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Risk “Hull” Pirates only: Pay 1 Non-pirates:

to find Cargo, Rumor and Cargo Card Sell or Buy

Seas of Glory Components


Rumors, Recruiting for full Goods
Weapons, for free. Repairs. (6 cards).
or “Crew”.
P ir 4 4 Tr
ate Haven 5
Introduction Reef
V icto
r y Ree
f no raId St . M a r y ’s
Natives
Ut ’
a Min Xiosk
ade Station
Ambergris

s
no BountIes no BountIes

Board
The Seas of Glory expansion is a module based
expansion, letting you pick and choose the modules
and variants you think will enhance your games. The
su
Trea re Ga
Risk “Hull” Pirates only:
modules are numbered and include an approximation of to find Cargo, Rumor and
h ll
s
ni
Rumors, Recruiting
added play time and complexity. Overall, Seas of Glory Weapons,
or “Crew”.
for free. e

on
is meant for Merchants & Marauders veterans with P ir 4

Sp
n
Reef at ave
Po r t e Hm a n
Wa l k
e r ’s C a y no raId
familiarity with the base game. Fr e e no BountIes

How To Use The Expansion


The new Captains, Rumors, Missions and Events can
Pay 1
Cargo Card
for full
Non-pirates:
Sell or Buy
Goods
3
integrate with the base game without learning any new Repairs. (6 cards).

rules. However, many modules have new rules to remem-


ber and it is advised to introduce these into your games
Natives
S a a n o’ fi i s
4
no BountIes
Tr
ade Station
We s t G o u d
5 2
gradually. That way you get to familiarize yourself with Captain-General
Don Juan Esteban de Ubilla
how each module works. Playing with all the modules Attack: 1 Spanish Bounty.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
is possible and can be an epic experience, but doing so Win Crew Combat to claim the ship and its gold.
prematurely may increase the chance of forgetting things
and having a sub-optimal experience.
1 Weather Spinner 1 Treasure Galleon Board
The modules are numbered and generally ordered by
complexity. Have fun!

Replacement Cards
Seas of Glory includes four replacement cards. The first
printings of the base game had three Rumor Cards
misprinted with the wrong icon. The fourth replacement
card is for the “A Myriad of Goods” rumor, which makes Pu
it compatible with the Contraband module without
being overpowered.

Credits
Game design: Christian Marcussen
Artwork: Chris Quilliams
Graphic Design: Philippe Guérin
Rules Layout: Olivier Lamontagne
Special thanks to George Orthwein for his editing.
Playtesters: Anthony Yeatts, Jeff Kayati, Michael Benedict,
George Orthwein, Joe Michaeli, John Knox, Kris Hadley,
Stephen Williams, Tor Gjerde, Kyle Woelfel
Additional Playtesters: Wade Duym, Whitney Prose,
Daniel Coody, Ron Mahaffey, Connor Torres, Joe Shaw,
Joseph Shaw II, Kasey Benedict, Felix Orthwein, Ethan
S. King, Stacy Woelfel, Tony Baker, Carey Yeatts, Joseph
Coleman, Micah Coleman, Stephanie Scott 4 Main Expansion Boards 4 Favor Boards 4 Loyalty Boards

© 2015 F2Z Entertainment Inc.


31 rue de la Coopérative minis
Rigaud QC J0P 1P0 
Canada

info@zmangames.com
www.zmangames.com 1 Treasure Galleon 1 Pirate Man-o-War 5 Brigs
2 (gold) (black) (1 black and 1 in each player color)
s
token 3 Gold per
Bounty
Do 1 “port”
activity
for 5 Gold. Non-pirates:
Move or
forgiven (4 cards Free with Summon
(1 nation). to buy). Raid win. matching
Navy.

4 Home-Port Tokens + M iss ary2 NPC3 Spawn Tokens T ow n+ 5 8 Extra Bounty


P r i s on Tokens
4 Na
val forl otr
S a n t iont i s t a 6
Ca
San stilla
o Ba I H gnore Its Philippe To t Z i e n s o del D
Plastic Stands Plastic Stands
3 Gold per Do 1 “port”
for 5 Gold.

0 2
Bounty activity
forgiven (4 cards Free with
(1 nation). to buy). Raid win
3 Gold per Do 1 “port” Non-pirates:
for 5 Gold.
Bounty activity Move or
forgiven (4 cards M iss
i o n a ry 3 Free with
T ow n 5 Summon Prison 4
(1 nation). to buy). Sant
o Batista Ignore HIts
Raid win. San
Philippe matching To t Z i e n s
Navy.
M iss
ionary 3 T ow n 5 Prison 4 Na
val fort
Santa Anna Ignore HIts Holetown
To
rre del Diablo Fo r t G e o r g e 6

3 Gold per Do 1 “port”


1 Storm Token + 17 NPC Upgrade Tokens 12 New Special 8 New Ship Mods 16 LocationBounty
Tokens 6 Mission
activity Tokens for 5 Gold.
Free with
forgiven (4 cards
Plastic Stand Weapons Risk “Hull” Pirates only:
(1 nation).
Pay 1
to buy).
Non-pirates:
Raid win

to find Cargo, Rumor and Cargo Card Sell or Buy


Rumors, Recruiting M iss
ionar y 3 for full T ow n 5 Goods
To Prison 4
Weapons, for free. Santa Anna Ignore HIts Repairs. (6 cards). rre del Diablo

cards
Holetown
or “Crew”.
P ir 4 4 Tr
Reef no raId ate Haven Natives
Ut ’
ade Station 5
V icto
r y Ree
f St . M a r y ’s no BountIes a Min Xiosk no BountIes Ambergris

Risk “Hull” Pirates only: Pay 1


to find Cargo, Rumor and Cargo Card
Toba ipwre
ck Trea raph er Delic Rumors,
der Bo rght
Recruiting for full
Food en Sh artog
Gerit vansu
sure at
Gold You h The C Earn: e Weapons, for free. Repairs.
cco ng new
ly Thie 5-20 only: Cargo
rea re ( Curaçao )
a
ip carryi t to be to sho ve found a f Risk “Hull” ReqPirates Gold or “Crew”.
sh sh
A Spani ins is though
w m
Capta the locati ap claimin
 Gold
arn: 20 nglish Bount
to findECargo, y : Rumor
Influen and
TP Gaya
sh iraStt .eMHa r ay ’sven nM
Loc ce
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tionRecruiting 4lre-roll a 4
ni
minted ed near San Ju Natives
shipwre
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ash.
er
Rumors,Req: N Bridgetown
Location
Weapons, :
erican co
ast. Charle uga
s P for free.
Reef
V icto Reef
ry
no raId ll once
SeamanshiBp rol e o ountIes
Ut ’
a Min Xiosk no BountIes
or “Crew”. the South Am make a to send a lumier, a b
per Naval battle

a
San Juan Chart ion to coll ct ota
ion of nist, wants

on
Hom Piec
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Sp
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ul S Parac p Basse la
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act n
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successf : Trinidad, C o r touF rvm a nlants -Terr nts
age, so naore BliountIes
no eoeay
ym

2 3John (Kn
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sful, yo to 10 l, you ma pt th move on th Risk “Hull” St. John )
rtuga ment If succes Gold. Regar stre
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3 3
T — fr
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recover the rumor has guov
sp ad befo
ard to re a m
o m the C ste al turn pe ea -Zmoneent Card ld after eve sion. to find Cargo, Rumor and
+1 Seamanship
s
ence ap a S d rawn. ry
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isl si
ll, s m es chase y assive amo tain’s ol d in thoen b Rumors, Recruiting

3
your ro G al C
PC ship Com ou off unt o Place 5
ul. C laimin Ba on taking y o mplete Weapons, for free. during Naval Combat
cent N pleted . f cces sf ss
si
mis e-TerrNon-pirates: a “po the
all adja m rega Pay 1 when su complete th0e Gold been e before rt ” action
Cargo
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any, y rdless of h .

a
h
San Juan Cargo Card gold an d
S ea-Zon
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Sell or Buy
ou rea
P ir
ou ste
4

Sp
ow h c n the “shoot ” action
Mas al. for full when th
e 4t
“scouted
”. Goods h
Re f
Wa l k e C a y
at ave
Po r t e Hm a n
.
ts Repairs. successfully (6 cards). e r ’s no raId Fr e e no BountIes

2 1 4 3
Natives
S a a n o’ fi i s
4
no BountIes
Tr
ade Station
We s t G o u d
5 2
32 Contraband Cards 25 Rumor Cards 25 Mission Cards Pay 1
Cargo Card
for full
Repairs.
Don
17 Captain
Captain-General
Juan Esteban de
Cards
Non-pirates:
Ubilla
Sell or Buy
Attack: 1 Spanish Bounty.Goods
(6 cards).
3
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.

Pirat Kidd
William
e Brig
At th
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Toughness
Galleon
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Brig Natives
S a a n o’ fi i s
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no BountIes
Trreato
Indian
Indian
suclaim
re
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pta
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end of th Brig in the
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Crew Crew Cartage
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(“scou ne
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If the P en place this
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Man eu verability 1 Man eu verability 3 Brig
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and its
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2 4 3 3
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1 3
Maneuverability Maneuverability Hava
na.

16 Event Cards 4 Galleon (Man. 1) Ship Cards 4 Brig Ship Cards 4 Replacement Cards

rules cubes o th e r
Combat • Randomly discard a Cargo Card for each hit the Naval Grappling Hooks: After a Seamanship contest roll
ship took to its cargo. You may keep the remaining goods. where you chose to “board”, you may spend (discard)
Naval Combat • Keep the ship, if you wish. your Hooks to re-roll any number of your dice.
1) Declaration:
PluNDeriNg NPC Pirates Heated Shot: Each you rolled does no damage,
Each player declares Shoot, Board or Flee. (Aggressor declares
NPC Pirates have no cargo or gold onboard. However, if you are but the enemy ship catches fire! Place the token on the
first, and “shoot” is the only available action in the first round.
a non-pirate and you defeat a pirate ship (sink it or win Crew enemy ship. Prior to every new Naval Combat round, the
When controlling an NPC, “flee” may not be chosen unless it has
Combat), you get a gold reward: 5 Gold for a Sloop, 10 Gold for a ship receives 1 hit to a location of the target Captain’s choice.
less “Cannons” or “Crew” than the player it is up against.)
Remove token if Crew Combat begins or the battle ends.
Brig, 15 Gold for a Frigate and 20 Gold for a Man-o-War.
2) Seamanship contest:
Roll Seamanship to see who out-maneuvers whom and Double Shot: Up to 2 you rolled inflict 1 extra
hit each. Apply non-“Skull” hits first. Then evenly apply
gets to perform his chosen action. (+1 die if your ship has a Merchant Raids all “Skull” hits to as many different non-empty hit-
Maneuverability that is 2 or more higher than your opponent.)
locations as possible (target Captain’s choice).
If any of your ship’s hit-locations are destroyed, you can’t raid.
3) Action!
Caltrops: Spend (discard token) after a Seamanship
The winner of the Seamanship contest performs his chosen 1) Draw 3 Cargo Cards and place them face up in front of you.
contest where you chose to “board” (regardless of who
action (the loser may still “shoot” with successes):
2) Roll your Captain’s Seamanship ( ). Special Weapon tokens won the roll). On the following combat round, the
Shoot Win: Inflict a hit with all of your “Cannons”. can be used to convert a failed die into a success. enemy Captain has a ‐1 penalty (minimum 1) on his/
Tie or Loss: Inflict 1 hit per success, limited by “Cannons”. her next Seamanship or Leadership roll.
3) One at a time you may use each success to:
Board Win: Naval Combat ends and Crew Combat begins. • Draw an additional card
Opponent’s cannon-hits, if any, are applied before you manage • Discard a card or
to board. Proceed to Crew Combat unless your ship is sunk (you • Exchange a card Ship Modifications
die), or you lose your last “Crew” (in which case Naval Combat
continues). 4) Any remaining Hit Icons damage your ship. The raid fails if Extra Hammocks: Adds +1 to the ship’s “Crew” value
a hit-location is destroyed, or if the number of Escape Icons (the extra crew must be ‘recruited’). Your ship’s “Crew”
Flee Win: Escape! Only if your opponent made no successes. equals or exceeds your ship’s Maneuverability. can never exceed 5.
Repeat if Naval Combat hasn’t ended. If you succeed, you get gold matching the Plunder Value of the Advanced Rigs & Sails: Adds +1 to the ship’s
remaining cards and may keep as many as your ship will hold. Maneuverability value.
Hit-loCatioNs & Damage
Reinforced Hull: Flip this token to absorb 1 point of
Hull: If destroyed, your ship sinks. You lose the battle and your
Captain dies.
Location Raids damage done to any hit-location (after hit-locations
have been determined). “Repair” the token for 3 Gold
Cargo: Each point of damage means your ship can carry one less If any of your ship’s hit-locations are destroyed, you can’t raid.
in any port to refresh its ability. May be used in Raids
Cargo Card. Excess Cargo Cards are randomly removed. 1) Draw the number of Cargo Cards indicated on the Location and for Swivel Gun hits but not in Crew Combat.
Masts: If destroyed, you only roll one die during Seamanship and place them face up in front of you.
Chasers: Flip this token to inflict a hit after you or an
contests and can only select the “shoot” action. 2) Bombardment: You may roll 1 die for each of your opponent declares the “Flee” action. Flip it face up after
Crew: If destroyed, you can’t select the “board” action and “Cannons”. You roll 1 die at a time and discard a card of combat has ended.
automatically lose Crew Combat once it begins. your choice for each success you make. You can stop the Swivel Guns: Just prior to Crew Combat (at sea), roll
bombardment prior to any roll. 2 dice. Inflict one hit to enemy “Crew” on one or more
Cannons: Each point of damage means you can inflict one less
hit. If destroyed, you can’t inflict any cannon-hits. 3) Receive Hits: Each remaining Hit Icon either inflicts 1 hit to successes. It doesn’t matter who initiated the boarding.
your ship at the indicated hit-location, or 2 hits if the number Extra Cannon Port: Adds +1 to the ship’s “Cannons”
Note: Further damage to destroyed locations are transferred to “Hull”. of Escape Icons matches or beats your ship’s Maneuverability. value. Move the “Cannons” hit-location cube up one
If your “Hull” is destroyed you sink and die. Any other destroyed step. “Cannons” can never exceed 5.
Crew Combat hit-location means the raid fails. If none of your ship’s hit-locations are Long Guns: Before the 1st round of Naval Combat,
Every round both Captains roll their Leadership skill destroyed, you may continue the ground assault or retreat. roll a die for each of your “Cannons”. Inflict a hit for
simultaneously. Each success inflicts a hit to the enemy crew,
each success. Special Weapons can’t be used.
except you can’t inflict more hits in a round than the number of 4) Ground Assault: Roll Leadership. Receive 1 hit to “Crew”
“Crew” you have (prior to rolling). Repeat until a Captain has lost for each remaining Escape Icon minus 1 for every Leadership Extended Cargo Hold: Adds +1 to the ship’s Cargo
all of their “Crew”. They die, lose the battle and the winner may success you made. If your “Crew” is reduced to “0”, your value. Move your “Cargo” hit-location cube up one step.
plunder their ship. Captain dies. This is considered a single round of Crew Combat in A ship’s “Cargo” can never exceed 5.
regards to Glory Cards and Captain/Specialist abilities. Crow’s Nest: You may add 1 die to a Scouting roll
(prior to rolling) or subtract 1 die from an enemy’s
Plunder If you survive, you get gold matching the Plunder Value of the
Scouting roll (min. 1 and prior to scouting for you).
remaining cards and may keep as many as your ship will hold.
Remove the Location Token from the board. Note: Cards and Only works as long as you have fully repaired “Masts”.
PluNDeriNg Player CaPtaiNs
When you win Crew Combat against a player, you may take: Gold abilities that specifically say “battle” may be used on Location Raids.. Carved Hull: Your opponent has -1 Seamanship
on board, Cargo (including Contraband), Glory Cards, Rumor (minimum 1) when either of you selects “Flee” during
Cards, Specialists, Special Weapons and Ship (but not Missions). Special Weapons Naval Combat.
If you defeat a pirate player (sunk or boarded), a nation will pay 5 Smuggler’s Hold: One Contraband does not take
Gold for each of their Bounties on the defeated player. You may Chain-shot: Each you rolled inflicts a hit to your up a Cargo space, is “invisible” to NPCs and is immune
claim this reward from only one nation, and it can’t be one that enemy’s “Masts”. Hits to a destroyed “Masts” location to cards and damage effects. Whenever relevant, pick
you have a bounty from, or which your nation is at war with. are never transferred to “Hull” in a round where you used which Contraband card you want to be immune.
Chain-shots.
The Plank: Avoid a drop on the Loyalty Track when
PluNDeriNg Naval sHiPs Grapeshot: Each you rolled inflicts a hit to your an NPC Event Card is drawn by choosing one of the
When you win Crew Combat against a Naval ship, you: enemy’s “Crew”. Hits to a destroyed “Crew” location are following: Roll Leadership and succeeding or (if at sea)
• Draw 3 Cargo Cards and get an amount of Gold equal to never transferred to “Hull” in a round where you used discarding a “Crew”. You may not first try Leadership
the Plunder Value on the drawn cards. Grapeshots. and then discard a “Crew” if failed.

Rulebook 4 Player Aids 12 Cubes for Favor, Loyalty and Flexible Turns Cloth Bag for Flexible Turns or Token Draws
3
le 1 Rumors, Missions, Events & Captains
modu Added play time: None Added complexity: None

The amount of Rumors, Missions and Captains are


doubled. The new cards can either be shuffled in with
Mission Tokens Home-Port Tokens
To make more space on the A flag token in each player’s color can be
the cards from the base game, or used separately as new
board you can choose to use placed on each player’s home-port for easier
decks. If the 16 new Event Cards are used, they must be
the new Mission Tokens. Place identification.
used together with the Event Cards of the base game.
active missions next to the board.
Put a Mission Token in the
The text on some of the
Sea-Zone where the mission can be claimed, and place
cards assumes familiarity
the Mission Token with the matching number on the
with the base game. For E W N Mission Card. There are three pairs of Mission Tokens.
instance, they may result War & Peace
in two nations going to WAR! The third pair is used for the new “Employers Calling” Gil del Lobo
If no active war: Event Card which adds a 3rd Mission to the game.
war without explaining 1) Take a Bounty Token from ( Trinidad )
how wars are handled. It each nation, randomly draw 2 and
Is considered a non-
place them in the “At War!” space.
simply means that you do 2) Exchange the Frigates of pirate with no Bounties
what the War Event Card these nations for Man-o-Wars.
unless he has 3 or
Captains of these nationalities
in the base game says. cannot enter enemy ports. more Bounties total.
PEACE! NPC Spawn Tokens
New NPC Events include If two nations are at war:

Naval Man-o-Wars that


appear even without an
Everything is normalized. Empty
the “At War!” space and revert
Man-o-Wars back to Frigates.
Forbidden Date 2 2 3 3
Two flag tokens are also provided to help remind players
where new NPCs will appear at the end of the turn when
Earn: 5 Gold & Gold+Cargo an NPC Event Card is drawn. The brown flag is used for
active War (use a brown from a Merchant Raid
Naval Ships and the black flag is used for NPC Pirates.
Req: Influence check
galleon from the base game) as well as NPC Pirate Location: Petite Goave
Brigs and Man-o-Wars (use the new black miniatures
The governor’s annoying wife,
included). As in the base game, any 2 Man-o-Wars in the Christine la Croix, is having an
same Sea-Zone do not “scout” for players. affair. She is with her lover on
board the first merchant you find.
Perform a successful Merchant
Raid on that merchant to

New Special Weapons


complete the job.

le 2
modu
You get no Bounty Token, nor a
Glory Point for a 12+ plunder.
Added play time: None Added complexity: Moderate
“Bring home my
good-for-nothing wife…
Three new Special Weapons can be added to the game; Heated Shot, Double Shot and Caltrops. A please
oh – and shipdon’t
cantell now
anyone.”hold
up to six Special Weapons (one of each type). As in the base
game, the new Special Weapons can still be spent in Merchant Raids to convert a failed die, but each have a unique effect when used in Naval Combat.

Heated Shot: Spend (discard token) Double Shot: Spend (discard token) Caltrops: Spend (discard token)
after rolling hit-locations and rolling after rolling hit‐locations, to make after a Seamanship contest where
at least one “Skull”. The “Skulls” rolled up to two “Skull” hits do one extra you chose to “board” (regardless of
do no damage, but the enemy ship hit each. Apply non-“Skull” hits first. who won the roll). On the following
catches fire! (Place the Heated Shot Then, evenly apply all “Skull” hits to combat round, the enemy Captain
token on the enemy Ship Card.) Prior as many different non-empty hit- has a ‐1 penalty (min. 1) on his/her
to every new Naval combat round, the locations as possible (target Captain’s next Seamanship or Leadership roll
targeted Ship receives 1 point of damage to a location of choice). May not be combined with other Special (Seamanship if you lost and didn’t manage to board, or
the target Captain’s choice. Once Crew Combat begins Weapons (e.g. using Chain-shots to turn “Skulls” into Leadership if you did).
or the battle ends, remove the Heated Shot Token—no “Mast” hits).
further damage is done. Note: You MAY use both Grappling Hooks and Caltrops
Example: Red’s Galleon fires 4 hits on Blue, rolling in the same combat round. However, only one special
Example: Blue’s Frigate fires 3 hits on Red, rolling 3 “Skulls” and a “2” for hit-locations. Red decides to use ammunition (Chain-shot, Grapeshot, Heated Shot, or
2 “Skulls” and a “4” for hit-locations. Blue decides to use Double Shot. First, Blue applies the “2” which destroys Double Shot) can be spent per combat round.
Heated Shot and places the token on Red’s ship card. his “Masts”. The Double Shot affects 2 “Skulls” meaning
Red applies the “4” which hits her “Cannons”. Neither of Blue now has 5 total “Skull” hits to apply! Blue’s “Cargo”
the 2 “Skulls” do any damage this round. Before the next was already destroyed so the first 3 hits must be to his
round, Red will have to choose a hit-location to damage. “Hull”, “Crew” and “Cannons”. Blue would rather sacrifice
his “Crew” but the remaining 2 hits must also be spread as
evenly as possible, so Blue chooses “Crew” and “Hull”.

4
le 3 New Ship Mods
modu Added play time: None Added complexity: Minor

Four new Ship Modifications are added to the game: Carved Hull, Crow’s Nest, Smuggler’s Hold and The Plank.

Smuggler’s Hold:
Setup Module Dependent: Only use with the
Re-entering the Game
Add the new Ship Mods you wish to play with to the When a player ship with Ship Modifications is sunk, sold
Contraband module.
original 16 Ship Mod tokens before distributing them. or discarded, you place any Ship Mods back with the
After distributing them place the remaining tokens face unused Ship Mods in the reserve pool. Then randomly
One Contraband does not take up a
down (or in a cup) without looking at them, to form a draw a number of Ship Mods matching the amount
Cargo space, is “invisible” to NPCs and is
reserve pool. you just discarded and have them re-enter the game as
immune to cards and damage effects. Whenever relevant,
normal: the player owning the ship places them randomly
pick which Contraband card you want to be immune.
Powers and face down in any port of his or her choosing that is
Carved Hull: currently without Ship Modification tokens (or back in
The Plank:
Your opponent has -1 Seamanship the pool once all ports have a Ship Mod—possible with
Module Dependent: Only use with the
(minimum 1) when either of you selects the Ship Mod Market below).
Loyalty Module.
“Flee” during Naval Combat.
Avoid a loss on the Loyalty Track Ship Mod Market (Optional rule)
when an NPC Event Card is drawn If a port has no Ship Mod when taking a “port” action,
by choosing one of the following: Roll you may draw one random Ship Mod from the reserve
Crow’s Nest: Leadership and succeeding, or (if at sea) discarding a pool. You can either buy it, or place it face up for sale in
You may add 1 die to a Scouting roll “Crew”. You may not first try Leadership and then discard the port you are currently in.
(prior to rolling) or subtract 1 die from a “Crew” if failed. You must select either of the two
an enemy’s Scouting roll (minimum 1, methods per drop.
and prior to scouting for you). This ship
mod only works as long as you have fully
repaired “Masts”.

le 4 NPC Upgrades
modu Added play time: None Added complexity: Minor

new tokens and then place the “2” token back into the used them, it would have Grappling Hooks again after
Setup pool. (Redraw the “0” token when drawing two upgrades.) the battle, provided it survived.
This module features 17 NPC Upgrade Tokens
(a collective term used for what is both NPC Ship Mods • If an NPC has the Crow’s Nest, it will always use it
When a new NPC of the same nation/type is drawn when Scouting and the player who will control it during
and NPC Special Weapons).
(covering an existing NPC Card), the token on the old

02
Place the 17 NPC Upgrade a battle may decide if the Crow’s Nest is used to avoid
card is returned and then a new token is drawn for the being found.
Tokens face down next to the
new card. Similarly, when an NPC with other NPC
board (or in a cup near the
Cards beneath it is defeated, a new token is drawn for the
NPCs) to form a reserve pool.
new active NPC (regardless of what token it previously Defeating an NPC with Upgrades
If you aren’t using the new
had). In other words, only the top NPC Card of each type If an NPC with upgrades is sunk, you return the NPC
Ship Mods or Special Weapons
should have an NPC Upgrade Token, and you draw a Upgrade Tokens back into the pool.
modules, then remove the
token every time an NPC is drawn or revealed.
matching NPC Upgrade Tokens from the pool.
If you defeat an NPC in Crew Combat, you may keep
Circumstantial rules any unspent NPC Special Weapon upgrades if you have
Drawing Upgrades • D uring “War & Peace” Events, NPC Frigates that the room for them. Place them on your board as normal
Every time you draw an NPC Event Card, you draw a “become” Man‐O‐Wars, or vice versa, simply keep their and put them back with the other NPC Upgrade Tokens
random NPC Upgrade Token and place it on the card. current token(s). when used, sold, or if your ship is sunk.
The NPC ship gains the abilities matching the NPC • Draw a new token if a Man-o-War ends up with an
Upgrade Token on its card. upgrade it can’t have (for instance, Hammocks or Extra If you claim the ship, it keeps its upgrades. Place the NPC
Cannon). Upgrade Tokens on your Player Board in the appropriate
If you draw the “0” token, the NPC has no upgrade; areas. These upgrades are placed back with the other NPC
return the “0” token back into the pool. If you draw the • After a battle, an NPC gets its Special Weapon upgrade
Upgrade Tokens if your ship is sunk or sold.
“2” token, it means the NPC has two upgrades; draw two back after it is used. So if it had Grappling Hooks and

5
le 5 Ships le 7
modu Added play time: None Added complexity: Minor modu

Seas of Glory adds a medium-sized ship to the game— Low Maneuverability Galleons Contraband
the Brig. You will also find alternative Ship Cards for Included are Ship Added play time: approx. 5 minutes
Galleons with reduced Maneuverability. Galleon Cards where Added complexity: Minor-Moderate
Brig Toughness 4 the Galleon’s
Cargo 5 Maneuverability has
The Brig costs
Brig Crew 4 been lowered to “1”. Setup Toba
cco
20 Gold (sells for 5), Shuffle the
Toughness 2 but does not award Cannons 4 This makes it less Food
Maneuverability 1 32 Contraband
Cargo 4 a Glory Point when efficient in battle Cards into
Crew 2 purchased. Its large and very poor for the Cargo
Cannons 2 Cargo and added Merchant Raids (i.e. a poor pirate ship). Deck. These S
Doctuolen
Maneuverability 3 ment

3
defense capabilities When should I use the modified Galleon? 32 Contraband oner
Old P rovid
ence
s
Prisortuga
make it a good all- • W hen playing with the Brig (to make choice of ship Cards can work T

purpose ship, viable for both pirates and merchants.

3
interesting). like normal Cargo Mas
Cards or act as Cargo ts
• W hen playing with the Flexible Turns or Cutthroat
Note: If you play with the Brig, you should also use the new Contraband—a
Variant (due to increased chance of PvP combat).
Galleon Cards. This makes the choice of a new ship a more new type of cargo
interesting one.
3 Gold per Do 1 “port” Non-pirates:
• If after many plays you feel that the Galleon is
consisting of illegal or
for 5 Gold.
Bounty activity Move or
forgiven (4 cards Free with Summon

overpowered compared to the Frigate.


(1 nation). to buy). Raid win. matching

embargoed goods.
Navy.
M iss ary 3 T ow n 5 Prison 4 Na
val forl otr
S a n t iont i s t a 6
Ca
San stilla
o Ba Ignore HIts Philippe To t Z i e n s o del D

le 6
3 Gold per Do 1 “port”

Treasure Galleon Non-pirates:


Getting Contraband
modu
for 5 Gold.
Bounty activity Move or
forgiven (4 cards Free with Summon
(1 nation). to buy). Raid win. matching

3 5 Na
Navy.
Whenever you draw Cargo Cards, there is a chance that
Added play time: approx. 5 minutes Added complexity: Minor
M iss 4 val fort
ionaary
Santa Ann
T ow n To Prison
rre del Diablo 6 F e

some of them will feature the Contraband option.


Ignore HIts Holetown ort Georg

Risk “Hull” Pirates only: Pay 1 Non-pirates:

The Spanish Treasure Galleons collected gold and silver from around the Caribbean and transported it back to Europe. When buying Cargo, do the following in order:
to find Cargo, Rumor and Cargo Card Sell or Buy
Rumors, Recruiting for full Goods
Weapons, for free. Repairs. (6 cards).
or “Crew”.

Reef
V icto
A Treasure Galleon4was a risky, but
r y Ree
f no raId
4 profitable and
P ir
S
5
ate Haven glorious target.
t . M a r y ’s no BountIes
Natives
Ut ’
a Min Xiosk no BountIes
Tr
ade Station
Ambergris

1) Redraws: Redraw any cards that show the good in


Setup Risk “Hull”
to find Cargo,
Pirates only:
Rumor and
su
Trea re Ga Attacking the Treasure Galleon demand as usual, but also cards showing Contraband
sh ll
that is supposed to be sold in the port you currently
ni
Rumors, Recruiting

This module adds Weapons,


or “Crew”.
for free. e Player Captains can “scout” for and attack the Treasure
a

are in (for instance, being in Havana


on

4 P ir
Sp

n
ave
a Spanish Treasure Fleet when in the same Sea‐Zone.
Reef at
Wa l k raId Po r t e Hm a n
e r ’s C a y no Fr e e no BountIes

Galleon NPC to and drawing a Contraband Card


Prisoner
the game. Place the
Pay 1
Cargo Card 3 Non-pirates:
Sell or Buy If successful: asking to be sold in Havana). Havana
for full Goods

Treasure Galleon • A Naval battle begins and you receive 1 Spanish


Repairs. (6 cards).

Natives 4 5 2
Tr
ade Station
2) Buy Contraband: If any of the cards
miniature (the gold Bounty.
S a a n o’ fi i s no BountIes We s t G o u d

Captain-General
colored Galleon) in the Don Juan Esteban de Ubilla are Contraband Cards, you may choose to buy them
Attack: 1 Spanish Bounty.
If you defeat the Galleon you get:
Cartagena Sea‐Zone.
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
as such for 3 Gold each (regardless of how many you
Win Crew Combat to claim the ship and its gold.
• 1 Glory Point
Take the Treasure draw). If bought, you place them on the Contraband
• 1 additional Spanish Bounty for every 10 Gold on the space on the Main Expansion Player Board.
Galleon Board and place it face up. It holds the stats
Treasure Galleon Board (rounded down).
of its Captain and is also where you place the gold it is
transporting. • Plunder: If you won through Crew Combat, you may 3) Buy regular Cargo: Any cards not bought as
claim the Galleon as your ship and/or all the gold on its Contraband work just like normal Cargo Cards
board. There is no Cargo to plunder. (including reducing the price of cards featuring the
Movement & Gold Punchboard 2

same good). Place on the regular Cargo space if


The Treasure Galleon moves like other NPCs, in the Like all other NPCs, the Treasure Galleon is fully
repaired between battles. If defeated, the Treasure bought.
direction of the first move icon (upper left) of any Event
Card featuring move icons (no matter which specific Galleon is out for the rest of the game.
When getting Cargo Cards from Merchant Raids,
nation or pirate icon it is). The Treasure Galleon has no
Rumor/Mission rewards, etc., you may place any cards
hunt criteria and never initiates a battle. Treasure Galleon together
showing the Contraband option on either your regular
with other modules/variants Cargo space or your Contraband space. As when buying,
When the Treasure Galleon moves, you also place 5 Gold The Treasure Galleon is subject to any other modules where the Cargo Card is placed defines what it is.
on the Treasure Galleon Board. The total on the board or variants added. For instance, if you play with NPC
is the amount of gold that an attacker can plunder from Upgrades, you also draw one for the Treasure Galleon.
the ship. Likewise, if you play with the lowered Maneuverability
Selling Contraband
Contraband can only be sold in the port listed on the
for Galleons, this also affects the Treasure Galleon.
card. To sell the card, you simply present it during

6
the “Sell Goods” port activity and take 10 Gold. The
different types of Contraband (“Prisoner”, “Embargoed
le 8 Wind and Weather
Goods”, etc.) are only for flavor. They are all mechanically modu Added play time: approx. 5 minutes Added complexity: Moderate
alike.

GLORY POINTS: Get 1 Glory Point for every The Wind and Weather module has two parts. One deals with wind direction and the other adds an on-board storm.
2 Contraband you sell. To keep track, place the first sold You can play with wind direction without the on-board storm if you like.
Contraband Card behind your Captain Card and place
it in the discard pile when the second is sold (along with Wind Direction
the second card). If your Captain dies, a Contraband card Spin the Weather Spinner at the beginning of the turn prior to the Event Card
behind your Captain Card is kept for your new Captain. draw. It will land on one of the 8 directions marked. The direction it ends on
is the wind direction until it is spun again (prior to a new Event Card).
Note: Single Contraband Cards do not count as You may take a free “Move” action in the wind direction once per
1/2 points for purposes of scoring, i.e. tie-breakers. turn, but it takes two actions the first time you move against the
wind in a turn. (The second time takes only 1 action as normal.)
Traveling with Contraband
Naval ships will scout for any non-pirate player with
Contraband (but do not hunt for them—i.e do not move
towards them).
If found, the non-pirate Captain may either:
a) Resist and attack the NPC (getting a Bounty as if
starting the battle).
b) Discard all Contraband Cards to avoid the battle.
Example: The Weather Spinner lands on NW. Red has a
No changes are made to Naval Ship Scouting in regards rumor in the Caracas Sea-Zone so she decides that it is worth
to Pirate players with Contraband. (Naval Ships will it to sail against the wind to the SE spending 2 actions. A third
continue to scout and attack as normal.) action is spent attempting the rumor but it fails. Red’s turn would
be over, but she decides that returning to The Caribbean Sea Sea-Zone
Important Terms makes sense, so she spends a free extra action moving back NW with the
Whenever the rules or cards refer to Cargo, Cargo wind direction.
Cards or Goods, they refer to all kinds of Cargo Cards,
both specific goods and Contraband. For example, The Storm Token
Nassau’s Sea-Zone ability would also allow you to buy In conjunction with the Wind Direction rules you may also use the on-board Storm Token.
Contraband Cards for 2 Gold each (still selling for 10). When playing with it, you place the Storm Token on the transparent pin, and put it in The
Caribbean Sea Sea‐Zone at the beginning of the game.
However, if you are asked to buy or draw a card with a
specific good (such as “Textiles” or “Rum”), you must The Storm Token moves in the direction determined by the Wind Spinner immediately
ignore any Contraband option and place it with regular after spinning it. If the direction is unavailable, move it to the next possible Sea‐Zone in a
Cargo. Likewise, if you must discard or sell a specific clockwise direction (like NPCs).
good it would also have to come from your regular Cargo
space. Storm Effects
Captains receive 3 random hits minus 1 for every Seamanship success when:
Similarly, if a rule refers to Contraband, then specific
• Moving into a Sea‐Zone with the Storm Token (including leaving port in the same Sea-Zone).
goods do not apply and the good shown on the
Contraband Card is irrelevant. Only Cargo Cards placed • Starting his/her turn at sea in the Sea‐Zone with the Storm Token.
on the Contraband space of the player mat qualify.
Storm Event Cards
Taking Damage to Cargo No changes are done to the “Storm” Event Cards. Captains may find themselves in situations where they need to deal
When you are forced to discard cards due to damage with both the Storm Token and an Event Card Storm.
or otherwise, for each card you may choose to discard
one from the regular Cargo space or the Contraband Captain Christian Marquis
space (the card is still selected randomly from all cards Captain Christian Marquis also ignores the Storm Token.
on the chosen space, if necessary). If there are no cards
remaining in one space, you must choose the other. NPCs
NPCs in a Sea-Zone with the Storm Token never “Scout” for players. However, NPCs are not affected by Storm
Important! damage or Wind Direction.
Remember to use the replacement “A Myriad of Goods”
Rumor Card when using this module. The card as
originally written becomes overpowered.
7
le 9 Location Tokens
modu Added play time: None Added complexity: High

The Location Tokens represent notable locations found in each Sea‐Zone across the Caribbean. There are
8 different types of Locations—two of each. All Locations can be Visited, and most can be Raided.

Setup Visit a Location Location Raid


Place the 16 Location Tokens randomly (but face up) When at sea, a Captain may spend an action to Visit When at sea, Captains may also spend an action to
in all Sea‐Zones except The Caribbean Sea. To ensure the Location in their Sea-Zone (only once per turn, Raid a Location in the same Sea-Zone (no Scouting
game balance, if the two Trade Stations end up in per Location). A Captain does not have to “Move” to the roll required), even if they have visited it that turn. Like
adjacent Sea-Zones, shuffle a few Locations around until Location first. When visiting a Location, the Captain Merchant Raids, it is only possible to attempt a Location
they are no longer adjacent. may perform the activities offered by the Location. Some Raid if the player’s ship has no destroyed hit-locations.
Locations restrict who can visit them. (For instance, the 1) Draw the number of Cargo Cards indicated on
Pirate Haven can only be visited by pirates. Others, like the Location and line them up in front of you. Hit
the Town, can be visited by anyone, even pirates.) Icons represent the Location’s cannon-fire on you
• Locations are not regarded as ports. and Escape Icons represent soldiers/pirates/militia/
• Captains can still be scouted for and attacked even if visitors ready to fight you on land, as well as general
they have just visited a Location. (They remain in the preparedness.
Sea-Zone.) 2) Bombardment: You may roll 1 die for each of your
• Locations are never affected by the abilities written in “Cannons”. You roll 1 die at a time and discard a card
each Sea-Zone. of your choice for each success you make. You can
stop the bombardment prior to any roll.
3 Gold per Do 1 “port”
for 5 Gold. Non-pirates:
Special Weapons do not affect bombardment.
Bounty activity Move or

3) Receive hits: Each remaining Hit Icon either inflicts


forgiven (4 cards Free with Summon
(1 nation). to buy). Raid win. matching
Navy.
M iss
ionary 3 T ow n 5 Prison 4 Na t
C a val foro r
6

1 hit to your ship at the indicated hit-location, or


Sant
o Batista Ignore HIts
S an Philippe To t Z i e n s s ol
tilla del D
3 Gold per Do 1 “port” Non-pirates:
for 5 Gold.
Bounty activity 3 Gold per Do 1 “port” Move or Non-pirates:
for 5 Gold.
forgiven (4 cards Bounty Free with activity Summon Move or
(1 nation). to buy). forgiven Raid win. (4 cards matching Free with Summon 3 Gold per Do 1 “port”
for 5 Gold. Non-pirates:

2 hits to that hit-location if the number of Escape


(1 nation). to buy). Navy. Raid win. matching Bounty activity Move or
Navy. forgiven (4 cards Free with Summon
M iss ary 3 T ow n 5 Prison 4 Na
val forl otr 3 Gold per Do 1 “port” Non-pirates: Raid win.
S a n t iont i s t a 6 (1 nation). to buy). matching
To t Z i3 5 Na
Ca for 5 Gold.
San
Philippe M iss ary T ow n stilla o
Prison 4 Bounty C a val foro r
t Move or
o Ba Ignore HIts
S a n t iont i s t a
o Ba
ens
Ignore HIts
San
Philippe
del D
To t Z i e n s forgiven stilla
del D o l 6 activity
(4 cards Free with Summon
Navy.
3 5 Na

Icons matches or beats your ship’s Maneuverability.


M iss 4 val forl otr
3 Gold per
(1 nation).
Do 1 “port”
to buy). Raid win.
Non-pirates:
matching ionary T ow n Prison Ca
6
for 5 Gold. Navy. S a n t o B a t i s t a Ignore HIts
San
Philippe To t Z i e n s stilla odel D
Bounty activity Move or
forgiven M iss 3
ionary(4 cards T ow n Free with 5 To P r i s o n l o 4
Summon Na
val fort
(1 nation). Santa Anna toIgnore
buy). HIts H o l e t o w n Raid win. r r e d e l D i a b matching Fo r t G e o r g e 6
3 Gold per Do 1 “port” Non-pirates: Navy.
for 5 Gold.

If your “Hull” is destroyed, you sink and die. Any other


Bounty activity 3 Gold per Do 1 “port” Move or Non-pirates:
forgiven (4 cards Bounty Free with M iss a r y 3
activity Summon T ow n
for55 Gold.
Prison 4 or
Move Na t
C a val foro r 3 Gold per Do 1 “port” Non-pirates:
S a n t iont i s t a 6 for 5 Gold.
(1 nation). to buy). forgiven Raid win. o Ba (4 cards
Ignore HIts matching
S
an Philippe Free with To t Z i e n s Summon s ol
tilla del D Bounty activity 3 Gold per Do 1 “port” Move or
for 5 Gold.
Non-pirates:
(1 nation). 3 Gold per to buy). Navy. Raid win.
Do 1 “port” matching Non-pirates: forgiven (4 cards Bounty Free with activity Summon Move or
for 5 Gold. (1 nation). to buy). Raid win. Free with
Bounty activity Navy. Move or forgiven (4 cards matching Summon
3 5 Na

destroyed hit-location means the raid fails. If none of your


M iss 4
ionary T ow n
M iss To P r i s o n l o
rre del 3
va l foert 6
forgiven
F o r t G e5
Risk “Hull”
(4 cards Na
Free with
Pirates only: SummonPay 1 Non-pirates: (1 nation). to buy). Navy. Raid win. matching
Santa Anna Ignore HIts Holetown
ionary Diab T ow n (1 nation). o r g 4to find Cargo,
To P r i s o n l o to buy). val fo r t Raid win. and
6Rumor Cargo Card Sell or Buy Navy.
Santa Anna rre del Diab Rumors, Fo r t G e o r g e Recruiting Mismatchingryfull
sionafor 3 T ow n Goods 5 Prison 4 Na
val forl otr 6P
Ignore HIts Holetown
S a Navy. 3 5
Ca
p ecards).Mis 4 Na
sionary val fort
ta San s o
tilla del D
Weapons, for free. n t o B a t i sRepairs.
Ignore HIts P h i l i p(6 To t Z i e n s
T ow n rison 6
M iss 3
3 Gold per
ary T ow n 5Do 1 “port”
or “Crew”. Prison 4for 5 Gold. Na
val forl otr Non-pirates: Santa Anna Holetown
To
rre del Diablo Fo r t G e o r g e
S a n t iont i s t a 6Move or
Ship’s hit-locations are destroyed, you may continue the
Ca Ignore HIts
Bounty San
Philippe
activity To tPZ i e n s stilla
del Do Tr
o Ba
forgiven
Ignore HIts
Reef f (4 cards no raId
ir a t
e Have
n
Free 4
with N
U atives
Summon 4 ade Station 5
(1 nation). Vi e
ctor y Reto buy). S t . M a r y ’ s Raid win.
no BountIes
t ’a Min Xiosk matching
no BountIes Ambergris
Risk “Hull” Pirates only: Pay 1 Non-pirates: Navy.
to find Cargo, Rumor and Risk “Hull” Cargo Card Pirates only: Sell or Buy Pay 1 Non-pirates:

ground assault. You may also retreat and end the attack at
Rumors, Recruiting to find Cargo, for full M iss
ionary Rumor 3 and Goods T ow n 5 Card
Cargo To P r i s o n l o Sell4 or Buy Na
val fort 3 Gold per Do 1 “port” Non-pirates:
Weapons, for free. Rumors, Repairs. Santa Anna Ignore HIts (6 cards).
Recruiting Holetown for full rre del Diab Goods Fo r t G e o r g e 6 Bounty activity Risk “Hull”
for 5 Gold.
Pirates only: Move or Pay 1 Non-pirates:
or “Crew”. Weapons, 3 Gold per
for free. Do 1 “port”
Repairs. Non-pirates: forgiven (4 cards3 Gold per to find Cargo, Do 1 “port”Rumor and
Free with Summonfor 5 Gold.Cargo Card Non-pirates:
Sell or Buy
for 5(6Gold.
cards).
(1 nation). to buy).Bounty Rumors, Raid win.activity Recruiting matching Move or Goods
P ir 4 or “Crew”.
4 Tr Bounty activity Move or Free with for full
ate Haven 5
reasure Ga
Natives adeforgiven i o n Risk “Hull” Free with
Pirates only: forgiven Weapons, (4 cards for free. Summon (6 cards).
Reef t Navy.

this point.
raId P ir nbSe rtgar4 (4 cards
4find Cargo, Tr Summon Raid win. Repairs.
3 T
ade StationRaid5Rumor
no Ut ’
V icto
r y Ree
f St . M a r y ’s Reef a Min Xiosk ate HavAem is N
U t ’ atives
to win. and (1 nation). or “Crew”. to buy). matching
sh
no BountIes raIdno BountIes (1 nation). to buy). Mismatching
no k
sionary l wnn 5 To P r i s o n l o P 4
Na
va ort 6
ni I H
V icto f a Min Xios T ow
H o l e t ol
Navy.
4 F o r t Gle ofr g e
r y Ree S t . M a r y ’s no BountIes Rumors,
no BountIes Ambergris Recruiting Navy. Tr
S a
Meiss
rre del Diab ir a t
ave
n Na es 4 ade Station 5
ionaVri cyt o r y R3e e f
Weapons, for free. anta Ann
Reef e 5 P r i s oUnt ’ a MtiinvX4i o s k n B
Na
3 “Hull” 5 only: Na no raId
T ow n S t . MH rt
gnore Its
M iss Risk Pirates 4
Pay 1
val fort Non-pirates: val foAlm
ionary T ow n or “Crew”. To P r i s o n l o 6Sell or Buy a r y ’s n B Ca
o o er 6
rb g r i s
a

Sant San o ountIes o ountIes


to find Cargo, Rumor and Cargo Card o Batista Philippe To t Z i e n s stilla
del D
on

Santa Anna rre del Diab Fo r t G e o r g e Ignore HIts


Holetown P ir n full 4
Sp

Ignore HIts
Rumors, R f Recruiting ate Havefor Goods

4) Ground Assault: Roll Leadership. Receive 1 hit to


e e
Weapons, Wa l k
e r ’ s C a y for nofree.raId Po r t
F r e e m a n Repairs.
no BountIes (6 cards).
su
Trea re Ga
Risk “Hull” Pirates only: or “Crew”.
su aet Ges
Trea UNt r
to find Cargo, Rumor and Risk “Hull” Pirates only:
sh
P ir 4 4 Tr
ll ate Haven ade Station 5
ni ’ a M i n X i oa
Rumors, Recruiting to find Cargo, Reef Rumor and iv s k Risk “Hull” Pirates only: Pay 1 Non-pirates:
sh
no raId
e ln B su
Trea re Ga
V icto Reef

ni
to find Cargo, Rumor and Cargo Card Sell or Buy
Payl1e
Weapons, for free. Rumors, Recruiting S Ambergris Risk “Hull” Pirates only:

“Crew” for each remaining Escape Icon minus 1 for


ry t . M a r y ’s no BountIes o ountIes
or “Crew”. Weapons, Risk “Hull”for free. Pirates only: Non-pirates: Rumors, Recruiting3 Gold per to find Cargo, for fullDo 1 “port”Rumor and Goods for 5 Gold. Non-pirates:
sh
a

3 ll
for free. Bounty Rumors, Repairs.activity Recruiting Move or
on

ni
P ir or “Crew”. to find Cargo, Rumor and Cargo Card Sell or Buy Weapons, (6 cards).
4
Sp

n
a

Free with
Reef at ave Pay 1 Non-pirates: forgiven Weapons, (4 cards for free.
e Summon
on

Po r t e Hm a n P ir Rumors, Recruiting for full Goods or “Crew”.


4
Sp

n Raid win.
raId at ave Weapons,
Wa l k (1 nation). or “Crew”. to buy). matching
e r ’s C a y no
Reef Cargo Card Sell or Buy
Po r t e Hm a n P ir
Fr e e no BountIes for free. Repairs. (6 cards). Do 1 “port”T
ate Haven 4 3 Gold per
4 activity rad n 5 for 5 Gold.

a
Non-pirates:
raId N Bounty
U atives e Statio

every Leadership success you made. If your “Crew” is


Wa l k
e r ’s C a y for full Goods Reef Navy.

on
no Fr e e orn“Crew”.
o BountIes raId P ir 4 Ambergris
Move or

Sp
no sk n (4 cards
ave to buy).
V icto f Free with
r y Ree S t . M a r y ’s t ’ a Mforgiven
in Xio aountIes
te 5 Summon
ion arayl k er ’s 3
Repairs. (6 cards). Reef y Na
Miss noaW T ow nP o r t F rH
BountIes no B
P ir 4
4 only: 4 su Tr val fort
Trea re Ga
5
Raid win.
n

ll 2
tion To P r i s o n l o
(1 nation).
Risk “Hull” ate Have Pirates raId matching
Reef no raId
to find Cargo, Rumor and
Natives
Ut ’ sk
ade Sta
Santa Ann
Ca no
Holetown
eeman no BountIes r b re del Dia
Navy.
F e
ort Georg 6
sh
V icto Reef S t . M a r y ’s Ignore HIts M
Ti n X i o
a M Ambergris 3 5 Na
ry no BountIes
4 rad no BountIes
n 5 iss ary T ow n Prison 4 val forl otr
Rumors, N a t i v e s Recruiting e Statio i S a n t iont i s t a 6
Ca

3 e
San stilla
Philippe o

n
o Ba Ignore HIts To t Z i e n s del D

reduced to “0”, you are killed.


Weapons, S a a n o’ fi i s for free.
no BountIes We s t G o u d

3
Pay 1 Non-pirates: or “Crew”.
a

Cargo Card Sell or Buy Pay 1 Non-pirates:


on

P ir 4
Sp

n RiskCaptain-General su
Trea re Ga
3
for full Goods Cargo Card R e e f Sell or Buy at ave
Po e H a n
“Hull” Pirates only:
Repairs. (6 cards). for full Wa l k
er ’ s C a y Goods
no raId Don toJuan
find Cargo,Esteban de Ubilla Rumor and Pay 1 Non-pirates:
sh
r t Fr e e m no BountIes 3 Gold per Do 1 “port” Non-pirates:
ll
for 5 Gold.

2 su Risk “Hull” Cargo Card Bounty Pirates only:Sell Pay 1 Non-pirates:


Trea re Ga ni
This is considered a single round of Crew Combat in
Rumors, Recruiting activity Move or
Repairs. Risk “Hull”(6 cards). Pirates only: or Buy
Attack: 1 Spanish Bounty.
e
Free with

2
forgiven
to find Cargo, Rumor and Weapons, for free.to find Cargo,for full Rumor and (4toGoods
cards
RaidCargo
win. Card
Summon
Sell or Buy
Tr
4 5
sh
(1 nation). buy). matching
ade Station
Natives ll Defeat: 1 Bounty
or “Crew”.for every full 10 Gold + 1 Glory. Rumors, Repairs. Recruiting (6 cards). for full Goods
ni
Tr Rumors, Recruiting Navy.
4 5
a

ade StationWeapons,
e
2
Natives Weapons,M for free. 5 Repairs. (6 cards).
on

S a a n o’ fi i s We s t G o u d
Win Crew Combat to claim thePship 3 4 Na
val fort
for free. iratand itsvgold.
no BountIes y
4 or “Crew”. Sisasn tiaoAnnan ar I H
Sp

Prison
n T ow n 6
a e
To
rre del Diablo
S a a n o’ fi i s no BountIes We s t G o u d
or “Crew”. Re f
Wa l k e C a y Po r t e Hm a n Tr
Holetown Fo r t G e o r g e

3
4 4 5
gnore Its

regards to Glory Cards and Captain/Specialist abilities.


a

r no N P ir ade nStatio n
no aId
atives 4 Tr
on

Captain-General P ir 4
e r ’s Fr e e BountIes
We ade Station 5
Sp

Pay 1 n Non-pirates: ate Hav Natives


Reef y at ave
Po r t e Hm a n Sell or BuyCaptain-General
Reef Sfa a n o ’ no
f i i s raId
no BountIes est Goud Ut ’
a Min Xiosk
Don Juan
Wa l kEsteban
e r ’s C a de
raIdUbilla
noCargo Card Fr e e no BountIes
Vi e ctor y Re S s t. Mar y ’ no BountIes no BountIes Ambergris
for full
Attack: 1 Spanish Bounty. Don
GoodsJuan Esteban de Ubilla
Repairs. (6 cards).
Attack: 1 Spanish Bounty.
Risk “Hull” Pirates only: Pay 1
Captain-General
Non-pirates:

2
3 Gold per Do 1 “port” Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Non-pirates: to find Cargo, Rumor and Cargo Card Sell or Buy
for 5 Gold. Rumors, Recruiting for full Don Juan (6Goods
Esteban de Ubilla

3
Bounty activity
Free with WinMove
Crew or
Combat to claim the ship4and its gold. Tr Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
ade Station 5
Weapons, for free. Repairs. cards).
Attack: 1 Spanish Bounty.
Do 1 “port” forgiven (4 cards
Non-pirates: Summon Natives Win Crew Combat to claim the ship and its gold. Pay 1 Non-pirates: or “Crew”.
Raid win. P ir

3
Tr
(1 nation). for 5 Gold. to buy). matching S a a n o’ fi i s W ud
est Go 3 Gold per
Cargo Card Do 1 “port” Sell or Buy Reef ate Haven 4 Non-pirates:
N
U a t i v e ss k
4 Defeat:ad1e Bounty
Statio
n 5
for every full 10 Gold + 1 Glory.
no BountIes V i c t o R e e f for 5noGold.

a s ur
activity Move or raId

TreCombat toe
Goods Risk “Hull” Pirates
S t . M a r y ’ sonly:
Navy. Pay 1 Non-pirates: Bounty
for full activity n B Move or t ’ a M i n X i o no BountIes Ambergris

Gathe ship and its gold.


ry
(4 cards Free with o ountIes

Win Crew claim

If you survive, you get gold matching the plunder value


Summon forgiven (4 cards to find Cargo, Free with Rumor and Summon
sh
Repairs. (6 cards).
to buy). Mis
ary 3 Raid win. 5 matching 4 Na
val forl otr
Cargo Card Sell or Buy
Captain-General ll
2
Prison Raid win.
ni
s
S a n t iont i s t a
T ow n Ca
6 for full Goods 3 Gold per (1 nation). Do 1 “port” to buy). Rumors, Recruiting matching
o Ba Ignore HIts
San
Philippe Navy. To t Z i e n s stilla o del D Repairs. (6 cards). Don Juan Esteban de Ubilla
Bounty 4
activity Tr
ade Station
for 5 Gold.Weapons,
5Free withor “Crew”.
Non-pirates:
Move or
for free. Navy. e
5 Na Natives

2
Prison 4 val forl otr Attack: 1 Spanish
ionary S a a3n o ’ f i i s
Miss Bounty. 5 SummonNavPirates only:rt
a

T ow n 4findPiCargo, su
Trea re Ga
forgiven (4 cards
6
Risk “Hull”
T ow n Raid win. P r i s o n
on
Ca
o lor 6
4s t i l laaRumor
l fand
We s t Goud
Sp

en

of the cards and may take as many of the remaining


San
Philippe stilla o Tr no BountIes to Ca
To t Z i e n s del D
4 ade Station 5 (1 nation).
Defeat: 1 Bounty for everya nfull
S t o B10
a t i sGold
t a
I+ 1 Glory. to buy). San
Philippe Re f rate Havmatching del Do sh ll
Natives Wa l k e C a y
To t Z i e n s
ni
HIts Rumors, Recruiting
e
gnore
no raId Po r t
Weapons,
F r e e m a Navy.
n for free.
S a a n o’ fi i s no BountIes We s t G o u d Win Crew Combat to claim the ship and its gold. e r ’s or “Crew”. no BountIes
Captain-General
3 5 N
a

M iss 4 t
ionatra y Re f C aval f orl o r
on

P ir
T ow n Prison 4
Sp

n
Sant
o Batis S a pe To t Z i e n s Wa l k e C a y a s t no raId
illa del Do 6 Juan
Don at ave
Esteban
Po e H a n de Ubilla
3 Gold per Do 1 “port” Non-pirates: Captain-General n Philip r t Fr e e m
Ignore HIts e r ’s n B o ountIes

for 5 Gold.

Cargo Cards as you have room for. Then remove the


Bounty activity Move or Attack: 1 Spanish Bounty.
3Don
Gold perJuan Esteban de Ubilla
Do 1 “port”
forgiven (4 cards Non-pirates:
Free with Summon Do 1 “port”
for 5 Gold. Punchboard 2Non-pirates:
Non-pirates: Defeat: 1 Bounty for every full 10 Gold + 1 Glory.

33
(1 nation). for 5 Gold. to buy). Raid win. matching Bounty Attack: 1 Spanish Bounty. 3 activity Gold per Do 1 “port” Move or
for 5 Gold. Win Crew Combat to claimMove the shipor and its gold.
activity Move or forgiven (4 cards Free with Pay 1 Summon Non-pirates:
(4 cards Free with Summon Navy. Defeat: 1 Bounty for every full 10 Gold + 1 Bounty
(1 nation). Glory.
to buy).
activity
Raid win. Pay 1
Free
Non-pirates:
3 Gold per Do 1 “port” forgiven (4 cards Cargo Card Cargowith
matchingCard Sell or Buy Sell or Buy Summon
3 5
Location Token from the board for the rest of the game.
to buy). Mis Raid win.
4 Na Win Crew forCombat
5 Gold. to claim the ship and its(1
gold. Non-pirates:
sionary T ow n matching P
n val fort Raid
for fullwin.
Navy. Goods Goods
Navy. To r r erdiesl oD i a b l o
for full
Santa Anna Fo r t G e o r g e 6 Bounty activity 3 Gold per nation). Move Do or 1 “port” to buy).
for 5 Gold.
Repairs. Non-pirates: (6 cards). matching
3 5 Na
Holetown Repairs. or (6 cards).
2
M iss Free with Navy.
Ignore HIts forgiven (4 cards
ary Bounty T ow n Summonactivity Prison 4 C a val foro r
t Move

2
5 4 Na
val fort S a n t iont i s t a Raid win. li ves 6 4
Tr
ion 5
T ow n Prison 6
(1 nation). to buy). forgiven M San
i ihonary p e
3 matching (4 cards T s 5 Free with
P r d S ana n o ’ f i i s n4TB r
stilla ND a o
t Summonade SN
We s t G oa
t a t
u dva l f or t
(1 nation). Ssa s
p o n
To
rre del Diablo
o Ba Ignore HIts P i l i
T ow
t Z i e
n Raid win.T4
e l
o r r e iso i a b l o 6
Punchboard 2 ion 5 F o r t G e o r g e
Fo r t G e o r g e Navy. to buy). H
Holetown
Natives ade Statmatching
o ountIes

nta Anna

Remember to gain any Bounties when attacking or


Ignore HIts oletown del D
M iss ary 3 T ow n 5 Prison 4 Na 3 Gold per
C a val foro r
t Punchboard 2 Do 1 “port” S a a n o ’ f i i s no BountIes We s t G o u dNavy.
Non-pirates: Captain-General
S a n t iont i s t a 6 5 for 5 Gold.
San
Philippe Mi einsss
To t Z
ionary 3 s t i l l a Bounty ol
T ow n activity
To P r i s o n l o 4 N aval fort Move or
Don Juan Esteban de Ubilla
Punchboard 2
o Ba Ignore HIts del D
Risk “Hull” Pirates only: Pay 1 Non-pirates: Santa Anna Ignore HIts forgiven
Holetown (4r cards
re del Diab FreeF o with
rt George 6 Summon
Attack: 1 Spanish Bounty.
Defeat: 1 Bounty forCaptain-General
every full 10 Gold + 1 Glory.
(1 nation). to buy). Raid win. matching
to find Cargo, Rumor and Cargo Card Sell or Buy Don
Win Crew Juan
Combat to claim theEsteban
ship and its gold. de Ubilla

succeeding the raid as noted on the Location Token.


Rumors, Recruiting for full Goods 3 Gold per Do 1 “port” Non-pirates: Navy.
Pirates only: Pay 1 Non-pirates: for 5 Gold. Attack: 1 Spanish Bounty.
Bounty activity Move or
ary to3 5 with
Weapons, for free. Repairs. (6 cards). M iss Risk “Hull” Pirates only: Pay 1
4 Card Na t Non-pirates:
Rumor and Cargo Card Sell or Buy T ow n Free Prison C a val foro r
S a n t iont i s t a 6
or “Crew”. forgiven (4
findcards
Cargo, San e Rumor and Summon
Cargo stilla l Sell or Buy Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Recruiting for full Goods o Ignore HIts P l i p p Raid win. T o t e n s l D o
(1 nation). B a to buy).
Rumors, h i
Recruiting Z i matching
for full d e
Goods
P ir 4 4 Tr 3 Gold per Do 1 “port” Non-pirates: Win Crew Combat to claim the ship and its gold.
for free.
Reef no raId
Repairs. a te Haven (6 cards). N
U t a t i v e ss k
ade Station 5 Bounty activity
for 5 Gold.
Risk “Hull” Weapons, MovePirates
or only: for free. Punchboard
Pay 1 2 Navy.
Repairs. Non-pirates: (6 cards).
V icto f
r y Ree
3 5
S t . M a r y ’s ’a Min Xio Ambergris
no BountIes no BountIes M iss Free with or “Crew”.Summon
4 Na
P ir Tr
forgiven (4 cards
ionary to find Cargo, T ow n Rumor and P r i o n Cargo Card val fort 6 Sell or Buy
ate Haven 4 Natives 4 ade Station 5 (1 nation). to buy). Raid win. matching PTiro r r e d esl D i a b l oen 4 4 Goods Tra
Rumors, H o l e t o w n Recruiting for full FN ion 5
Santa Anna ort George
ate Hav
Repairs. U t ’ aaMt i vXeiso s k
Ignore HIts d
Weapons, V i cR eef (6 cards). A em bStgar its
Ut ’
St . M a r y ’s no BountIes a Min Xiosk no BountIes Ambergris no raId Navy. for free.
tor y Reef S t . M a r y ’s no BountIes in no BountIes er
3 5 or “Crew”. Na 3 Gold per

GLORY POINT: If you plunder 12+ Gold, you are


M iss 4 val fort 6
3 Gold per Do 1 “port” ionaary
Non-pirates: T ow n To P r i s o n l o F o r t PG
Do 1 “port”
Tfor 5 Gold.
Non-pirates:
Punchboard 2
Bounty activity
for 5 Gold. S anta
Move or Ann Ignore HIts Holetown rre del Diab
Reef no raId
i r
Bounty
e oar gte
e Ha v e n 4 N
activityatives 4 r a d e Stat i o n 5 Move or
Free with U
a M i n X i o s k no BountIes FreeAwith
s ur e G
forgiven (4t ’cards Summon
eawin.
forgiven (4 cards V icto Reef
Summon
Punchboard 2
Risk “Hull” Pirates only: S t . M a r y ’s mbergris

TrRaid
ry no BountIes
(1 nation). to buy). matching (1 nation). to buy). Raid win. matching
to find Cargo, Rumor and
al
ish
Risk “Hull” Pirates only: Pay 1 Non-pirates: Navy.

awarded a Glory Point.


Navy.
Nl
Rumors, Recruiting
su forefree.G
Trea S aTr
Punchboard 2
e
Pirates only:
P r in su
Trea re Ga
to find Cargo, Rumor and Cargo Card Sell or Buy
MisWeapons,
sionara y 3 5 4 C aaval foro r
t M iss r y Risk 3 “Hull” 5
Pirates only:
4 Na r t
n P h i l i p p eal
Rumor and ow n son iona T ow n P
To r i s o n l o v al fo 6
H sh
S a or “Crew”. 6 Rumors, Recruiting
to find Cargo, for fulland
Rumor Goods
sh
Fo r t G e o r g e

ni PirPao te Havn en 4
a

l
ll
Santa Anna rre del Diab
le
Recruiting stilla Holetown
nto Batis t To t Z i e n s del Do Weapons, Ignore HIts
for free. Repairs. (6 cards).
ni
Ignore
on

Its
Risk “Hull” Pirates only: Pay 1 Rumors, Non-pirates: Recruiting
Sp

for free.
Reef or “Crew”.Cargo Card
e
reasure Ga
to find Cargo, Rumor and Risk “Hull” Weapons, Sell or Pirates
Buy only: for free.
Wa l k
e r ’s C a y raId P ir or4 4 T Tr
a

no r t Fr e e m a no BountIes Rumors, Recruiting for fullto find Cargo, ate Haven


“Crew”.GoodsRumor and
Natives ade Station 5
a
on

sh
P ir 4 Reef
Sp

n
ll
on

no raId Repairs. P
at ave 4
Sp

Weapons, for free. (6 cards). U

ni
Rumors, S t . M a r y ’ s Recruitingira ’ a M i n X i o enno BountIes
k
Po r t e Hm a n
V icto Reef t s Ambergris
ry
Weapons, Wa R
no BountIes
for free. P o rtt eF He a
v
Fr e e no BountIes or “Crew”.
P ir
eef
l k e r ’s C a y
Tr
no raId re man no BountIes e
ate Haven 4 4 or “Crew”. n 5
a

3 Gold per Do 1 “port” Reef


Non-pirates: N
U t ’ atives
adeRisk St“Hull” atio Pirates only: Pay 1 Non-pirates:

Note: Location Raids are not considered “Merchant Raids”


on

raId A mP 4
Sp

for 5 Gold. no
n
MoveVorictor y Reef a M i n X i o s k no BountIes b eifind
to rr gar itsCargo, ave Rumor and Cargo Card Sell or Buy

3
Bounty activity S t . M a r y ’s no BountIes Re f
Wa l k e C a y Po r t e Hm a n
Pay 1 forgiven
(1 nation).
Non-pirates: (4 cards
to buy).
Free with
Raid win.
Summon
matching
e r ’s no raId Rumors,
Weapons,
Fr e e no BountIes Recruiting
for free.
for full
Repairs.
Goods
(6 cards).
Punchboard 2
Cargo Card Sell or Buy

3 su
Trea re Ga
3
for full Goods Navy. Risk “Hull” Piratesor “Crew”.only:

for purposes of Glory Cards and special abilities. However,


Non-pirates: to find Cargo, Rumor
Pay 1 and P ir Tr
4or Buy 4
sh
MisRepairs. 3 (6 cards). 5 4 Na ate Haven Non-pirates: ade Station 5
Sell or Buy sionary T ow n Prison val fort Reef ll Natives
ni
2
To 6 Rumors, Recruiting
Cargo
no raId
Card Sell U
e
rre del Diablo Fo r t G e o r g e V icto Reef S t . M a r y ’s t ’a Min Xio s k Ambergris
Goods Santa Anna Holetown Weapons, ry for full
free. no BountIes no BountIes
su
Ignore HIts

Trea re Ga
for Goods

3
Tr
(6 cards). N
atives 4 ade Station 5 Risk “Hull” Pirates only:
or “Crew”. Repairs. (6 cards).
a

2
to find Cargo, Rumor and Pay 1 Non-pirates:
sh
2
on

ll
P ir
We s t G o u d
4
S a a n o’ fi i s
Sp

ate Haven
ni
no BountIes

cards and abilities that specifically say “battle” are allowed


Rumors, Recruiting Cargo Card Sell or Buy
Tr Re f
Wa l k e C a y
ade Station 5 Weapons, for free. e r ’s no raId for full PN eo r t Fr e e m a n
a t i v e s no BountIes 4 Goods Tra
de Station 5
We s t G o u d
Captain-General or “Crew”. Repairs. (6 cards).
a

S a a n o’ fi i s We s t G o u d

2
no BountIes
on

Don Juan P ir 4
PayEsteban de Ubilla
Sp

n
Risk “Hull”
to find Cargo,Captain-General Rumor and
Pirates only: 1 Reef
Non-pirates:
raId
at ave
Po r t e Hm a n
4
Risk “Hull”
T
torfind Cargo,ation 5
Pirates only:
Tr Ga easure
(e.g. after a “battle”, once per Naval “battle”, after succeeding
Attack: 1 Card
Spanish Bounty. Sell orW a l k e r ’s C a y Natives ade Rumor and
hCaptain-General
Cargo Buy no Fr e e no BountIes
St
Don
Rumors,Juan Esteban de Ubilla Recruiting Defeat: 1 Bounty for
forfull
every full 10 Gold + 1 Glory. Goods S a a n o’ fi i s no BountIes Rumors,
We s t G o u d Recruiting ll
DonisJuan Esteban de Ubilla
n e
3
Weapons, Attack: 1 Spanish Bounty. for free. Repairs. (6 cards). Weapons, for free.
or “Crew”. Win Crew Combat to claim the ship and its gold. Pay 1 or “Crew”.
Non-pirates: Attack: 1 Spanish Bounty.
a

Defeat: 1 Bounty for every


Pirfull 10 Golden+ 1 Glory. Captain-General
on

Cargo Card Sell or Buy P ir 4 Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Sp

Tr
4 4 5 ven

a boarding “battle”, etc.). Cards and abilities which say “Crew


Reef Win
noCrew
raId Combat to claim at Havand its gold.
e ship
the Natives ade Sta tion for full Reef Goods at a
Po r t e Hm a n Don Juan Esteban de Ubilla

3
V icto
r y Ree
f S s t. Mar y ’ no BountIes
Ut ’
a Min Xiosk no BountIes Ambergris Repairs.
Wa l k
er ’ s C a y no raId
(6 cards). Fr e e no BountIes Win Crew Combat to claim the ship and its gold.
Pay 1 Non-pirates: Attack: 1 Spanish Bounty.
Cargo Card
for full
Sell or Buy
Goods Natives 4 Tr
ade Station 5 2 Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.

Combat” may also be used after the Ground Assault begins.


Repairs. (6 cards). S a a n o’ fi i s We s t G o u d

2
no BountIes

3
Tr
4 ade Station 5
su Natives Non-pirates: Captain-General
Trea re Ga
Risk “Hull” Pirates only: Pay 1
to find Cargo, Rumor and S a a n o’ fi i s no BountIes We s t G o u d Cargo Card Sell
Don or Buy
Juan Esteban de Ubilla
sh ll for full Goods
ni
Rumors, Recruiting
Weapons, for free. e Repairs. (6 cards). Attack: 1 Spanish Bounty.
Captain-General

2
or “Crew”. Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
a

Don Juan Esteban de Ubilla


on

Tr
P ir 4 4 5 Crew Combat to claim the ship and its gold.
ade StationWin
Sp

n Na
Reef at ave
Po e H a n Attack: 1t i v e s Bounty.
Spanish
Wa l k
e r ’s C a y no raId r t Fr e e m no BountIes
S a a n o’ fi i s no BountIes We s t G o u d
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold.
Captain-General
Don Juan Esteban de Ubilla

8
Punchboard 2 Attack: 1 Spanish Bounty.
Pay 1
Cargo Card
for full
Repairs.
Non-pirates:
Sell or Buy
Goods
(6 cards).
3 Punchboard 2
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Win Crew Combat to claim the ship and its gold. Punchboard 2

Natives
S a a n o’ fi i s
4
no BountIes
Tr
ade Station
We s t G o u d
5 2 Punchboard 2

Captain-General
Pirate Haven Naval Fort
reasure Ga for
”3 Gold per 3 Gold per
Pirates only:Do 1•“port” Do 1 “port” Non-pirates:
Non-pirates: V isit (Pirates only): 5 Gold.Non-pirates: •V  isit (non-piratesMoveonly):
.
go, Bounty
Rumoror and activity for 5 Gold.
T or
sh
Bounty Move Free with Move or
forgiven activity - May Recruit for free (no (4
rollcards
required).
llRaid win. Summon Move a Naval ship matching the nation of the
Summon
ni
h forgiven Recruiting
Summon (4 cards Free with
n. (1 nation).
ns,
w”.
(1fornation).
free.
matching to buy). - May draw a
roll required).
Rumor Card to buy).
(no gold Raid
cost and
win. no e matching Fort’s Sea-Zonematching
isn’t one from that
to an adjacent Sea-Zone. If there
Navy.
nation on the board, you may
Navy. Navy.

a
ryn 34 5

on
PNM 4 Nainstead gorthrough t

Sp
ir a istsiona the Event Card deck and draw
3 C aa
SPav aelHfa ovra etTr Ignore
6n HIts 5• Raid: T ow n P
P h i l i pTpoer r r i s o na b l o
4 P r i s oN
na
To t Z i e n s v a l f o r
t C a val fo o r
6one you find (reshuffle the draw
s on t o B a t i s t nl o ow 6 ol
San stilla
d Dao H o ln
t i rl lta Fdr e le m 3 Gold per
BountIes Do 1 “port” Fo r t G e o r g e the first
d e l Dmatching
Ignore HIts e too w n Defense: 4 cards e del Di
for 5 Gold. Non-pirates:
Bounty activity deck). The drawn NPC Move card acts
or as an extra Event
Bounties: None Free with
forgiven (4 cards Card draw (affecting the Loyalty
SummonTrack) entering
(1 nation). to buy). Raid win.
the game at the end of thematching
turn per normal rules.
Missionary Navy.

3
3• Visit (anyone): • R
 aid: N
Miss3 Goldaper
ion tra y Pirates Do 1n“port” 5
T ow P r i sforo5nGold. 4 C aa6 cards
va l foorl otr 6
Non-pirates:
Risk “Hull” S a n Non-pirates: only: San Pay 1
i l i p p e (from one
Non-pirates: Defense: stilla
d. to find Cargo, atis
t o Bounty hactivity To t Z i e n s Move
d e l D or
B
Sell or Buy
Move I Pay
gnore H
or Rumor andIts 3 Gold per Bounty Preduced
h Rumors, forgiven (4 cards Cargo Card Free with Sell or Buy Bounties: 1+1 (one Summon for attacking, one if
Goods
Summon nation only per visit).
Recruiting for full Raid win. Goods
s.n. Weapons, (1
(6nation).
cards). for free.
matching to buy). successful). Bounties match the local port.
matching
Repairs. (6 cards).

2
Navy. • R  aid: Navy.
or “Crew”.
Miss Parytn 3
TNr 5 all Hit Icons 4 Na
val fort
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3nGold per
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ountIes
Ambergris
for 5 Gold. •V  isitG (anyone): Non-pirates:
Bounties: 1+1 (one for attacking, one if
3 Gold per Bounty Do 1 “port” activity Pay 5 Gold. Non-pirates:Go through Move or
the Glory Deck and
” successful). Bounties match the local (4port. for 5 Gold. Free with
for 5 Gold. forgiven
Bounty
(1 nation).
Non-pirates:
activity Captain-General
cards
Raid win. draw the firstMove Specialistor youSummon
find and employ him
forgiven
Free with
Move
Don (4 cardsor to buy).
Juan Esteban de Ubilla Free with
immediately. Discard Summonand matching
redraw if you have that
(1 nation). Summon
to buy). Raid win. matching Navy.
3Trade Station matching3Attack:
. Raid win. 1 Spanish Bounty. type ofNSpecialist employed already. Reshuffle the
MissRisk “Hull”
i o n ary Pirates T ow
Pirates n only: 5 perfor every full 10 Gold
Gold
To P+ rPay o1n b l o Do4
i sGlory. 1 “port” a l
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avNon-pirates:
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reasure Ga
Defeat: Navy. 1 Bounty
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• V
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l e t o5w n and Bounty r r e d1el 4D i aCard activity Na deck.
t Sell or Buy
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n troi sBo a t in n ah
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• Raid:
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ni
Rumors, GoodsHIts Recruiting
gnore
s t i l l aP o l (or only (1 nation). to buy).
To t Z i e n s Draw 6 cards for sale 3 cards if you
e
Weapons, d e l D for free. Repairs. (6 cards).
. Weapons, (6 cards). Bounties: 1+1 (one for attacking, one if
or “Crew”. for free.bought at this Trade Station last turn). Shares the
or “Crew”. successful). Bounties match the local port.
a
good inPdemand
ir Miesthe
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n port N a t i v e sS T ow n4e 5 Tr
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i Setf
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no raId S t . every
M a r y ’ sway, onincluding
o BountIes exchanging
B a Ignore HIts
Ut ’
a M i n X i o s ka n Pnhoi lBi pountIes
p A m b e r g r i s To t Z i e n s tilla del D
raId Acmt obreyr gRr ies P o r t F r e e m a n
Risk Pirates only: of the prison but may employ the specialist for free
Non-pirates:
es no no “Hull”
BountIes Pay 1
it when selling in demand and gaining a Glory
3 Gold per to find Cargo, Do 1 “port” Rumor and Cargo Card (pay no gold). Non-pirates:Sell or Buy
” Point when selling 3+). When
Non-pirates: Buying
activity Recruiting
Goods, for 5 Gold. for full Goods
for 5 Gold. Rumors,
Bounty Move or
forgiven redraw Contraband Cards
Weapons, Movemeant
(4 cardsor to be
for sold
free. in Free with Repairs. Summon (6 cards).
Free with or “Crew”.
.
(1 nation).
Raid win. the port in the Location’s Summon
Sea-Zone
to buy).
matching
(as well as Raid win. Town matching
Pigood Tr

3
cards showing the ratPiratesin demand). e 3 Gold4per
n Do 1 4 ade StNavy.
• Visit (anyone): atio for55 Gold.
n
reasure Ga
R
Riskeef“Hull” no raId e HNavy.av only: Natives “port”
reasure Ga
Pay 1
3
V i c t o R e e f Non-pirates:
M a5 T NaDo just 1 port
Ut ’
M iss a Min Xiosk
T r y to
r yfind Cargo, T ow n t
S t . Rumorr y ’ s and nBounty
o BountIes
To P r i s o n 4 activity
no BountIes val for
Atm b eactivity.
rg r i s Draw 4 cards for sale if
sh
ionaa 4 Raid: Nav
• Buy 6 if you
sh
Cargo Card
ll ToSPa nrt ai sAonn
n l o IRumors,
gnore HIts
Sell or
H oa f
l elt o w nor Recruiting forgiven
6 rre del Dia bl o
i
(4 cards
ll F“Buying”
o r t G e o r g e(or 3 cards
Free with
bought
win. at this Town
for full
Repairs.e
rre del Diab
Weapons, Goods Defense: 5 cards
or “Crew”. (6 cards).
F ort George
Bounties: 1+1 (one for attacking, one if
for free. (1 nation). n to buy).
e the local port’s good in demand,
last turn). Shares
Raid

2
a
and follows all the other buy/sell rules as listed onN

on
Pir Bounties
ate HaMvSiesn
successful). 4rylocal 3port.
match the 5 4 details.
Sp
on

siona T ow n P r i s on l o it for aval fo


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ion the Trade
ToStation—see
e r ’ s C a yWe Sno
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re del Dia F ort Georg
F r e e m a n n tn I H
asurNon-pirates:
B ountIes gnore Its

• Reaid: e
o
e s t G o u d Risk “Hull” Pirates only:
TrDefense:
no BountIes
Natives
Risk “Hull” to find Cargo, Pirates only: Rumor and 5 cardsGa
sh
Pay 1
ll
Punchboard 2
ni
y: Pay
to find • V isit (anyone):
1 Cargo,Rumors, Non-pirates:
Rumor and RecruitingCaptain-General Cargo Card Sell or Buy
d
ng
Cargo
Rumors, Card Weapons,
for full
Pay 1 Cargo Card for fullSell
or “Crew”.
Shipor Buy
Recruiting
Goods
Repairs
Don
for free.
(doesn’t
Juan Esteban for full
de Ubilla
Bounties: 1+1 (one e
Goodsfor attacking, one if
Weapons, for free. Repairs. successful). Bounties
(6 cards).match the local port.
a

include “Crew”).

on
. Repairs. P ir (6 cards). Attack: 1 Spanish Bounty.
4
Sp

or “Crew”. n
RPay e f1
Wa l k e C a y
e Havn e Defeat:
atNon-pirates: Risk “Hull” Pirates only: Pay 1
no •rR aid: Pi
r P o rn m4aBuy to nofind
1 Bounty forNotes
Cargo, every fullon 10 Gold
Towns: 4 +Rumor
1 Glory. and Tra n 5 Cargo Card
eCargo
r ’s Card aId
T a te Ha i o n 5 v e t FSell
r e e or BountIes N s i o
no4 U t ’ ato
Reef f raId Defense: r4 cards v e o s kthe ship and its
t iclaim d e Sta t
N
V i a
c t t i
Ut ’ or y R osk v ee s
e for full a d
S te. S
Mart a
y ’ t
s Goods
no BountIes Win Crew
Rumors, Combat a While
Min X i you may perform
no BountIes gold.
Recruiting
a port-activity Ain
m a Town,
berg r i s you may not for full
perform activities
a Min Xi noRepairs.
BountIes Bounties: None Ambergris (6 cards). Weapons, for free. Repairs.
es
specific to a certain port—even if the Town is in the same Sea-Zone.

2
or “Crew”.
• You Pircannot use aeTown to complete a rumor that requires you to be in a specific port. Tr
Natives 4 Tr
ade StationRee5 f no raId • Y
 ou a t
cannot e H a
recruit v n
a 4
Specialist supposed to beUN a t i v e sin
recruited 4 port.
a specific ade Stat

3 Treasure Ga
V i e f S ’ s t ’ a i o s k Ambergri
S a a n o’ fi i s W d c t o R e t . r y n B M X n B
Pay 1Reef
est Go u r y M a i n
no BountIes
Non-pirates: • You cannot claim a port’s mission. o ountIes o ountIes

Risk “Hull” Cargo • Card


V isit (anyone): Pirates only: Sell or Buy • You cannot sell Contraband.
reasure Ga Captain-General
y: for full Goods
dCaptain-General
to find Cargo, Rumor and • You cannot buy Ship Mods.
T
Roll Scouting. For each success you may
Repairs.
either:
(6 cards). Don Juan sh ll
Esteban deforUbilla
sh ni
Juan Esteban de Ubilla Rumors, Recruiting • Y
 ou cannot use a Town as your home-port “Stashing”.
ll
2
- Draw 1 Cargo Card.
ng
. Attack: 1 Spanish Bounty.
Weapons,
ni e
for free. • R
 emember, you Attack:
cannot use 1
the e
Spanish
powers Bounty.
of a Sea-Zone in a Town (or any Location),
4-- Pick 1 Special Weapon Tr of your choice.
ade StationRisk5
reasure G
or “Crew”.
Nativ
a

e s “Hull” such as Defeat:


paying 1 Pirates
Bounty
1 Gold to only:
for
redrawevery full
your 10
CargoGold Cards + 1 Glory.
(like in Santo Domingo).
T
on

Bounty for every full 10 GoldS a+a 1n oGlory. DrawP1 Rumor Card.


a

e s t G o u4
Sp

i r Wn to find Cargo, Rumor and


e
on

’ fiis d

sh
Reef and no BountIes a t a v • Y
 ou may Win do one
Crew of the following:
Combat to claim the ship and its gold.
Sp

w Combat to claimWthe a l k e ship itsnogold. Po r t e Hm a n


- Get 1 “Crew”.
ni
r ’s C a y raId Fr e e
Rumors, Recruiting
no BountIes a) Sell Goods, b) Buy for Goods,
You receive 1 hit to “Hull” for each thing you
Weapons, free. c) Visit Shipyard, d) Recruit, e) Acquire a Rumor,
g)Captain-General
es

picked up, minus 1 per Seamanship success. or “Crew”. f ) Buy Favors (module 10), Increase Loyalty (module 11).
a

P ir nDon
4 Juan Esteban de Ubilla
Sp

• Raid: Not possible. Reef at ave


Po r t e Hm a n Attack: 1 Spanish Bounty.
Wa l k
e r ’s C a y no raId Fr e e no BountIes
Defeat: 1 Bounty for every full 10 Gold + 1 Glory.

3
Pay 1 Non-pirates: Win Crew Combat to claim the ship and its gold.
9
s: Cargo Card Sell or Buy Punchboard 2
le 10 Favors
modu Added play time: None Added complexity: Moderate

Favors represent a sum of your bribes, investments, gifts, As you get Favors, move the cube up to mark your current port’s nation (if any) plus 1 additional Favor if you are
and business dealings with citizens—high and low. total. You may never have more than 5 Favors. entering an enemy nation’s port during War. (As usual,
They can help you pull a few strings after entering you are free to take a “port” action.)
when needed and provide you valuable
Crew Loyalty Spending Favors Notes:
5 information. After earning a Glory Point.
Spend a Favor by moving the cube down the scale to:
Pay gold to rise one step as a “port” activity.
• You can only spend 1 Favor per situation, e.g. you can’t
4 1) Redraw all cards of any one type drawn force a Naval ship to re-roll the same Scouting roll
Setup
FIERCE LOYALTY!

multiple times using multiple Favors. Note, however,


Roll a Leadership success (may

3
attempt once per turn) for +1 action
and lower Loyalty to “Happy”. simultaneously—except for Events. (E.g, when drawing:
Each player places a Favor Board next to
Happy
that a Merchant Raid could consist of several different
+1 Leadership in Crew Combat and
a Rumor Card, a Glory Card, a Mission Card to place,
2 their Player Board, and then puts a cube
Location Raids.

draws and a Favor could be used on each.


Pleased
all Cargo Cards when buying, all cards in the initial
in their color on the “No Favors” space.
Recruit for free in any port.

draw of a Raid, or when adding/replacing a card in a


Once per turn may hire a
1 “Specialist” in any port for free.
• W
 ars or Bounties do not hinder your ability to use or
No Content Merchant Raid, etc.) You may not use a Favor when get Favors.
Gaining Favors
Favors No effects.

Smuggler’s Hold The Plank drawing Event Cards or if an Event has you draw cards.
• You can only spend Favors on yourself.
Contraband +1 (hidden)

You can get Favors in three ways:


Restless Avoid Loyalty loss
Gaining Must pay to recruit.

Favors
Can’t use Specialist abilities or
hire new ones. 2) R
 e-roll one of your non-combat skill rolls. You can use
Heated Shot
Inflicts 1 hit every round
• Pay 2 Gold per Favor as your
last “port” activity.
• Claim a Mission
1) A
 s a port activity performed at the
Unhappy
Glory Cards require a Leadership this on Scouting (for players, Merchants or NPCs in • I f your Captain dies, all Favors are lost. (You may keep
them, however, if you play the “Survivor” Glory Card.)
success to play.

end of a “Port” action, buy Favors for


• Complete a Mission.

Spending Angry an attempt to start a battle, or rolling to see if a Rumor


Favors
2 Gold each (up to 5 max).
-1 Leadership in Crew Combat and

Double Shot
Up to 2 Skulls do 2 hits
• Redraw all cards of one type
drawn together (not Events).
Location Raids (minimum 1).
is true), but not on any Naval Combat or Raid rolls. • A
 lexandre Villon only needs to roll Influence to take a
• Re-roll any non-combat/raid MUTINY!
skill roll (Scouting allowed).
• Force an NPC to re-roll a
Scouting roll against you.
2) A
 fter taking a Mission get 1 Favor.
Must roll a Leadership success to
return to “Angry” or DIE!
3) Make an NPC re-roll a Scouting roll made to find you. “port” action if he used his Captain’s ability to enter an
• Enter a port illegally (1 per
Bounty plus 1 for War).
When an NPC Event is drawn (use Plank?).
illegal port. If his Influence roll fails (he may use a Favor
3) A
 fter completing a Mission get
Caltrops Prior to Stashing Gold.
After “Board”: Enemy -1 Ending a turn in the same port you started in.
4) Enter
 a port illegally (ignoring Bounties and/or War to re-roll), he may still take a “port” action if he can pay
1 Favor. effects). Pay 1 Favor per Bounty you have from that the Favors that would have allowed him to enter.

le 11 Loyalty Track
modu Added play time: 0-5 minutes per player Added complexity: Moderate

This module adds a new level of Crew management making the game harder. Not recommended for the casual player
or players new to the game.

Pleased: The Captain may recruit in any port and for


Crew Loyalty Setup Losing Loyalty free (overruling Sea-Zones such as Petite Goave). This
5
After earning a Glory Point.
Each player takes a Loyalty Captains go down one step on the Loyalty Track:
also includes Specialists on Glory Cards which no longer
Pay gold to rise one step as a “port” activity.

Board and places it on the left


4 1) A
 ny time an Event Card with an NPC Captain is cost gold to employ and aren’t tied to any specific port.
FIERCE LOYALTY!
side of their Player Board and
Roll a Leadership success (may
attempt once per turn) for +1 action drawn (a trigger representing time, fear and other You can only gain one free Specialist per turn using this
3 and lower Loyalty to “Happy”.
then places a cube in their color
Happy opportunities). Loyalty ability.
+1 Leadership in Crew Combat and
Location Raids.
on the space that says “Content”.
2
Pleased
Recruit for free in any port.
2) W hen declaring an intent to “Stash”. Content: No effect.
Gameplay
Once per turn may hire a
1 Restless: The Captain cannot recruit for free and cannot
“Specialist” in any port for free.
3) W hen starting and ending a turn in the same port.
No
avors
Content
No effects.
Throughout the game your employ new Specialists (on Glory Cards, Rumors or
The Plank
Crew’s Loyalty to you as their Gaining Loyalty otherwise). The penalty of not being able to recruit for
ining
Restless
Must pay to recruit.
Avoid Loyalty loss
Captain will increase and Loyalty is increased by one step: free overrules any other mechanic allowing free recruiting.
decrease. The different steps on
Can’t use Specialist abilities or
vors
per Favor as your
hire new ones.
Additionally, the powers of employed Specialists don’t
ctivity.
ssion
Unhappy
Glory Cards require a Leadership the Loyalty Track will grant 1) W hen getting a Glory Point. have any effect.
Mission. success to play.

bonuses or inflict harsh penalties. 2) W


 hen, as a port-activity, you pay an amount of gold
nding
vors
Angry
-1 Leadership in Crew Combat and Unhappy: Whenever the Captain wants to play a Glory
shown on the next highest step of the Loyalty Track
Location Raids (minimum 1).
cards of one type
ther (not Events).  e benefits or penalties are
Th Card, he must roll Leadership. If failed, he cannot play the
MUTINY!
(e.g. 3 Gold to go from “Content” to “Pleased”).
non-combat/raid
outing allowed).
PC to re-roll a
Must roll a Leadership success to
return to “Angry” or DIE!
cumulative. What that means is card this turn.
l against you.
t illegally (1 per that a Captain with a “Happy” Only one step per “Port” action.
Angry: The Captain has -1 Leadership (minimum 1) for
When an NPC Event is drawn (use Plank?).
s 1 for War).

crew also enjoys the benefits


Prior to Stashing Gold.
Ending a turn in the same port you started in.

Fierce Loyalty: On his turn, a player may roll Leadership. combat purposes (Crew Combat and Location Raids).
described on the “Pleased” step.
Likewise with an “Angry” crew, If successful, move one step down the Loyalty track and Mutiny: If the Mutiny step is reached, a Leadership roll
a Captain would also suffer take an extra action (one attempt per turn). must immediately be made. If successful, you move up
the penalties of “Restless” and Happy: The Captain has +1 Leadership for combat to “Angry”, and if you fail, the Captain is killed and the
“Unhappy”. purposes (Crew Combat and Location Raids). regular rules for Captains dying are applied. This roll is not
considered Crew Combat.

10
nt 1 Flexible Turns an t 2 Captains, Captains,
Varia V ar i Captains!
Added play time: None Added complexity: None Added play time: 0-5 minutes Added complexity: None
Effect: I ncreases the chance of Player vs. Player combat, and reduces the sense of Effect: Adds a larger choice of starting Captain.
downtime.

Introduction Introduction
The Flexible Turns variant is meant to introduce uncertainty as to who goes when, as Some like playing with the hand they are dealt, while others like more control over
well as how far they can reach. A player may, for instance, go last one turn and first the what Captain they would like to play as. Here are two solutions for those who wish
next, effectively meaning he takes two turns in a row. This is by design. Use this variant something to choose for:
to increase the chance of player vs. player combat.
Yarr, get on with it!
Setup Each player gets to draw 2 Captain Cards and picks the Captain they want.
Place 1 cube in each player color into the black cloth bag.
It’ll cost ya!
Game play Here players must pay gold for the luxury of choosing Captains. Each player is handed
After drawing an Event Card, any player draws a cube from the bag. The color drawn is 1 Captain as per normal rules. In turn order, each player may choose to pay 2 Gold to
the color of the player who may now take his actions. When done, a new cube is drawn draw a new Captain, and then 2 more Gold to draw a 3rd Captain if he feels the need.
and that player now takes his action. Once all players have had their turn, the cubes are The player then chooses among these Captains.
placed back into the bag and a new round begins.

an t3 Give Me Glory or an t 4
Var i Give Me Death V ar i It’s a Hard Life
Added play time: 20 minutes Added complexity: None Added play time: None Added complexity: None
Effect: P
 uts a larger emphasis on scoring Glory Points rather than stashing gold. Effect: Places NPCs in the water at the start of play to increase activity on the board
and the difficulty.
The cost of Glory Points from your stash goes up for each point by 5 Gold. The first Just before the game is about to begin, go through the Event Deck. Put into play the
Glory Point costs you 10 Gold as normal. The second however costs you 15 Gold, first two Naval Ships (from different nations) and the first NPC Pirate ship you draw
the third 20 Gold, etc. So if you have stashed 50 Gold, this would normally be worth (does not affect Loyalty—the game hasn’t begun yet). Redraw any NPC which shares
5 Glory Points; but with this variant, it would only buy you 3 Glory Points (10+15+20). a home-port with a player Captain: simply continue through the deck and draw a new
1st Glory Point costs 10 Gold one. Once ready, begin the game as normal. This means that an NPC Pirate could move
into a player’s Sea-Zone the very first turn, in which all there is to say is “it’s a hard life”.
2nd Glory Point costs 15 Gold
3rd Glory Point costs 20 Gold
4th Glory Point costs 25 Gold
5th Glory Point costs 30 Gold
This means it would require a total of 100 Gold stashed in order to score all the allowed
5 Glory Points from stash.

ant 5 Cutthroat Variant


Action Penalty: Any player who makes an off-turn Scouting attempt has two actions
Var i less on his next turn.
Circumstantial rules:
Designers Note: This variant is designed for groups seeking more frequent player vs.
player battles. It should not be regarded as a “fix” but more of an attempt to accommodate • A Captain cannot make an off-turn Scouting attempt if his card is flipped (i.e. if he
the expectations and wishes of some groups—an attempt to make sure everyone gets the already has made an off-turn “Scouting” attempt).
pirate game they deserve. • Off-turn Scouting occurs prior to any NPCs present in the same Sea-Zone.
Off-turn scouting • If the active player moves into a Sea-Zone with multiple player Captains, each of
them declares in turn order if they wish to make an off-turn Scouting attempt. Those
A player may “Scout” for the active player immediately after the active player moves into
who do, roll their Scouting skill, but only the Captain with the most successes finds
his Sea-Zone (including moving from port out to sea.) Upon making an off-turn Scouting
the active player. Resolve ties by counting ‘pips’—if still tied, the players re-roll. All
attempt, the player flips his Captain card as a reminder, and then flips it back upon his
Captains who attempt the off-turn Scouting receive the two action penalty.
next turn. If the Scouting roll is successful, the active player is found and a battle occurs. If
the active player survives the encounter he may continue his turn.

11
Transform a meager settlement into a mighty empire
whose culture will be your greatest achievement!
To accomplish this, you will have to invent new
technologies, build grand cities, and spread the
influence of your culture accross your enemies’
borders. You will need to explore the lands
and seas with your settlers and ships, and
conquer foreign cities and barbarian
settlements.
With 12 Advancement categories,
including various government types, a modular
game board, superb city-pieces, and more,
Clash of Cultures offers a myriad of experiences
to accomplish your ultimate goal: be the one ruling
culture, the one that will be remembered and admired
for thousands of years.
Will you be the leader of this great culture?

Expand your civilization’s influence with this


incredible expansion for Clash of Cultures!
Discover 14 historical civilizations, each with
4 unique advances and 3 unique leaders.
Increase your cities with 3 new buildings: the
apothecary, the market and the obelisk.
Strengthen your armies with elephants and
cavalry units. Keep your eyes on the seas
festering with pirates. The strength and
fate of your civilization rests entirely on
your shoulders!

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