchant Ship action
- Convert Merchant Ship action
- A failed Attack Port action
Once this AP Action is announced, the Pirate Player must decide whether to try to Evade or move straight to
Battle-stations.
- If Pirate decides to Evade, both players roll 1d6 + (Speed Rating)
o If KC Score > Pirate Score:
Pirate intercepted and Battle follows immediately unless he decides to hand over a Letter of
Marque (any nationality) and Retire
If Pirate retires, he scores 2VPs/Notoriety Point and 1VP/100 Net Worth
- If Pirate decides to Battle (or was intercepted by the KC), Pirate rolls 1d6 + (Combat Rating) + (Ability
Rating) and the KC rolls 1d6 + (Combat Rating)
o If KC Score > Pirate Score:
Pirate eliminated
Pirate scores 1VP/Notoriety Point
KC scores half of this total
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3. Attack a Pirate Port - A KC may attempt to destroy a Pirate Port if in the adjoining Sea Area
The KC rolls 1d6 + (Combat Rating). EACH Pirate in the target port does the same (1d6 + (Combat Rating))
o If KC Score = ANY Pirate Score:
- Attack fails and AP Action ends
4. Oust Pirate from Port - Carried out against a Pirate in port who announces any Pirate Action associated with a
Port (includes Safe Haven but not Pirate Port)
Note that placement of an Anti-Pirate Governor automatically displaces all Pirates into the Sea Area
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Anti-Pirate Action #3 - Use Any On-Station Warship
This AP Action can be done during a Pirate Player’s:
- Find Merchant Ship action
- Loot Merchant Ship action
- Convert Merchant Ship action
- Attack Port action
New Warships can only be added via “Warship Sighting” Event Cards
Once this AP Action is announced, the Pirate Player must decide whether to try to Evade or Battle.
Warship
Speed Combat
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