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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
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
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.
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
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
a
San Juan Chart ion to coll ct ota
ion of nist, wants
on
Hom Piec
cout ” act g ch thesto
e ac
ollnea e4 ).
Sp
e
Sea-Zon ion)
e
chose port on Reef Use a “s coutin
rkain
teasH,Thae ve gue in rare p (not Merchant Raids
ul S Parac p Basse la
(“scout”
act n
Capta player’s Wa l k
e r ’s C a y raId
successf : Trinidad, C o r touF rvm a nlants -Terr nts
age, so naore BliountIes
no eoeay
ym
2 3John (Kn
in Ca es (Y able e.
Sea-Zon & Cartagena. cePpe to d
speed
ox
2 only:
(“port rd r is esse ie on the
3 Pirates
If ancd ” actio .
ner S
Doctuolen
e shipsu cessfu on lace
Curaçao is more than Re 20 Gold
Prisoo u find th leusspof n) ntial.
sful, yo to 10 l, you ma pt th move on th Risk “Hull” St. John )
rtuga ment If succes Gold. Regar stre
d
ash Gold nage
to attem
r Sea-Z
on e.) Ev 5 Go is mis
3 3
T — fr
Old P rovid s 10
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
ni
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
. uch, if as or “Crew”. when selecting
any, y rdless of h .
a
h
San Juan Cargo Card gold an d
S ea-Zon
e y
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
Du
Adm tch Ma
e
iral A n-o
braha -War
m Cri
Toughness
Galleon
4 Toughness 2
Brig Natives
S a a n o’ fi i s
4 Win Crew Combat
no BountIes
Trreato
Indian
Indian
suclaim
re
T ade
thenship and itsM
ctessar
artifaW t G o u dar
land ne
o
Setsaaidtito
gold.
5e in
Th
h
fa
Price mous Ca
aroo
pta
ned 2
e turn: Place end of the tu jnssen Golden on a small is an isla as been wa in Jake P
end of th Brig in the
5 4
the D rn n nd ne s Maro .
A t the
ate the S utch M : be hidde a. ar Ha
e P ir . ea n vana. oned on
Place th of St. Maart
en -Zon
e an-o-W Cargo Cargo Cartage
Don Ju
4 2
e Put th of St. M ar
Sea-Zon the boar
d in is card aarten in na
card on If a D on th
e boa .
Crew Crew Cartage
Put this e Sloop. utch N e Hava
4 2 Sea-Zon ion)
rd. n
place of
th alre
rig is ca
a
adlry
e ady in p a v al ship c act Sea-Z a Defeat: 1 B
op /B rd lay, ard Cann on s Cann on s (“scout” o
(“scou ne
irate Slo card on on top o then place is Galleon
If the P en place this
in play,
th
f it. this
Man eu verability 1 Man eu verability 3 Brig
sful, yo
u find th
Ifnd
la
e ish
im
su c
d
cessfu
l, y
guardesail to H ou find him
t” actio
n)
Win Crew
Toug
4 Toug
2
it . hness hness
top of : 10 Gol d If succes Gold treasure rosh w 1. av a
Rewa
R D
and its
15 ith LeadUersi ipboats. Kee ana in one nd let
w p this o
“Crew” rew Comba ngt.his
Cargo
5 Cargo
4 by two
Fight th
em in C
n
• Reckilled. etwork:
Captain
is ruit
rumo ing and ac
card fa f your
ce up
.
Crew
4 Crew
2 If you lo
se , your rs
requir in Havan uiring
q
22
es n a is
4 2
Cannons Cannons • You o fre
can a Influence ro e and
2 4 3 3
lways
enter lls.
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
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
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
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”
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
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
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
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
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.
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
Ignore HIts
Rumors, R f Recruiting ate Havefor Goods
ni
to find Cargo, Rumor and Cargo Card Sell or Buy
Payl1e
Weapons, for free. Rumors, Recruiting S Ambergris Risk “Hull” Pirates only:
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
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
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
3
Pay 1 Non-pirates: or “Crew”.
a
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
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
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
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
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
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.
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
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.
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
sh
P ir 4 Reef
Sp
n
ll
on
no raId Repairs. P
at ave 4
Sp
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
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:
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
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
Cargo Card Sell or Buy P ir 4 Defeat: 1 Bounty for every full 10 Gold + 1 Glory.
Sp
Tr
4 4 5 ven
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.
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
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
no raId
aSdvaenatiaolSAtnfnaiortrio H5aven
ndaeateIgnore 6 4Defense:
on them.
3 cards,
T owand n
ignore
H o l e t o w nUN a t i v e ss k
4 To P r i s o r
Tn
r r e d e l D i aabdl o e Station 5 Prison
Fo r trgeeo
6
H
es
FW o rets tGG u
e oor g S t . M a r y ’ s
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es
specific to a certain port—even if the Town is in the same Sea-Zone.
2
or “Crew”.
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Natives 4 Tr
ade StationRee5 f no raId • Y
ou a t
cannot e H a
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sh
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ou may Win do one
Crew of the following:
Combat to claim the ship and its gold.
Sp
picked up, minus 1 per Seamanship success. or “Crew”. f ) Buy Favors (module 10), Increase Loyalty (module 11).
a
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4 Juan Esteban de Ubilla
Sp
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!
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.
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)
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.
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.
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.
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?