Pirates of the Cursed Sea PocketModel Game
Frequently Asked Questions, Clarifications, and Errata
September 2007
Changes, updates, and additions since the July-August 2007
edition are shown in purple.
Examples of specific situations are shown in gray.
NAME CHANGE
Q: Why did the name of the game change from “Pirates CSG” to “Pirates of the
Cursed Sea Pocketmodel Game”? Will the rules be changed to work like the Star
Wars Pocketmodel game? Is this a whole new Pirates game or will it be
compatible with the old one?
A: The change in name is for branding purposes and it does not mean the
game itself is changing to a new format. It will still be the same Pirates
game we all know and love, and upcoming sets will be 100% compatible with all
previous sets.
CARD CORRECTIONS AND MISPRINTS
General Rule: If there is a discrepancy in any game-relevant statistics
or abilities between the deckplate, the masts, a published check-off sheet, an
online gallery, or any other source, the printed card/deckplate always takes
precedence except where noted in this document.
“Cannonball” Gallows (MI-042a): this crewmember has the Ransom keyword
in addition to its printed abilities, and a point cost of 0 (zero).
Duque Marcus Vaccaro (BC-072): this crewmember's point cost is 0
(zero).
Ghost Wind (CC-215): this crewmember's point cost is 2.
Grendel (FN-005): This ship’s deckplate should indicate that it has 2
masts, not 3.
Guy LaPlante (R-062): Guy LaPlante is linked to Le Courageux (R-051).
Huginn (FN-005): This ship’s complete ability text
should read: “Longship. On the turn this ship rams, eliminate
one crew from the enemy ship.”
Nancy Nox (MI-033): this ship’s complete ability text should read:
“If this ship wins a boarding party, she may take as much treasure from the
other ship as she wants, up to her available cargo space.”
Polaris (FN-300): This ship’s nationality is Viking, not Cursed.
Q: My Coleoptera (MI-029) has the name “Nautilus” on its side. Did I get the
wrong card 2 of 2?
A: No. Due to an artwork error the incorrect name appears on Coleoptera’s
hull, however, the cannon ranks and collector numbers on the individual pieces
are still correct so it should be played “as is”.
Q: My generic crew is an Explorer according to the card and token, but it has
a picture of a Musketeer instead. Which type of crew is it?
A: If a crew token has a mismatched image, its type or identity is
determined by the printed text not the picture.
Q: The card for my single-mast ship has a red (
Common)
corner for rarity. Shouldn’t it be yellow (
Rare)
instead?
A: Some cards have misprinted rarity indicators, but rarity has no effect
on game play so they will not receive errata. Refer to the Useful Lists
section for a guide.
GENERAL RULES QUESTIONS AND TERMINOLOGY
Assignment
Assignment refers both to the act of placing or loading crew on a ship and to
the constant state of a crew being carried by a ship.
Genny Gallows was assigned to Darkhawk II at the start
of the game; Genny is currently assigned to DarkhawkII.
Beginning of a turn, End of a turn
The beginning and end of a turn are single points in time where multiple
abilities and effects can occur; the current player may choose the order in
which they are resolved. Only one "beginning of turn" Event token may be
revealed per turn.
Bow
Q: Where, exactly, is the bow of a ship or submarine?
A: The bow of a ship or submarine is everything in front of and including
the forward-most points where its hull touches the playing surface or its
baseplate.
Cargo
Q: Are crew considered cargo?
A: Yes.
Q: If a crew or treasure takes up no cargo space, is it still considered
cargo?
A: Yes.
Q: Can I dump crew or treasure overboard to make room for other cargo or to
prevent my opponent from capturing it?
A: No, cargo cannot be voluntarily eliminated or removed from the game
unless an ability or action specifically allows it.
“Come About”
Q: What is a “come about”, and how does it work?
A: The “come about” was a game mechanic that allowed a ship to use its
entire move action to rotate exactly 180° in place so that its bow ended where
its stern began. It was officially eliminated from the rules in the
Pirates of the Barbary Coast edition of the
rulebook, and is no longer intended for use in standard games.
Derelict, Sunk, and Wrecked
Q: What is the difference between derelict, sunk, and wrecked?
A: A ship becomes derelict when her last mast is removed. A derelict
becomes sunk (sinks) when successfully hit by a cannon shot or scuttled. A
ship becomes wrecked if it sinks due to damage caused by a Reef.
”Hits”, Mast elimination, and Damage
Q: What is the difference between being "hit", eliminating a mast, and taking
damage?
A: A “hit” is the result of a successful cannon shot, during a shoot
action. Each hit removes one mast unless an ability states otherwise, and one
additional hit will sink a derelict ship. Damage functions similar to hits in
that it will eliminate masts and can sink derelicts, however, unless specified
damage is not a hit so abilities and effects that refer to hits do not apply.
Abilities, actions, and other effects that refer to mast elimination do not
cause hits, and will not sink a derelict.
Keywords vs. Ship Types
Q: My ship looks like a galley/schooner/turtle ship/etc., but it doesn’t have
the corresponding keyword printed on its deckplate. Can it still use that
ability?
A: No, a ship has only the abilities that are printed on its deckplate
card. While certain keywords may often be associated with a particular ship
type, those ships do not automatically inherit that ability based upon their
design or appearance.
The American ship Carolina (Rev-076) is a schooner-type
ship based on its hull and sail design, but it cannot use the Schooner
keyword ability because it is not printed on the ship’s
deckplate card.
Links
Q: Does the nationality of my crew have to match the ship in order to use a
link, and can a link be cancelled or copied?
A: Linking is considered a rule rather than an ability, so nationality
restrictions do not apply and it cannot be cancelled or copied.
Q: If my crew has links with several other ships or crew, can I use them all
at once?
A: No, each crew may link with only one other crew or ship at a time.
Athos, Porthos, Aramis, and D’Artagnan are placed
together on a large French ship. They all have links to each other, but
since a crew can only link with one other ship or crew at a time, they must
be paired off. Athos and Porthos could make one link, while Aramis and
D’Artagnan can make another, which combined gives the ship +2 to its total
cargo space. If only three of those Musketeers were together on a ship, two
of them could be linked for +1 cargo, while the third would have to be the
odd man out.
Q: If my ship has links with multiple crew or I have a crew that links to
all ships of a nationality, can I use them all at once?
A: Yes, the “one link at a time” restriction applies only to crew. There is
no limit to the number of different crew that may be linked with a single
ship.
Admiral Alarico Castro and Castro’s Loyalists are
placed on the ship Granada. The Admiral has a link with the Loyalists, which
could give the ship +1 to its cargo space. However, since Granada also has
links to both of those crew, each can be linked directly to the ship instead
of each other, which will provide +2 extra cargo spaces instead of just +1.
Q: If my crew has an ability that says it may link to another crew during
setup and it also has a standard (rule) link, can I use both?
A: Yes! If a link is provided by an ability, it may be used in addition to
a standard link.
Ms. Cheng is placed on a ship with Chang Pao and a
Jade Rebellion captain. Chang Pao and Ms. Cheng have a standard link that
provides +1 cargo space to the ship. In addition to that, Ms. Cheng also has
an ability to link with any Jade Rebellion crew, in this case the captain,
which provides another +1 cargo to the ship for a grand total of +2 cargo
spaces. Although Ms. Cheng is linked to two different crew at once, it is
legal because one is a standard link while the other is provided by her
ability.
Q: Admiral Alarico Castro has a link to Castro’s Loyalists, but Castro’s
Loyalists does not have a link to the Admiral. Can I still use the link?
A: Yes. Only one member of a linked pair is required to have the linking
text in order to gain the additional cargo space. No additional benefit is
gained if both members of the link have the text.
Q: One of my crew has the exact same ability as the ship to which he is
linked, and another crew has a higher point cost than his linked ship. Do they
get to ignore the no-stacking rule or the point value restrictions?
A: No, all of the standard rules apply as normal to linked ships and crew.
The majority of links in this game are based upon flavor text rather than the
ability combinations, so occasionally some links do result in duplicate or
mutually exclusive abilities.
Measuring
Q: Can I measure possible move for my ship and/or check my cannon ranges
before actually moving or shooting? What about checking my opponents’ ships?
A: You may measure anything at any time, as long as it doesn’t
significantly delay the game.
“Missing” or Unlisted Items
Q: Events, forts, a few of the nations, terrain, and/or some other game items
are not mentioned in the latest edition of the rulebook. Are they still legal
to use?
A: Items not appearing in a given set are sometimes omitted from the
rulebook due to space considerations. However, those items remain legal for
use in all standard games unless they are specifically listed as retired,
restricted, or removed by an official rulebook or FAQ.
Named Crew Abilities
Q: If my named crew has “Captain” in his/her name (i.e. Captain Mission), does
he/she automatically get the Captain ability?
A: No, named crew have only the abilities printed on their cards. They do
not inherit any other abilities based upon their name, title, or flavor text.
However, they may be used to trigger other abilities that refer to a
particular name or title.
A player builds his fleet, and includes a Pirate ship
with an ability that states, “If this ship has a captain crew, she gets
+1 to her cannon rolls.” He has also included Captain Mission in his
fleet, and places him on that Pirate ship. Since Captain Mission has the
title “Captain” in his name the ship’s ability is triggered, so it
will receive a +1 bonus to its cannon rolls when it shoots. However, the
“Captain” title in Captain Mission’s name does not grant him any
additional abilities, so the ship will not be able to use the captain (“move
& shoot”) ability unless it is provided by some other crewmember on the
ship.
Meanwhile, one of his opponents has included a Spanish ship with the same
ability in her fleet, and she has assigned Duque Alfonso de Castilla to that
ship. Duque Alfonso does have the captain ability which will allow him ship
to move & shoot, however, he does not have the title “Captain” (or
“Capitan”, the Spanish equivalent) in his name so the ship’s ability
does not trigger. It must be assigned some other crewmember with
“Captain” in its name in order to receive that bonus.
A third player has an English ship with that ability, and has assigned
Captain Percival Blake to it. Captain Blake has both the captain ability AND
the title of “Captain” in his name, so his ship will be able to move
& shoot and it will trigger the ship’s ability to gain the +1 bonus to its
cannon rolls.
“Removed from the game” vs. "Eliminated"
Q: What is the difference between being removed from the game and being
eliminated?
A: “Removed from the game” refers to a game piece that has been taken out
of play without necessarily being killed or destroyed. Items that are removed
from the game cannot be returned to play unless a rule or ability specifically
allows it. “Eliminated” refers to a game piece that has been killed or
destroyed. Certain abilities may allow a game piece to remain in play or
return to play even after it is eliminated.
The Missionary UT takes crew out of play (removes from
the game) without killing (eliminating) them. A repair action can bring back
a mast that has been removed or eliminated (but not one that has been
replaced by a firemast).
“Touches” vs. “Touching”
Q: What is the difference between “touches” and “is/are touching”?
A: "Touches" refers to the point in time when contact between a ship and an
island or another ship first occurs. If two ships make contact, each touches
the other regardless of which moved. “Touching" refers to a continuous state
in which two objects are in contact with each other. After a ship touches
another ship, they are touching until one moves away or sinks.
Transfer, Load, and Unload
Q: What is the difference between transferring, loading, and unloading?
A: A transfer occurs any time cargo is moved from one location to another,
whether it is through the use of an explore action, a boarding action, an
ability, or any other means. "Load" and "unload" refer to transfers in a
specific direction, either on or off a ship, respectively.
Q: If I win a boarding action and steal a treasure or use an ability to
steal/swap treasure, is that considered a transfer?
A: Yes, because the treasure is unloaded from the other ship and is loaded
onto yours.
Q: If I win a boarding action or use an ability to steal a treasure but my
ship has no free cargo space, where does the stolen treasure go?
A: If there is insufficient space to load the treasure, it remains where it
was. Actions and abilities that steal treasure or cargo have no effect if
there is insufficient space available.
”Sea Creatures” -- Sea Dragons, Sea Monsters, and Titans
Q: Is a sea dragon, sea monster, or titan considered to be a ship?
A: Yes, any action or ability that can target a ship can also target a sea
dragon, sea monster, or titan.
Q: Are sea monster tentacles/segments considered masts?
A: Yes, any actions or abilities that refer to masts also apply to
tentacles/segments.
Q: Where is the bow of a sea monster?
A: Sea Monsters do not have a bow (so they cannot be pinned or towed), but
for movement purposes the “front” of a serpent is the part of the base nearest
the white dot and head segment, and the “front” of a kraken is the area under
its tentacles.
Q: If a sea monster has no bow, how can it dock or ram?
A: A sea monster may dock if any part of its base touches an island, and it
may ram if any part of it (including tentacles) touches an enemy ship.
Q: From where do I measure movement for a sea monster, and are there any
limits to how far it can turn?
A: You may measure movement from the white dot on the base or from the edge
directly under the tentacles of a kraken. Sea monsters do not have hull pieces
like a normal ship, so there is no limit to the turning angle.
Q: My kraken’s tentacle is touching an enemy ship, but it is out of range of
the printed die. Can that tentacle "shoot" the ship?
A: No, the target must be within range of the printed die.
Q: Do other segments of my sea creature block its line of
fire when shooting?
A: No, a sea creature’s segments do not block its own line of fire.
Who picks?
Q: When an ability or rule targets crew, treasure, cargo, masts, or any other
game item for removal, elimination, theft, or transfer, who gets to decide
which item is targeted?
A: Unless stated otherwise, the defender (the player losing the item)
chooses.
MULTIPLAYER RULES
Treasure that is on a ship that is sunk or lost in a fog bank does not
count toward victory for any player. (Addition)
TOURNAMENT AND APPROVED PLAY RULES
Card Modifications
Q: Can I use modified, repainted, or kit-bashed ships?
A: Modifications are acceptable as long as they are approved for use by the
Privateer and do not alter how those items function within the game.
Unacceptable modifications include but are not limited to: constructing ships
incorrectly to change their overall shape or size, bending or cutting masts to
change lines of fire, and changing printed statistics or abilities.
Peripherals
Q: Can I use homemade islands, custom measuring devices, special dice, etc.?
A: Third-party and/or custom gaming objects may be used as long as they are
approved by the Privateer and are made equally available for use by your
opponents.
Retired and Restricted Items
Q: Are any game pieces retired or restricted from play? What about promos?
A: There are currently no retired or restricted items. However, The Sleigh
(HH05a) and Captain Whitebeard (HH05b) are not intended for use in standard
games, so they must be pre-approved for use by the Privateer before gameplay
begins.
PIRATES ONLINE
Tech Support
Q: Help! My game won’t load, I can’t login, the game runs really slow, it
keeps crashing, etc. Where should I go for help?
A: Questions regarding software, hardware, or any other technical issues
with the computer game should be directed to Sony Online Entertainment
Customer Support, available at:
http://support.station.sony.com
Rules Discrepancies
Q: Some of the rules seem to work differently in the computer game. Do these
rule changes apply to the tabletop version of the game as well?
A: No. There are some rules, abilities, and other game effects that were
altered for the online version of the game. Those changes apply only to the
computer game, and have no effect whatsoever on how the tabletop version of
Pirates CSG is played.
SPECIFIC RULES
(By rulebook section)
BUILDING YOUR FLEET
No-duplicates Rule:
A player cannot have two or more of the same character, ship, creature,
event token, or fort in their fleet at the same time unless it is captured
from an opposing player. Generic crew are not limited in this way.
SETUP
Q: Do I build my fleet during setup?
A: No, you build your fleet before setup begins.
Distances and Placement
Q: What are the restrictions for island placement?
A: Each island must be placed at least 3L away
from all other islands, but no more than 6L away from
at least one other island.
A legal, albeit extreme, island placement:
(Island) <-6L-> (Island) <-6L-> (Island) <-6L-> (Island) <-6L-> (Island)
<-6L-> (Island)
Q: What is the required size for a playing area?
A: The overall size of the playing area is limited only by the island
placement restrictions and total space available. As a minimum, an area
approximately 3ft x 3ft (1m x 1m) is recommended.
Q: Do all players have to agree to use the mysterious islands, like they do
with terrain?
A: No, each individual player may decide if the islands they contribute to
the game are mysterious or not.
ACTIONS
Q: On my turn, can I give actions to all of my ships or just one?
A: You may give actions to all members of your fleet.
Q: What’s the difference between a ship taking an action and being given an
action?
A: Nothing. In either case, the ship performs the action following all
normal rules and abilities as applicable. How it received that action is
irrelevant.
MOVING
Q: If my ship has multiple segments of movement (i.e. S+L),
when can I change heading?
A: You can change heading at the beginning of each segment of movement,
including the first.
Q: Is there a limit to the turning angle, such as 90° or 45°?
A: The physical shape of a ship’s hull provides the only limit to its
turning angle. Most ship types are capable of turning up to 160° or more to
either side.
Q: Do I have to move the full length of the movement bar or use the entire
base move?
A: Your ship may move any distance up to the full length of each movement
segment, and you do not have to use all available segments.
Q: Can a ship continue movement after coming into contact with an island or
another ship?
A: No, if a ship touches another ship or an island during her movement she
must stop immediately, even if there are additional movement segments
remaining.
Q: When can I use the “stern turn” ability of the Galley or Schooner keywords?
A: The “stern turn” is considered the final segment of movement, so it is
applied after the base move and any other movement bonuses, but before using
abilities like those of a captain or explorer and before ramming.
Q: Can I give my derelict a move action if it has an Oarsman or the Galley
keyword?
A: Yes, abilities that provide a derelict with a base move also allow it to
be given a move action.
Q: If my derelict ship has a helmsman, can it be given a move action?
A: No it cannot, unless it also has an oarsman or some other ability that
provides it with a base move. Abilities like a helmsman that give a ship +S
or +L only add to an existing base move, but they do
not provide a move action to the ship.
Refer to this link for a detailed explaination of
turning and movement:
How far can I turn?
Dock
Q: If my ship has more than one movement segment in its base move, can it move
away from an island and re-dock using a single move action? Is that considered
“leaving”?
A: Yes, a ship may move away and re-dock at the same island using a single
move action. If at least one segment ended with the ship in an undocked
position it is considered to have left, even if it returns to the island with
another segment.
Q: Is docking an action?
A: Docking (or being docked) is not an action, but a condition or state of
being of a ship that can result from an action or the use of certain
abilities. If a ship’s bow touches or is touching an island, it is docked.
Q: If my ship docks at a wild island while carrying an explorer can I use the
crew transfer rule (a free action while docked) to unload my other crew before
exploring the island?
A: No, the remainder of the ship’s move action (including use of the
Explorer) must be completed before you may transfer crew to or from the island
as a free action.
A ship with an explorer and three other crew onboard
docks at an unexplored wild island. The ship’s owner suspects that the
island contains the unique treasure Rum, because he placed it in the
treasure pool but it has not yet been found by anyone else. Since he has
four crew onboard it means Rum will end up with a low value, but if he
unloaded them before exploring the island, Rum would be worth much more. So,
he has two options:
1) Use the free crew transfer rule to unload all of the crew, and wait until
his next turn to explore the island, or
2) Use the explorer’s ability, and then unload the crew later.
What he cannot do, is use the free crew transfer to unload all of his crew
(except the explorer), and then use the explorer’s ability on the island.
That ability must be used just after docking, before the free crew transfer
can be used.
Ram
Q: Can you sink a derelict by ramming it?
A: No, ramming can only remove masts.
Q: If my ship is moved by some ability and its bow touches an enemy ship, can
I ram it?
A: No, a ship can only ram when it has been given a move action.
Q: If I give my ship a move action and it ends the movement with its bow
touching an enemy ship, can I choose not to ram?
A: No, ramming happens automatically when a ship completes a move action
with its bow in contact with an enemy ship. If you do not wish to ram an enemy
ship, do not move your ship’s bow in contact with that ship.
Pin
Q: Is pinning an action, and does it require ramming?
A: Pinning (or being pinned) is not an action, but a condition or state of
being of a ship that can result from an action or the use of certain
abilities. If a ship’s bow touches or is touching an enemy ship, it is pinned.
Ramming is not required.
Q: Can I pin an enemy ship with my move action?
A: Yes, you can pin an enemy ship by moving your ship so that it is in
contact with the enemy ship’s bow.
Q: If my ship is pinned, can it still shoot?
A: Yes, pinning only restricts movement.
Q: My ship is pinned because its front mast is touching an enemy ship. If that
mast is removed, am I still pinned?
A: Yes, your ship remains pinned until the enemy ship moves away or becomes
derelict.
Q: Can my ship move to pin two ships at once, or dock with an island and pin a
ship at the same time?
A: No, a ship can only move into contact with one other ship or island at a
time. However, a ship can be touching (or pinning) multiple ships at once if
the additional contact was caused by movement of the other ships.
All of the following situations can result in a pin:
1) A ship moves and stops so that its bow is touching an enemy ship. (The
ship that moved is pinned.)
2) A ship moves and stops so that it is touching the bow of an enemy ship.
(Enemy ship is pinned)
3) A derelict ship is given a repair action while touching the bow of an
enemy ship. (Enemy ship is pinned.)
4) A ship with the Sea Monster or Titan keyword touches an enemy ship.
(Enemy ship is pinned.)
5) A ship with an ability that prevents it from being pinned has that
ability cancelled or eliminated while its bow is touching an enemy ship.
(The ship with the cancelled ability is pinned.)
Board
Q: Can boarding happen ONLY after ramming?
A: Yes, unless an ability specifically allows you to board at some other
time.
Q: How many boarding actions can occur after a ram?
A: Only one boarding action can occur immediately following a ram,
regardless of which player initiates it.
El Leon (Spanish) rams HMS Bolingbroke (English).
Immediately after the ram has been resolved the Spanish player has the first
chance to initiate a boarding.
1) If the Spanish player chooses to initiate it, a boarding action occurs
following the standard rules. Since there can be only one boarding action
per ram, the English player does not get to initiate a second boarding.
2) If the Spanish player decides not to board, then the English player gets
the option to initiate boarding. If the English player chooses to initiate
it, a boarding action occurs following the standard rules.
3) If neither player chooses to board, then that opportunity for a boarding
action is done. No other boarding can happen until another ram occurs or
unless an ability is used that allows boarding without a ram.
Q: During a boarding action, who gets to decide whether a crew is
eliminated or a treasure is stolen?
A: The player who lost the boarding action may choose whether a crew is
eliminated or if a treasure is stolen, as well as which specific one is
eliminated or stolen.
Q: If my ship has no treasure onboard when my opponent wins a boarding action,
can I still choose to have a treasure stolen in order to prevent my ship from
losing crew?
A: No, you can only choose from the options that are available. If there is
no treasure to steal or the winner's ship is unable to load it, a crew must be
eliminated instead. Likewise, if a ship has no crew onboard or its crew
“cannot be eliminated”, a treasure must be stolen instead.
Q: My opponent’s ship has an ability which allows it to eliminate all of an
opposing ship’s crew when it wins a boarding action. If I lose a boarding to
that ship, can I choose to have a treasure stolen instead of losing all of my
crew?
A: No, abilities that modify what happens after a ship wins a boarding
action override the defender’s choice, unless the winner of the boarding
action chooses not to use the ability.
A large Spanish ship rams and boards a French ship
that carries three crew and one treasure. The Spanish ship wins the boarding
action and reveals the Inquisitor, whose ability can eliminate all of an
opposing ship’s crew when he wins a boarding action. The French player would
much rather choose to give up the treasure, but the Inquisitor’s ability
takes priority so the French player loses all of his crew instead.
Tow
Q: When can I initiate a tow?
A: You may initiate a tow at the beginning or end of your ship’s move
action.
1) The Pirate ship Greyhound is derelict and adrift at
sea, when the French ship Le Superb sails up and touches Greyhound’s bow.
The contact forces Le Superb to stop moving, but since it is still part of
Le Superb’s move action it can immediately begin towing Greyhound.
2) In a different game, Le Superb sails up to and touches Greyhound’s bow,
but since Greyhound is not derelict, it cannot be towed immediately. The
French player reveals a captain onboard his ship and fires enough shots to
knock off all of Greyhound’s masts, rendering it derelict. He wishes to
start towing Greyhound immediately, but since shooting with a captain occurs
after a move action has been completed, he must wait until his next turn. On
the next turn, he gives Le Superb a move action, and declares that he is
also going to tow Greyhound. Greyhound is immediately moved to the “towed”
position, Le Superb’s base move is reduced to S, and the ships sail away…
Q: If my ship has no masts but can still move because of an ability, can it
be towed?
A: Yes, if a ship has no masts it is derelict and can be towed. The ability
to move is irrelevant.
Q: Can you voluntarily release a towed vessel at any time?
A: Yes.
Q: Can you steal a towed derelict from an enemy by moving your ship so that it
touches the bow of the towed derelict? What about a derelict that is docked?
A: You cannot steal a derelict that is being towed by an opponent’s ship.
You may tow a derelict that is docked, if your ship can be positioned so that
it touches the derelict’s bow.
Q: How many ships can you tow at a time?
A: One.
Q: When a ship is towing a derelict but there isn’t enough room behind for the
towed ship to be aligned straight out, can it be placed at an angle?
A: Yes, you should fit the towed ship as straight as possible behind the
towing ship.
EXPLORING
Q: How many treasure tokens can I load onto my ship with one explore action?
A: You may load as many items as you have available cargo space.
Q: Can I unload treasure or crew from my ship when it explores a wild island?
A: Yes, cargo may be unloaded to a wild island during an explore action,
but the effects of any unique treasures on the island must be resolved before
any other cargo can be transferred. Cargo that is unloaded to an island is
fair game for another player to collect.
Q: Can I unload treasure to a wild island without using an explore action?
A: Transferring cargo to or from an island or another ship always requires
an explore action, unless an ability or action specifically allows otherwise.
Q: If my ship docks at a wild island and uses an explorer crew to explore the
island, can I unload that explorer to make room for more treasure?
A: Yes, you may unload the explorer to make room for treasure, but when he
leaves the ship the free explore action he provided immediately ends. In order
to load treasure back into that empty cargo space, another explore action is
required.
A ship with three cargo spaces docks at an unexplored
wild island. Two of its spaces are taken by crew and one that holds a
treasure token worth one gold. One of those crew happens to be an explorer,
which is revealed so the ship can explore the island. The island contains
four treasures; two are unique treasure and two are standard gold tokens.
The unique treasures are revealed to be the Marksman’s Map and Rum. Both
must be loaded onto the ship, but fortunately neither takes up a cargo
space. Since there are two crew onboard, Rum takes on a value of four gold.
Both of the standard gold coins on the island have high values, so the
ship’s owner wants to load them as well. In order to make room for them, he
unloads the token worth one gold, and one of the crew. If he unloaded the
explorer, the explore action would end immediately and he would have to wait
until the next turn to load the remaining treasure into that spot, so
instead he unloads the other crewmember, a helmsman.
The explore action ends with two unique treasures, two standard treasures,
and an explorer onboard the ship, and a helmsman and a standard (1-gold)
treasure on the island. The ship’s owner decides that he no longer needs the
explorer, so he then uses the free crew transfer rule to unload him, and
then uses another free crew transfer to load the helmsman into the vacated
spot. Due to Rum’s ability the ship loses its next turn, but the turn after
that it sails away leaving the explorer and the 1-gold coin behind…
Q: When my ship docks at my home island, do I have to unload all of my
treasure or can I select which to unload?
A: You have to unload all treasure with a gold value when you dock at your
home island. This happens immediately and automatically.
Q: If treasure is transferred to my ship while it is docked at my home island,
does it unload automatically?
A: No, treasure only unloads automatically when the ship first docks at its
home island. To unload again, the ship must move away and re-dock or it must
be given an explore action targeting the home island, at which point all
treasure with a gold value currently onboard is immediately unloaded.
Q: Can cargo, treasure, or crew be transferred between friendly ships?
A: Yes. The two ships must be touching and one of them must be given an
explore action to transfer the cargo. You may also explore an enemy derelict
in this way.
Unique Treasure (UT)
Q: When you find a unique treasure and its ability doesn’t seem to work
properly due to the interaction with other abilities on your ship, what
happens?
A: Unique treasure is always picked up when found. However, if a specific
UT ability cannot be used due to an ability on the ship, then that UT ability
has no effect until circumstances change to allow it to work properly. Any
other additional abilities of the UT still function normally.
Darkhawk II with Captain Blackheart, Jonah, a
helmsman, and an oarsman onboard explores an island and finds the Plague.
The first part of Plague’s ability is that it eliminates all crew onboard
the ship, but Jonah’s ability says that he cannot be eliminated. So, Plague
is loaded onto the ship and it kills everyone on the ship except for Jonah.
The rest of Plague’s abilities also work, so now the DarkhawkII can’t dock
but if it touches another ship Plague will be passed to the next ship.
That next ship happens to be the Revenant, with El Fantasma, Ghost Crew, and
a Firepot Specialist onboard. The two ships touch and Plague gets passed to
the Revenant. The ability of the Ghost Crew, unlike Jonah, protects the
ship’s entire crew from elimination so when Plague gets loaded none of the
crew are harmed. However, the rest of Plague’s abilities still work,so
Revenant cannot dock but it can still pass Plague to the next ship it
touches.
Q: If a unique treasure can be loaded face down, must I reveal it to my
opponent?
A: No, UTs that can be loaded face down do not have to be revealed or
loaded.
Q: Can I transfer a unique treasure off my ship and on to another?
A: Yes, you may transfer unique treasure from one ship to another using an
explore action, unless an ability specifically states that a UT cannot be
unloaded.
Q: Can unique treasures be stolen during a boarding action or with an ability
that allows you to steal/trade treasure from another ship?
A: Yes, unique treasures can be stolen during boarding actions or with
abilities that steal/trade treasure, unless an ability specifically states
that the UT cannot be unloaded.
Q: If a unique treasure has a gold value that is determined when it is loaded,
what happens when I transfer it to another ship?
A: The gold value of a UT is determined when it is first loaded from a wild
island, so transferring it to another ship will not reset it. However, any
other effects of that UT will still apply normally when loaded onto another
ship.
Q: Can unique treasures be eliminated by abilities that target cargo?
A: Yes, UTs are a form of cargo so they can be affected by abilities that
eliminate cargo.
Q: Can I unload a unique treasure when I dock at or explore an island?
A: If a UT has a gold value it must be unloaded when you dock at your home
island. No other face-up UT can be unloaded to an island unless an ability
specifically allows otherwise.
SHOOTING
Q: During a shoot action, how many cannons can I fire?
A: During a single shoot action, you may fire each of your ship’s cannons
provided that they have valid targets and a clear line of fire.
Q: Do I have to pick targets and roll for all of my cannons at the same time?
A: No, you may fire each cannon individually and choose the target before
each roll.
Grand Path (Jade Rebellion) is surrounded by Banshee’s
Cry, Rover, and Longhanks (all Pirate). The Jade player decides to open
fire, and starts by targeting Banshee’s Cry. He rolls for one cannon, which
hits and eliminates the smaller ship’s mast. It’s now derelict, so the Jade
player decides to go after the others before sinking it. Moving on to the
next cannon, the Jade player targets Rover and hits with that cannon, which
makes Rover derelict. He then repeats the process with the next three
cannons targeting Longshanks. Those all hit too, so now all three Pirate
ships are derelict. Grand Path has six masts, which means it has one more
cannon left to shoot. Banshee’s Cry and Longshanks are both loaded with
treasure, so the Jade player decides to use the last shot to sink Rover.
Unfortunately it misses, but the shoot action was still very successful –
all three Pirate ships are derelict and ready to be explored or towed home
in order to get the treasure they carry.
Q: To target an enemy ship, does the opposite end of the bar need to
contact the enemy ship or can it be any part of the bar?
A: As long as any part of the bar crosses or touches the target and is not
blocked by other ships, islands, or other masts on your ship you may shoot at
it.
Q: Do I have to have a target, or can my ship shoot at the water?
A: A ship cannot be given a shoot action if it does not have a valid
target, unless it has an ability that allows it to shoot without a target.
Q: Where do I measure my shots from on a submarine or sea monster?
A: Cannon range is measured from the printed die on the mast, segment, or
hull piece.
Q: If I sink a ship carrying a single treasure worth 5 gold, do I get the
single treasure token or is the value split with the odd amount going to me?
A: When a ship is sunk, the total value of gold onboard is split evenly
with the odd amount going to the attacker. In this example, the attacker would
receive 3 gold and the owner of the sunken ship would receive 2 gold. If
“change” must be made to divide the gold fairly, the owner of the sunken ship
has the first opportunity to make change. If he or she passes then the
attacker may choose how change is made.
Scuttling
Q: If I have more than one derelict ship, can I attempt to scuttle them all or
just one?
A: Each derelict ship in your fleet may make one scuttle attempt per turn.
TERRAIN TYPES
Q: If my ship moves or is moved into terrain by some method other than a move
action, do the terrain effects still apply?
A: Yes.
Q: If my ship touches terrain during a move action, must it stop immediately?
A: If any part of a ship touches terrain at the end of a movement segment,
the effects of that terrain must be applied immediately. If the ship has not
become derelict, wrecked, tangled, or “lost”, it may then continue with any
remaining movement segments. The terrain effect is only applied once per move
action, regardless of the number of movement segments that may end on the
terrain.
Q: If my ship touches a terrain and another ship at the same time, do I get to
choose which it is actually touching?
A: No. The restriction that a ship can move to touch only one other thing
at a time applies to touching islands and other ships, not terrain. If a ship
touches terrain and an island or ship at the same time, the terrain effect
must be resolved before any rules, abilities, or effects relating to contact
with the other ship or island can be applied.
Iceberg
Q: If an iceberg touches another iceberg or some other type of terrain, what
happens?
A: The iceberg stops moving immediately if it touches another object.
Unless that object was an island, the iceberg may be moved again at a later
time per the standard rules.
Fog Bank
Q: How do I determine if an ability or action can affect a ship within a Fog
Bank?
A: If an ability, action, or other effect has a fixed range, requires a
line of sight, affects an area, or requires direct contact between ships, it
cannot be used against (or by) a ship that is “lost” in a fog bank. If the
ability, action, or effect does not have one or more of those requirements, it
may be used against (or by) a ship in a fog bank.
Q: If my ship enters a fog bank while towing a derelict, what happens to the
derelict?
A: Both ships immediately become “lost” in the fog bank. When the towing
ship leaves the fog, you may move the derelict behind it following the normal
rules for towing.
Q: If a derelict enters a fog bank by some other means, what happens to it?
A: If the derelict has the ability to move it may be given a move action to
exit normally. If it carries a shipwright it may be given a repair action and
then exit on a subsequent turn. If the derelict lacks the capability to move
or repair, it remains “lost” indefinitely.
Reef
Q: If my ship is wrecked, can it be repaired or use its abilities? Can another
ship ram or tow a wreck, or target it with abilities? What about Events?
A: A wrecked ship has effectively sunk, so it cannot move or be moved, it
cannot be given any actions, and it cannot use any abilities (including crew
abilities). Other ships may explore a wreck to transfer cargo, but they cannot
target the wreck with any other actions or abilities. Events have no effect on
a wreck.
Whirlpool
Q: If my ship touches a whirlpool and I choose not to move it to another
whirlpool, do I still have to roll for the effect?
A: No, you only roll for the effect if your ship jumps to a different
whirlpool.
Q: If my ship has a captain onboard and it moves into a whirlpool, can it
shoot after it jumps to another whirlpool?
A: No, touching the first whirlpool ends the ship’s entire move action. It
cannot shoot until it is given another action.
WINNING THE GAME
Q: Under which conditions is the game officially over?
A: The game is over when any of the following conditions are met:
* The official time has expired and all players have finished their last
turn.
* A player has unloaded more than half of the game’s starting gold value
onto his or her home island.
* At the start of any turn the current player no longer has the possibility
of giving any future move actions to any of his or her ships.
* All available gold is on players’ home islands and/or has become
inaccessible.
* A stalemate is reached in which neither player is able or willing to
achieve any other endgame conditions.
Q: If some treasure gets eliminated or an ability is used that changes the
value of treasure in the game, does that also change the “more than half”
amount needed to end the game?
A: No, the “more than half” endgame condition is based only on the total
amount of gold at the start of the game, so it remains fixed at that
value even if the actual total amount of gold in play increases or decreases
during the game.
Q: If I sink all of my opponent’s ships, do I automatically get any
uncollected gold remaining in play?
A: No, the game is considered over when any one of the above conditions is
met; in this case the player cannot give an action to any of his ships at the
beginning of his turn. Gold remaining on wild islands at the end of the game
does not count toward victory for any player.
Q: If I sink all of my opponent’s ships but he has more gold on his home
island than me, who wins?
A: The player with the most gold on his or her home island and in forts at
the end of the game is the winner.
Q: What if both players have an equal amount of gold?
A: In the event of a tie in gold, the player with the most
units (ships) remaining is the winner. If the game
is still tied, players can use any mutually agreed-upon method they wish to
break the tie.
A “unit” is any game piece that can be given at least
one of the four primary actions (move, shoot, repair, or explore); these
include ships, sea creatures, forts, and crew with the Marine keyword, but
not Events or non-Marine crew. Note that this is not the same as the
endgame condition that applies when a player has no ships capable of being
given future move action; since Marines and forts cannot be given move
actions, they are not considered when determining if a game should end or
not.
At the end of a game, two players end up tied for gold. The Pirate player
has one ship, a fort, five (non-Marine) crew, and a Divers event remaining.
The Barbary Corsair player has two ships, one Marine, and two other
(non-Marine) crew remaining. Non-Marine crew and events do not count as
“units”, so for the purposes of the tie-breaker the Pirate player has two
units remaining while the Corsair player has three. The Corsair player is
the winner of the game.
Keeping Treasure Won
Q: When someone wins a unique treasure, does he or she also get the card
containing its ability text from the original owner?
A: If all players agree to play by the optional rules in which the winner
keeps all treasure they collect, then the card should go with the
corresponding unique treasure token.
ABILITIES AND KEYWORDS
GENERAL
Ability Disclaimer
These ability rulings, clarifications, and errata apply to all sources of the
same abilities, even if they are not listed here by name.
Ability Conflicts
If one ability says to do something and another ability says you cannot do
something, the "not" ability takes precedence. However, abilities that use
terms such as “always” or “must” are considered mandatory so they take
precedence over abilities that do not use those terms. Use the following
hierarchy as a guide, in order of priority:
1) Mandatory Not – (“never” or “must not”)
2) Mandatory – (“always” or “must”)
3) Not – (“no”, “cannot”, or “do not”)
4) Other/Optional – (“do”, “may”, “can”, or
unspecified)
Exceptions to this list are described in their respective sections below.
1) The Sea Monster keyword states that if a sea
monster rams a ship, that ship is pinned. The Galley keyword states that the
ship cannot be pinned. If sea monster rams a galley, the galley does not
become pinned because its ability to “not” be pinned takes precedence over
the sea monster’s ability to pin other ships.
2) One of the abilities of an oarsman is that it takes up no cargo space.
Part of Jonah’s ability states that crew placed on the ship cost zero
points, but always take up a cargo space. If both of them are on the same
ship, the oarsman will take a up a space like any other crew because Jonah’s
“always” ability takes precedence over the oarsman’s ability to “not” take
up space.
Abilities that move ships
Q: If an ability allows a ship to move or it allows you to move a ship, does
the ship’s heading change, and can it be used if the ship is pinned?
A: If the ability refers to the ship making the movement, such as “this
ship may move S”, it functions much like a normal movement segment. The
ship’s heading changes to point in the direction it moved, but it cannot be
used if the ship is pinned. If the ability refers to an outside force moving
or pushing the ship, such as “move a ship L”,
the ship’s heading does not change, but it may be used if the ship is pinned.
Q: Can I use a captain to shoot after using an ability that moves a ship? Can
I ram another ship? Can it result in a pin? Can the ship dock?
A: Unless the ability specifically states that it is a move action, it is
not considered a move action so abilities and effects that refer to a move
action cannot be used. Pinning and docking only require contact between the
bow of a ship and an enemy ship or an island, so they may occur any time a
ship moves or is moved.
Q: If an ability allows me to move an opponent’s ship, can I move that ship so
it pins another ship in my opponent’s fleet?
A: Unless specified otherwise, the ownership does not change so friendly
ships cannot pin each other regardless of how or why they moved.
Miscellaneous
Q: Are keywords considered to be abilities?
A: Yes.
Q: Can I use abilities on my opponent’s turn?
A: Yes, unless the ability applies to, modifies, or requires an action, or
if it specifically states otherwise.
Q: How many times per round can I use a “once per turn” or “every turn”
ability?
A: You may use it during your own turn and during each opponent’s turn,
unless stated otherwise.
Submerged (Sea Monster and Submarine keywords)
Q: When can I decide if my ship is submerged or on the surface?
A: You may decide if your ship is submerged only at the beginning of your
own turn.
Q: If my ship is submerged, can it move under other ships? Can other ships
move over it? What happens if my ship stops above a submerged ship?
A: A submerged ship may move under other ships, and other ships may move
over a submerged ship. However, those ships cannot end movement in the same
position, so if a ship cannot move completely over/under another ship, it must
go around or stop short.
Q: Is my submerged ship a valid target for a shoot action?
A: No, unless an ability specifically allows otherwise.
Q: Can my submerged ship dock at or explore an island?
A: No, submerged ships cannot dock.
Q: Can my submerged ship ram or be rammed?
A: No, unless an ability specifically allows otherwise.
Q: What happens if my submerged ship moves through terrain?
A: Terrain effects apply normally whether a ship is submerged or on the
surface.
Q: Does a submerged ship block the line of fire for other ships?
A: No.
SPECIFIC SHIP AND CREW ABILITIES
“After looking at treasure on a wild island, you may trade any one
treasure from that island for a random treasure on any other wild island. This
ship must load the traded treasure.”
Christian Jefferson, Esquire - Don “Pedro” Gilbert - East Wind - El Profeta -
El San Jose - Hare's Luck - La Mezquita - Neptune’s Hoard – San Theodora –
Shamrock – Zheng Li Kwan
Q: If I have an ability that allows me to “look” at treasure on a wild island,
can it be used with this ability?
A: No, this ability can only be used at a wild island when this ship is given
an explore action.
Q: Can I trade away a unique treasure to avoid its effect?
A: Yes.
Q: If my ship’s cargo hold is full, can I use this ability?
A: No, there must be enough room to load the traded treasure.
“All of this ship’s cannons have (L)-range.”
Master Gunner Rogelio Vazquez - Commander Albert Crenshaw - HMS Sultan –
Harlequin - La Felicite
Q: Does this ability change all of the cannons to L-range
cannons?
A: No, this ability only allows all cannons to fire at
L-range.
All-Powerful (keyword)
“Once per turn, roll a d6. On a 1–4, you may give this ship an extra
action; on a 5, you may give any ship you control an extra action; on a 6, you
may give an enemy ship an action.”
Davy Jones – Emperor Blackheart (NOTE: all questions
refer to the effect of a “6” result on the d6 roll)
Q: If I roll a 6 for this ability, how exactly does it work?
A: If you roll a 6, you may give an opposing ship an action as if it were a
member of your fleet. It may be used to attack any ships that are that
opposing to you, even if they are normally friendly to itself. Note that
ownership of the target does not change, so it cannot pin or become pinned by
other members of its own fleet.
Q: Can I use the target ship’s abilities? Can I give it free actions (such as
ramming or boarding) in addition to the primary action?
A: Face-up Abilities and free actions may be used if and only if they apply
as part of or as the direct result of the primary action that is given to the
ship.
Q: Can I reveal or look at facedown crew or treasure on the target ship?
A: No.
Q: Can I scuttle the ship?
A: If the ship is derelict, you may have it make a scuttle attempt. This
does count as giving an action to the ship with regards to this ability, even
though scuttling is normally a free action.
Q: If the affected ship uses (via an explore action) the ability that states,
“you own any derelict this ship explores; both ships become docked at your
home island”, whose home island do they go to?
A: The actual ownership of the target ship never changes, so both return to
the affected ship’s home island and the captured derelict becomes a member of
that ship’s fleet, not yours.
Some examples of what you can do if you roll a 6:
Move action
--Helmsmen and Oarsmen (or similar) can be used because they apply directly
to the base move of the ship.
--The stern turns of Schooners, etc. can be used because that ability
applies as part of a move action.
--S-Boarders can be used because they apply as part of a move action.
--Explorers can be used because they apply as part of a move action.
--Captains can be used because they are directly triggered by a move action.
--Ramming can occur because it is the direct result of a move action. The
player controlling this ship rolls the die.
----Boarding (standard) can occur because it is the direct result of
ramming. The player controlling the ship that rammed has the first
opportunity to initiate the boarding, and rolls for that ship as if it was
their own. The owner of the other ship rolls for that ship normally.
--Towing can occur because it happens as part of a move action. Note:
Since the affected ship is not actually yours, any derelict it tows becomes
a member of its own fleet, not yours.
Shoot action
--The affected ship can be used to shoot at other members of its own fleet,
but cannot shoot at ships in the fleet of the player using this ability to
control it. Note: The rule that states, “…you can’t shoot at a member
of your own fleet…” refers to the player giving the action, not the
individual ship.
--Specialists can be used because they apply as part of a shoot action.
--Offensive abilities like Broadsides, Longship, "eliminate two masts with a
single hit", "eliminate a crew/cargo with a hit", etc. can be used because
they apply as part of a shoot action.
--Musketeers and Cannoneers can be used because they apply as parts of a
shoot action.
--The “reverse captain” ability can be used because it is directly triggered
by a shoot action.
Explore action
--The affected ship can be given an explore action to transfer cargo to or
from another member of its own fleet (if they are in contact). The player
currently controlling the affected ship may determine what gets loaded or
unloaded.
--The affected ship can explore an island to transfer cargo on or off. If it
explores an island with treasure, the ship's owner may look at the
treasure to determine if any UT’s are present (their effects are resolved
normally, as if the owner had given the action). Once ant UTs have been
resolved, the player currently controlling the affected ship may determine
what gets loaded or unloaded, without looking at the values of any
unrevealed tokens.
--The "teleport" ability of ships like Harbinger and Philadelphia can be
used. Note: Since the affected ship is not actually yours, the ship
(and the derelict it targets) will return to its own home island, not yours.
Repair action
--If the ship is docked at an island or fort that is friendly to it, or if
it carries a shipwright, it can be given a repair action. The player
currently controlling the ship may choose which mast is repaired.
Scuttle
--If the ship is derelict, you can make a scuttle attempt. Note: Even
though it is normally a free action, it is still an action so you cannot
give the ship any other actions, whether or not the attempt is successful.
Free Crew Transfer
--If the ship is docked at an island, you can transfer crew to or from that
ship and the island. Note: Even though it is normally a free action,
it is still an action so you cannot give the ship any other actions.
----------------------------------------------
What you cannot do:
--You cannot reveal (or even look at!) any face-down crew or treasure on the
ship.
--You cannot use any abilities that do not specifically apply as part of an
action or as the direct result of an action. This includes but is not
limited to:
-- -- --Additional action abilities (d6-extra, sac-extra, same twice, two
for any ship, etc.)
-- -- --Abilities that allow you to look at face-down crew or treasure
-- -- --Abilities that allow you to mark an island “explored” without
docking
-- -- --Cancellers
-- -- --Copiers (Behemoth or DJC Davy Jones).
--You cannot use any “beginning of turn” abilities or effects, such as
changing the status of a ship between Submerged/Surfaced or
Ghostly/Non-ghostly.
--You cannot create an illegal situation by loading or unloading cargo.
For example, you cannot load additional cargo if there is insufficient
space, and you cannot unload a point-reducer if it would cause the remaining
crew onboard to exceed the point limit of the ship.
--You cannot give an action to a ship that cannot be given actions, due
effects such as Mermaids or Natives.
--You cannot give a ship an action if that action cannot be legally given to
it. For example, if a ship is currently incapable of movement it cannot
be given a move action.
--You cannot give the action to a Marine or Fort. (Marines and Forts are not
ships.)
“As part of a move action, this ship may initiate a boarding party
against a ship up to S away from her, without having to ram. The boarded ship
may not use any boarding bonuses.”
Q: Is the number of masts remaining on a ship considered a “boarding bonus”?
A: No, the number of masts is an inherent part of a boarding roll so it cannot
be negated by any ability. This ability prevents the use of abilities that add
+1 to boarding rolls and those that provide an additional effect when you win
or lose a boarding action.
Black Mark (keyword)
Q: Can I use my Pirate’s Black Mark ability to convert a non-Pirate ship to
the Cursed?
A: No, the printed nationalities of the ship and the crew must match before
applying the Black Mark keyword.
Q: Does the extra point for using Black Mark apply to the build limit of the
game and/or to the point limit of my ship?
A: The extra point from Black Mark applies during setup when the crew is
placed on a ship, like other point reducers or modifiers. Therefore it applies
only to the point limit of the individual ship, not the build limit of the
game.
Q: Does Black Mark convert the other crew onboard my ship to the Cursed?
A: No, only the ship and the crewmember with the Black Mark ability become
Cursed.
Broadsides Attack (keyword)
In order to use Broadsides Attack, the following criteria must be met:
1. All remaining cannons must have clear line of sight to a single
target.
2. All remaining cannons must be within S-range of the single target.
3. All remaining cannons must be able to hit or no masts can be eliminated.
Q: Can I use Broadsides Attack as part of a shoot action provided by a
Captain?
A: Yes.
Q: Does the ship need to have all of her cannons in order to perform a
Broadsides Attack?
A: No, however all of the remaining cannons must be within S-range
of the target and have a clear line of fire.
Q: Can Broadsides Attack be canceled by another ability?
A: Yes, the cancellation ability is applied to Broadsides Attack not the
shoot action.
Q: How does Broadsides Attack apply to defensive abilities of the target ship?
A: Broadsides Attack ignores all defensive abilities, except those that
make the ship an invalid target for a shoot action.
Q: Can I reroll a Broadsides Attack, or use offensive abilities like those
that eliminate crew with a hit, those that eliminate two masts with a hit,
specialists, or the Longship keyword?
A: No, Broadsides Attack states that no other abilities may apply to the
action.
Q: Can ships with overlapping masts, such as Schooners and Junks, use
Broadsides Attack?
A: Yes, if the ship can be positioned so that all remaining masts have a
clear line of fire and are within range of the target. This may not be
possible until after some of the ship’s masts have been removed.
HMS Leicester (English) with Captain Percival Blake
onboard shoots at Constitution (American). The English player chooses to use
Blake’s Broadsides Attack, checks to make sure all four of her cannons are
within S range and have a clear line of fire, and then she rolls one die for
the attack (which hits). Part of the text for Broadsides prevents other
abilities from applying to the action, so it means that Constitution’s
formidable defensive ability (two hits are required to eliminate a mast) is
ignored. Of course, it also means that HMS Leicester’s own ability to
eliminate two masts with a single hit is ignored as well. Since the die roll
was high enough to hit, Constitution takes a total of 5 hits from the
attack: one from each of HMS Leicester’s four masts, and one additional hit
from the Broadsides Attack. Those five hits are enough to derelict the
Constitution, or sink it if it was already missing a mast.
Cancel ability
“Once per turn, cancel the ability of one crew or ship within S of this
ship.”
Nemesio Diaz
“Once per turn, one crew or ship within S of this ship cannot use its
ability that turn.”
Christian Fiore – El Alma - El Paso – Ghost Walker – Guinee - Hessian – HMS
Rye – Lawrence – Mobilis - Monsieur LeNoir - USS Kettering
Q: What is the difference between Nemesio Diaz and Monsieur LeNoir/Lawrence/etc.?
A: Effectively, nothing. Although their ability text is slightly different,
the two versions function exactly the same way.
Q: If a ship or crew has more than one ability, can I cancel all of those
abilities at once or just one at a time?
A: Only one ability can be cancelled at a time.
Q: How long does an ability remain cancelled?
A: Abilities remain cancelled until the end of the current player’s turn.
Q: When can I cancel a captain, a helmsman, Broadsides Attack, an extra
action, etc.?
A: An ability may be cancelled at any time prior to the application or
completion of its effect. The captain ability or
Broadsides Attack may be cancelled before the ship’s controller rolls the
first die for shooting. The helmsman ability may
be cancelled before the ship begins the additional S segment of movement. An
extra action (or the same action twice) ability
may be cancelled before the additional action is given to the ship.
Q: Can I cancel an ability after it has been used?
A: Yes, however that will have no effect on any previous uses of the target
ability. It will only prevent the ability from being used again during the
current turn.
Q: Can continuously active abilities such as a point reducer be cancelled, and
if yes, what happens?
A: Continuously active abilities may be cancelled at any time, and if that
cancellation creates an illegal situation it must be resolved immediately by
removing any excess crew or treasure (in that order) from the game.
Q: If I have more than one source of an ability (such as a captain) on my ship
and one gets cancelled, can I reveal and use the other one?
A: No, canceling an ability applies to all instances of that same ability
on a ship, whether they have been revealed or not.
Q: I revealed my captain to shoot at an enemy ship, but then my opponent
revealed a canceller that targeted my captain’s ability. Can I use a canceller
of my own to cancel his, and if yes, what happens?
A: The ability of a canceller may be cancelled. In this example, your
canceller stops your opponent’s from canceling your captain, so your ship may
shoot.
Q: Can I cancel the abilities of events, unique treasures, forts, etc.?
A: No, only the abilities of ships and crew can be cancelled.
Q: Can keywords such as Galley, Schooner, or Treasure Ship be cancelled?
A: Yes, keywords are abilities so their effects can be cancelled.
Q: Can I cancel the abilities of a friendly ship?
A: You may cancel an ability on another friendly ship, however, a canceller
cannot affect abilities on its own ship because “within S” is measured outward
from the ship.
1a) The Pirate ship Harbinger, with a captain onboard,
moves alongside the Spanish ship La Joya del Sol, with Nemesio Diaz onboard.
The Pirate player reveals the captain and declares he will shoot, but before
that player rolls any dice the Spanish player reveals Nemesio and declares
that he is canceling the captain’s ability. Since the cancellation happened
prior to rolling any dice, no shooting can occur.
1b) In a different game, the Harbinger sails alongside La Joya del Sol and
again prepares to shoot. This time, the Spanish player chooses to not use
Nemesio Diaz immediately. The Pirate player then rolls for the first cannon
and scores a hit. The Spanish player realizes that not preventing the shot
was a bad idea, and declares that Nemesio will now cancel the captain
ability. However, since the shooting has already begun, canceling the
captain will not stop the rest of the cannons from being fired. The Pirate
player continues shooting and sinks La Joya. He then reveals and
successfully rolls for a crew that allows the ship to be given an extra
action. Harbinger uses that extra action to move into range of another
nearby Spanish ship, but since the cancellation lasts for the entire turn it
cannot use its captain to attack the second ship - even though Nemesio and
his ship have been sunk!
2) In a multiplayer game, three opposing ships meet to do battle; one is the
English ship HMS Leicester with Lawrence onboard, one is the French ship Le
Bonaparte with Monsieur LeNoir onboard, and one is the Mercenary sub Devil
Ray with Christian Fiore onboard. HMS Leicester is about to be given a shoot
action to attack Le Bonaparte, however, since it is within S of the French
ship, the English player first reveals Lawrence and declares that he will
cancel Le Bonaparte’s ability to prevent ships within S from shooting at it.
The French player responds by revealing Monsieur LeNoir, and declares that
he will cancel Lawrence’s ability, which means that Le Bonaparte’s ability
would not be cancelled and HMS Leicester could not shoot it. However, the
Mercenary player and the English player are secretly working together to
defeat the French, so the Mercenary reveals Christian Fiore and declares
that he will cancel LeNoir. Since LeNoir’s ability is now cancelled, he is
no longer able to cancel Lawrence’s ability, which in turn means that Le
Bonaparte’s defensive ability IS cancelled and HMS Leicester may shoot. A
few hits later, and the remains of Le Bonaparte are drifting to the bottom
of the sea.
3) A Pirate player takes the ship Longshanks (6 points), and puts Captain
Jack Hawkins (4 points), Skyme the Monkey (SM, 2 points), Calico Cat (SM, 3
points), and a helmsman (2 points) onboard. Normally that would be an
illegal setup because the crew total (11 points) exceeds the point value of
the ship, but Jonah also joins them onboard and uses his ability to reduce
their point values to zero. Captain Jack and his monkey are linked, so there
is just enough cargo space for everyone. During the game, Longshanks sails
up alongside the American longship USS Kettering. The American player
notices that without Jonah his opponent’s crew would be over the point
limit, so he uses his own ship’s ability to cancel Jonah’s point-reducing
ability. Since Longshanks is now 5 points over its legal crew limit, the
Pirate player must immediately remove crew to make it legal – he chooses to
keep Captain Jack and Skyme which total 6 points, and he removes Calico Cat
and the helmsman. The game then continues as normal from that point on, and
although the cancellation “wears off” at the end of the turn the two removed
crew do not get to come back – they stay gone until the next game.
Captain ability
(Printed text)“This ship may move and shoot using the same move action.”
(Errata) “This ship may be given a free shoot action immediately after she
completes a non-free move action, but before any other free actions.”
Q: If a ship with this ability has multiple segments in her base move, such as
S+L, can she fire between segments?
A: No, shooting happens after all movement has ended.
Q: Does this ability allow a derelict to move and shoot?
A: Yes, but only if there is a crew or ability that allows it to move, and
another crew or ability that allows it to fire from an eliminated mast.
Q: If this ship moves to touch an enemy ship so it can ram and shoot at the
enemy, in which order do they occur?
A: The shooting occurs immediately after the move action ends, but before
any other free actions such as ramming.
Capture ability #1
“If this ship wins a boarding party, she may capture the crew with the
highest point cost instead of eliminating it. This captured crew becomes cargo
worth its point cost in gold when unloaded at your home island”
Aruj Barbarossa - Bonny Peel - Dragon Eyes - Wodin
Q: Can a crew captured by this ability use its abilities, and do cargo space
or point limits apply?
A: The crew becomes generic cargo that cannot use any abilities, and it
does not count against the point limit of the ship. However, since it is still
cargo it does take up a cargo space.
Q: Can the captured crew be eliminated during a boarding action or by an
ability that eliminates crew?
A: No. It is considered generic cargo, so abilities and actions that
specifically refer to crew or treasure have no effect. However, it can be
affected by actions or abilities that apply to cargo in general.
Q: When is the captured crew worth gold?
A: The captured crew gains a gold value when it is unloaded at the
capturing player’s home island. Until then, it has a gold value of zero.
Q: What happens if the captured crewmember is transferred to another ship?
A: The captured crewmember remains generic cargo if transferred to another
ship. If the new ship also contains a crew with this capture ability, the
captive will be worth its point value in gold when unloaded at that ship’s
home island. If the new ship does not contain a crew with this capture
ability, the captive is worth zero gold.
Q: If my crew cannot be eliminated or I have a doctor onboard, can my crew be
captured?
A: Yes. Captured crew are not eliminated, so abilities that prevent
elimination have no effect.
Q: If I use this ability to capture a crew with the Ransom keyword, what is it
worth?
A: The crew is worth its point cost in gold, which is zero. However, since
you captured the crew you will also receive 5 gold from the Ransom keyword.
Capture ability #2
“If this ship wins a boarding party, she may capture the crew with the
highest point cost instead of eliminating it. A captive becomes assigned to
this ship, takes up no cargo space, and can use its abilities. The captive
cannot leave this ship unless the ship sinks.”
Captain Nemo
Q: Do crew captured by this ability count against the ship’s point limit?
A: Yes. They remain crew and can use their abilities, so they do count
against the point limit of the ship.
Q: If I use this ability to capture a crew with the Ransom keyword, is it
worth 5 gold?
A: No, the crew becomes a member of your fleet and can use its abilities,
so you do not receive any gold from the Ransom keyword.
Catamaran (keyword)
Q: Can I roll to ignore every hit during a shoot action or only the first one?
A: You may roll for each and every hit the ship takes.
Q: Can a Catamaran be rammed after it loses its outrigger (secondary hull)?
A: No, a Catamaran cannot be rammed whether it has the outrigger or not.
Q: Can it still ram other ships? What about boarding?
A: Catamarans may ram and board other ships normally. Since they cannot be
rammed, they cannot be boarded by other ships unless an ability specifically
allows it.
Copy ability
“At the beginning of each of your turns, choose any ability possessed by
any ship or crew in play; this character has that ability. You may make a
different choice each turn.”
Behemoth - Davy Jones
Q: Can I copy the ability of a face down crew?
A: No, facedown abilities are not “in play”.
Q: If a ship or crew has multiple abilities, can I copy all of them or just
one?
A: You can copy only one ability at a time.
Q: Can I re-copy the same ability each turn?
A: Yes, provided that the ability you wish to copy is still in play.
Q: Can I copy a continuously active ability, like a point reducer?
A: Yes, however abilities always “restart” when re-copied, so if you copy
that point reducing ability to prevent an illegal situation (such as allowing
crew to exceed the point limit of a ship) that illegal situation must be
resolved before the ability can be re-copied on your following turn.
Q: Can Davy Jones copy the Sea Dragon or Sea Monster keywords?
A: Yes, but then he and all other crew onboard are immediately removed from
the game because a sea dragon/monster cannot carry crew. The ship gains no
effects from the keyword because the source (Jones) is no longer onboard.
Q: Can I copy any aspect of a ship, such as its base move, cargo hold, or
cannon ranks?
A: No, the inherent stats of a ship cannot be copied because they are not
abilities.
Q: Can Davy Jones copy an ability on his own ship to increase the effect?
A: You may target an ability on the copier’s ship, but the no-stacking rule
applies normally to the copied ability so no added benefit is gained.
“Crew of any nationality may use their abilities on this ship.”
Black Swan – Brother Virgil – Cavendish – Tabitha McWarren
“[Nationality] crew may use their abilities on this ship.”
Q: Can I put a 0-point Pirate crew on my Cursed ship if I also have Tabitha
McWarren onboard?
A: No, Tabitha’s ability only allows crew of other nationalities to use
their abilities while onboard. Her ability does not change where crew can be
assigned.”
Doctor ability
“When another face-up crew on this ship would be eliminated, turn it
facedown instead.”
Doctor Urbano Javier - Dr. Forbes Beattie - Don Rafael y de Teresa – Father
Rene Bordeaux – “Hacksaw” Riley - Lars Valgard
Q: Will a doctor protect my crew from unique treasures?
A: Yes, a doctor can protect crew from unique treasures, provided that they do
not eliminate all crew at once, remove crew from the game, or eliminate the
doctor first.
Q: If I have an ability that allows me to eliminate a crew for an extra
action, can I use it with my doctor to keep that crew on my ship after
“eliminating” it?”
A: No, that ability only functions if the target crew is eliminated and
remains eliminated for the remainder of the game. Crewmembers affected by a
doctor are not eliminated.
Ex-Patriot (keyword)
Q: If a crew with this keyword is placed on (for example) a Spanish ship, can
Spanish crew still use their abilities while onboard?
A: Yes. The ship gains the Mercenary keyword, but its original nationality
does not change.
Explorer ability
“This ship may dock and explore a wild island using the same move action.”
Q: Can I use my Explorer to move and explore a derelict ship?
A: No, this ability applies specifically to wild islands. It has no effect
on other ships.
Fear (keyword)
Q: Can Fear be cancelled?
A: Yes, however Fear’s effect is applied at the beginning of a turn so it
occurs before any other ability cancellers can be used that turn. If Fear does
not prevent the use of the canceller’s ability (on a roll of 5), it may then
be cancelled.
Firemasts
Firepot Specialist – Morgawr - Tiamat
Q: Does a firemast count as a regular mast?
A: No, a firemast is not the same as a standard mast. It has no cannon (it
cannot shoot), it does not count for ramming, boarding, or terrain rolls, it
cannot be removed when the ship is hit or would have a mast removed/replaced,
and it does not block lines of fire. The exception to this is that a ship with
only firemasts may still be given move actions normally, even though it has no
standard masts remaining.
Q: If my ship has only firemasts remaining, when must it be scuttled?
A: It must be scuttled during the ship’s next turn, however, that does not
have to occur at the beginning of the turn. If you manage to remove all
firemasts and/or repair a standard mast during that turn, it does not have to
be scuttled.
Q: Do I have to roll for the scuttling, and can it be prevented by towing?
A: There is no scuttle attempt, so no roll occurs and towing has no effect.
Q: If my ship has the ability “this ship eliminates two masts with one hit”,
what happens if I use a firepot specialist?
A: Firepots replace masts rather than eliminating them, so that ability has
no effect.
Q: If my ship has the ability “two hits from the same shoot action are
required to eliminate one of this ship’s masts”, what happens when it is hit
by a firepot?
A: Firepots replace masts rather than eliminating them, so that ability has
no effect.
Ghost Ship (keyword)
Q: Can a ship that is “ghostly” shoot or be shot at?
A: Yes, “ghostly” only affects actions and abilities that require direct,
physical contact between a ship and other ships, islands, or terrain.
Q: If a ship becomes “ghostly” while pinned, can she move away?
A: Yes, while “ghostly” the ship cannot be pinned.
“Give this ship a move action but do not move her. Instead, roll a d6.
On a result of 5 or 6, move an enemy ship L in any
direction.”
George Washington LeBeaux – Jean Desailly - “Screaming” Mimi - Tsuro
Q: Can I use this ability if my ship is derelict or pinned?
A: If a ship cannot be given a move action it cannot use this ability.
Q: Can I use this ability against a ship that is derelict or pinned?
A: Yes, the target ship does not have to be capable of moving on its own.
“If a sea monster begins its move within L of
this ship, it gets +L to its base move.”
El Pescador – “Jerky” Johnson - Sargasso Nightmare - Serpent’s Fang
Q: Does the ship with this ability get +L to its base
move, or does the sea monster?
A: The sea monster gets +L to its base move.
Q: Assuming that a sea monster is carrying Chariot of the Gods, can it carry
Sargasso Nightmare and use this ability on itself?
A: No, ships (sea monsters) are not within range of themselves. Measurement
starts at the edge of the ship and goes out away from the ship.
“If this ship (sea monster) ends her turn in a fog bank, on her next
turn she may use her move action to move out of any other fog bank in play.”
Alligator - Hangman’s Joke - Howl - Mistwalker
Q: Is a die roll required to leave the newly selected fog bank?
A: Yes. After you choose another fog bank, you roll to see where you leave
that fog bank.
“If this ship isn’t assigned a Helmsman crew, roll
a d6 after she resolves a move action. On a result of 4-6, this ship can move
L.”
HMS Snipe – Neptune’s Hoard
Q: If I have a non-generic crew with the helmsman ability, such as Ghost Wind,
can I use it with this ability?
A: Yes. This ability refers only to generic Helmsman crew, not the helmsman
ability.
Q: If this ship has a captain onboard can it use this ability to move after
shooting?
A: Yes. The captain ability is used after a move action is resolved but
before any other abilities or actions, including this ability to move L.
Q: If the bow of my ship touches an enemy ship during its move action, can I
use this ability to move away after ramming?
A: This ability cannot be used by a ship that is pinned. If the enemy ship
was derelict or becomes derelict due to the ram, you may use this ability to
move away.
“L-range (red square)
cannons cannot hit this ship”
Q: Does this ability mean that L-range cannons cannot
hit this ship at long range only?
A: L-range cannons cannot hit this ship at any
range.
Q: Is a ship with this ability a valid target for an enemy ship that has only
L-range cannons available (or in range)?
A: Yes, it is a valid target. Any shot fired at the ship by an
L-range cannon is treated as a miss regardless of the
die roll.
Longship (keyword)
Q: When I give my longship a shoot action, how many dice do I roll?
A: You may roll two dice for each mast. If the longship has three masts you
could make a combined total of six die rolls.
Q: Do both of a mast’s cannons have to shoot at the same target?
A: No, but if you choose two different targets you must designate which die
applies to which target before rolling.
Q: If I have a Specialist crew on my longship, do I get to double its effect
or does it negate the Longship keyword?
A: A Specialist applies to a single cannon, so when rolling for the
selected mast you can roll one die for the Specialist and one die for the
standard cannon.
Q: If I have a Musketeer on my longship, do I get to roll two dice for his
cannon?
A: No, a Musketeer only adds a single cannon to the ship, not an additional
mast. The Longship keyword gives the ship two cannons per mast, not two rolls
per cannon.
Q: If I have a Cannoneer, can both of a mast’s cannons shoot again if they
miss? What happens if one hits and one misses?
A: The Cannoneer’s ability allows only one cannon to shoot again if it
misses, it does not allow all cannons that are attached to a given mast to
shoot again.
Marine (keyword)
Q: Where do you draw lines of fire to or from a Marine when it is on a ship or
island?
A: When a Marine is on an island, the line of fire may be drawn to or from
any part of that island. When a Marine is on a ship, it may draw a line of
fire from anywhere on that ship; all other standard crew rules apply while on
a ship.
Q: Can a Marine shoot from a submerged submarine?
A: Yes. The Marine's shoot action is independent of the submarine so the
restriction that a submarine cannot shoot while submerged does not apply to
it.
Q: If my ship docks at an island containing an enemy Marine, can I load it
onto my ship?
A: No, Marines on an island cannot be captured or loaded by an enemy ship.
Q: Is there any way to capture a Marine?
A: If you capture an enemy ship, all crew onboard including any Marines
become part of your fleet. You may also use an ability that allows you to
capture the highest point crew when you win a boarding action.
Mercenary
Q: Can crew of any nationality use their abilities onboard a ship that belongs
to the Mercenary nationality?
A: Non-Mercenary crew cannot use their abilities onboard a Mercenary ship,
unless an ability specifically allows otherwise.
Q: Can a ship with the Mercenary keyword use abilities that require docking at
a home island?
A: Ships with the Mercenary keyword may use abilities to dock at an enemy
home island, but cannot use abilities that allow or require them to dock at
their own home island.
Q: If my ship has an ability that gives it +1 to cannon rolls against
Mercenary ships, does it refer to the Mercenary nationality or the Mercenary
keyword?
A: It refers to both. You may use the bonus if the target ship belongs to
the Mercenary nationality and/or if it has the Mercenary keyword.
Q: Can generic Mercenary crew use their abilities on a ship of any
nationality?
A: No, unless they have the Ex-Patriot keyword or some other ability allows
it.
“One of this ship’s treasures is worth +X gold when she docks at your
home island.”
Genny Gallows – Powder Pete
“One of this ship’s treasures is worth +X gold when unloaded at your
home island.”
Ahura Mazda - El Almquista – Greed’s Hammer – La Santa Isabel – Maurice
Aristide – Ralph David – Sea Crane
Q: If another player steals a treasure that has been modified by this ability,
does the value return to the printed value?
A: No, it retains the modified value for the remainder of the game.
Q: Can this ability be applied to unique treasure?
A: No.
“Once per turn before you give this ship an action, roll a d6. On a 5 or
6, this ship may be given the same action twice.”
Q: Can I roll for this ability at the start of my turn and decide later which
action to repeat?
A: No, you roll for this ability immediately before giving the action you
wish to repeat.
Q: Do I have to use the repeated action immediately after the first action?
A: No, the repeat action may be given to the ship at any point later on the
same turn.
Q: If I have this ability and a captain on the same ship, and I successfully
roll for this ability, could I perform two move actions using the captain
ability with both?
A: Yes.
Q: If I used my captain to move and shoot with the first action, do I have to
move and shoot with the repeated action as well?
A: No, you only repeat the primary action (move, shoot, repair, or
explore). Any additional abilities that can be applied to one of those actions
may then be used.
Q: If I roll for this ability but it is unsuccessful, can I use another source
of this ability to make another attempt?
A: No, you cannot make another attempt because the ability has already been
used this turn. The no-stacking rule applies regardless of the die roll
result.
“Once per turn if this ship is touching another ship, reveal all
face-down treasure aboard the other ship. This ship can take as much unique
treasure from the other ship as she can carry.”
Maman Brigitte - Rollando – Sir Jeremy Rothschild
Q: If a unique treasure is revealed by this ability, does it have to be used
immediately?
A: No, it remains face-up until used.
Q: Do I have to take all unique treasures from the other ship, or can I choose
only the ones I want? Can I take one that says it cannot be unloaded?
A: You may choose which unique treasure(s) to take. If a unique treasure’s
ability states that it cannot be unloaded, it cannot be taken by this ability.
“Once per turn, if this ship is within S of an island, you may mark the
island as explored without docking at it. The island becomes unexplored in
regards to all other players.”
Alejandro Malaspina – Dr. Clark Lewis – El Cervantes – Ethan the Farseeker –
Gale Force Nine – HMS Kirkwall – James Cook – Nicholas-Thomas Baudin – Sunrise
Fire – USS Cheyenne – Vlad the Iceblood
Q: Can this ability be used along with Hidden Cove to explore a wild island on
the first turn?
A: No. The island must be marked as explored before the ship docks at the
island. If the island is marked after the ship has docked, it does not get a
free explore action.
Q: When I use this ability, can I look at treasure on the island or load it
onto my ship?
A: No, this ability does not explore the island. It only marks the island
“explored”, which allows your ships to explore it as a free action when they
dock.
“Once per turn, reroll any die roll made for this ship; you must use the
second die roll result.”
Q: Is the reroll mandatory?
A: No.
Q: Can the reroll be used for abilities provided by other crew on this ship?
A: Any roll made for the ship may be rerolled, including those provided by
crew abilities.
Q: Can I reroll terrain effects, mysterious islands, and firemasts?
A: The rating of a Reef or Sargasso Sea cannot be rerolled, but the roll to
become untangled from a Sargasso Sea and the roll to exit a Fog Bank may be
rerolled. Mysterious island effects cannot be rerolled. You may reroll a
firemast.
“Once per turn, this ship may move S after unloading cargo.”
Lady Newport - Pescados del Plata
“Once per turn, this ship may move S after loading treasure.”
La Monarca – USS Oregon - Wasp
Q: Can my ship use this ability to move even if it is derelict?
A: Yes.
Q: If I unload (or load) the required item to trigger this ability, can I then
load (or unload) that same item before moving my ship?
A: No, the location of the cargo or treasure must be different before and
after using the ability or the ship cannot move S.
Q: If I steal treasure (or have treasure stolen) due to an ability or a
boarding action, can I use this ability?
A: Yes, but only if the transfer occurs during your own turn. A ship cannot
move or be given any actions on an opposing player’s turn unless an ability
specifically allows it.
“Once per turn, you may eliminate one of this ship’s crew to give her an
extra action.”
Capitaine Arathiel – Captain Blackheart – Derrik the Red - Diamond Strike –
“Don” Pedro Gilbert – El Fantasma - Havana Black – Loki’s Revenge – The
Headhunter
Q: Can this ability be used with doctors, crew that “cannot be eliminated”, or
abilities that allow crew to return to play after they are eliminated?
A: No, the crew must be eliminated and must remain eliminated for the
remainder of the game in order to gain the extra action.
Q: Can the crew with this ability eliminate itself to gain an extra action?
A: No.
“Place this crew face up during setup. You may build your fleet using 5
more points than the game’s build total.”
Administrator Scott Bratley – "Cannonball” Gallows - Commodore Matthew Perry –
Countess Anita Amore – Hag of Tortuga – Li Quin – Vicomte Jules de Cissey
Q: If I include a crew with this ability in my fleet, when do I add the extra
5 points?
A: The ability comes into play when the crew is placed on a ship, during
setup. This occurs after building your fleet.
Q: If the total point value of my fleet is less than the build limit of the
game, for example 37 points in a 40-point game, can I combine the 3 leftover
points with the 5 from this ability to add an 8-point ship?
A: No, you may only add up to 5 points. Any leftover points must be
accounted for prior to setup or they are lost.
Q: Can I use those 5 points to add ships and events, or only crew?
A: You may add any combination of game pieces to your fleet, provided that
their combined cost does not exceed 5 points.
Q: If this crew is eliminated or its ability is cancelled, do I have to remove
crew or ships from my fleet to make it fit within the build limit of the game?
A: No, the build limit only applies when creating your fleet and during
setup. Once the game has begun, the loss of this crew or its ability has no
effect on the rest of your fleet.
A player is getting ready for a 40-point game, so she
builds a fleet of English and Pirate ships that add up to 39 points. She
wants another captain in her fleet, but since there are not enough points
left she waits until it is time to place ships and crew, and then she adds
Administrator Scott Bratley because he allows an additional 5 points. Her
fleet has already been built so she can no longer use the one point that was
left over to add a 6-point named captain, but the 5 points from Bratley are
still more than enough to add a generic captain. That leaves her with two
additional points, which she uses to add the Favor of the Gods event.
Point Reducers and Modifiers
“Reduce the cost of all other crew placed on this ship by 1.”
Countess Diana Doone – Gaspar Zuan – Inquisitor Sebastian Blanco – Phillipe du
Brissac – Pierce Hollow – Ruth Lee – The Stump
“Crew placed on this ship cost no points, but they always take up one
cargo space.”
Jonah – Princess Arii Auraa – Robinson
Q: When do these abilities apply?
A: Abilities that reduce or modify the point values of other crew apply
when placed on a ship. This first occurs during setup, after building your
fleet, so they only apply toward the point limit of a ship. They do not allow
you to exceed the build limit of the game.
Q: If this ability is cancelled, what happens?
A: If canceling this ability causes the combined cost of crew onboard to
exceed the point limit of a ship, any and all excess crew must be immediately
removed from the game until the setup is legal again. Removed crewmembers do
not return to the ship when the point reducer becomes active again on a
subsequent turn.
A player builds a 40-point Pirate fleet that includes
Gaspar Zuan (2 points). During setup he places Gaspar face-up on the
DarkhawkII (10 points), along with Captain Blackheart (5 points), Calico Cat
(3 points), a helmsman (2 points), a firepot specialist (2 points), Lucky
the Parrot (1 point), an oarsman (1 point), and an explorer (1 point).
Normally those crew would not all fit onboard the 10-point ship because they
cost a total of 17, but Gaspar’s ability reduces the cost of each of the
other crew onboard by 1 point, so they just barely fit. However, that point
reduction only counts against the point limit of the ship, so the player
can’t build this into 47 point fleet and use Gaspar to reduce it to 40; it
has to already be 40 points (or less) before the ability is activated.
Ransom (keyword)
Q: Can a crew with the Ransom keyword be sacrificed to Captain Blackheart to
gain an extra action? Can I transfer the crew to my home island so it can‘t be
captured?
A: Crew with this keyword can be eliminated only by an enemy, and cannot be
unloaded to any island unless captured. Friendly abilities cannot be used to
modify this ability.
Q: When is a captured Ransom crew worth gold?
A: A captured Ransom crew is worth gold when the capturer unloads it at his
or her home island.
Reverse-captain ability
“After this ship resolves a shoot action, she may move as a free action.”
Q: Can this ability be combined with the captain ability to move-shoot-move or
shoot-move-shoot?
A: No, they cannot be combined. This ability requires a non-free shoot
action, and the captain ability requires a non-free move action.
Q: Can I ram an enemy ship after using this ability?
A: Yes, the normal rules for a move action apply to the free move action this
ability provides.
Schooner (keyword)
Q: Can a ship with the Schooner keyword touch an enemy ship or dock at an
island and then use the Schooner ability to move away?
A: No, the “stern turn” is part of the move action. When a ship comes into
contact with another ship or an island, all movement ends. Any unused movement
segments (including the “stern turn”) are lost.
Sea Dragon (keyword)
Q: Can I cancel the Sea Dragon keyword during a swoop attack in order to
prevent it from damaging my ship?
A: When a swoop attack is made, the die is rolled and damage is done before
placing the sea dragon next to the target. If it began the swoop attack more
than S away from the target ship, that ship cannot cancel the Sea
Dragon keyword until after the attack has been resolved. Ships or crew may
cancel the attack if they are within S of the sea dragon when the swoop
attack is declared.
Q: If the Sea Dragon keyword is cancelled, can the dragon still move?
A: No, it cannot move without the keyword because a printed base move of “D”
has no specific length.
Q: If a sea dragon lands on an island, is it docked? If it can dock, can it
explore?
A: A sea dragon is docked if it touches any part of an island. It may be
given an explore action while docked, but it cannot load any treasure
(including unique treasure) from the island.
Sea Monster (keyword)
Q: Can a sea monster eliminate crew when it wins a boarding action?
A: Yes. “Cannot take crew” refers to capturing crew, not elimination.
Q: Can a sea monster submerge while carrying treasure?
A: Yes.
Q: If the sea monster keyword is cancelled, what happens?
A: The sea monster immediately returns to the surface if it was submerged,
and functions exactly like a standard ship. It may be given move, shoot,
repair, and explore actions following the standard rules. If it was touching
(pinning) a non-bow part of an enemy ship, that ship is no longer pinned.
Smokepot Specialist
Q: Does the “smoke” placed by a Smokepot Specialist work like a normal fog
bank?
A: Yes, the “smoke” follows all of the standard rules for a fog bank. Any
abilities or effects that refer to a fog bank may be applied to it normally.
Q: Can the smoke (fog) be placed in contact with a ship, island or other
terrain?
A: No.
Q: When the smoke (fog) is removed, what happens to the ships that are “lost”
inside?
A: The current player should roll for the exit locations of each ship,
place them accordingly, and then remove the fog bank.
Submarine (keyword)
Q: If a submerged submarine rams a ship, does it board before or after moving
S away?
A: The submerged submarine must move S away from the rammed ship
instead of boarding. No boarding action can occur unless an ability
specifically allows otherwise.
Q: How, exactly, does the submerged submarine move away after ramming, and
does the entire sub have to be S away from the rammed ship after
moving?
A: The submarine moves as if it was “pushed” away from the rammed ship, so
its heading does not change. The bow of the submarine must be S away
from the point in which it rammed the other ship, but depending on the angle
in which it was moved and the physical design of the rammed ship, it is
possible that part of the sub may still be within S of some part of the
other ship (such as an oar, a bowsprit, or a nationality flag).
Q: Can the sub move under the other ship after ramming?
A: No, the submarine must move away from the rammed ship, not toward or
under it.
Q: If my submarine (or one of her crew) has the ability to take treasure when
it touches another ship, can I use the ability if I ram another ship while
submerged?
A: No, submerged ships cannot touch other ships. The Submarine keyword
allows a submarine to ram while submerged, but then it must immediately move
away before any other abilities can be used.
Q: If the Submarine keyword is cancelled, what happens?
A: The submarine immediately returns to the surface if it was submerged,
and functions exactly like a standard ship. It can pin and be pinned, tow and
be towed, and it will take damage if successfully rammed.
“This crew takes up no cargo when revealed. When revealed, put a crew
with point cost 2 or less from outside of the game onto this ship.”
Amos – Cameron the Cabin Boy – Claude Perier – Padre Francisco – Sensei Xu
Q: Does the added crew count against the point limit of the ship?
A: Yes. If adding a crew would exceed the point limit of the ship, this
ability cannot be used.
Q: If this crew is turned face down by a doctor crew, can its ability be used
again?
A: Yes.
Q: Can I use this ability to duplicate a named crewmember already in my fleet?
A: No, the no-duplicates rule for crew applies throughout the entire game.
“This sea monster can attack submerged submarines.”
Cadara – Shaihulud
Q: If this sea monster is submerged, can it attack a submerged submarine?
A: No, submerged ships (sea monsters) cannot shoot.
Q: Can this sea monster ram a submerged submarine?
A: No, submerged ships cannot be touched by other ships, so they cannot be
rammed.
“This ship cannot be shot at by ships within S of her.”
Q: Is a ship with this ability a valid target for an enemy ship within S?
A: No, it is not a valid target unless the ability is cancelled.
“This ship can shoot at submerged ships within S.”
Corcoran – Deepwater – El Relampago – Güímar - HMS Challenger – Le Renard qui
Vole - Le Rocher Noir – Pierre Aronnax – Professor Clive Defoe – Prussian
Crown – Shinji Smith – USS Eagan
Q: Can this ability be used to shoot at sea monsters and submarines even
though their abilities state they cannot be shot while submerged?
A: Yes, this ability is an exception to the ability conflict hierarchy.
“This ship (titan) eliminates two masts with one hit.”
Delaware – HMS Leicester – HMS Oxley – La Furia – Le Mont Blanc – Raninoidea -
Santos Romanos - USS Superior
Q: If a ship with this ability hits a ship with one mast, does it sink?
A: No, this ability only applies to masts. It does not increase the number
of hits.
Titan (keyword)
Q: What exactly is meant by: “[A titan] can’t change its facing during the
move”?
A: A titan may change its facing (heading) during the very first segment of
a move action, but cannot change facing before or after any other segments
regardless of the direction it moves.
Q: If the Titan keyword is cancelled while it is sitting on an island, what
happens?
A: The Titan becomes “stuck” in place on the island and cannot move until
it regains use of the keyword. Standard line of fire rules will also apply so
will be unable to shoot or be shot at except where parts of it extend outside
of the island.
Brachyura the giant crab is facing North when it is
given a move action. It carries a helmsman crew so it has a total base move
of S+S+S available. It begins the movement by moving East, so at the
beginning of that segment Brachyura’s controller turns the crab to face the
direction it is moving, which is East. It then moves South with the second
segment, but this time it does not change facing so at the end of the
segment it will still be facing East. With the third segment it moves West,
and again it maintains the current facing so for this segment it actually
appears to move in reverse. The end result of this move action is that
Brachyura is now South of its original starting position, but is facing
East.
Treasure Ship (keyword)
Baochuan – Guichuan
Q: If the Baochuan and Guichuan are both in play, which version of the
Treasure Ship keyword do I use?
A: Both. Each version of the keyword applies only to its associated ship.
Turtle Ship (keyword)
Q: If a ship with this keyword has panels remaining and is hit by a Firepot
Specialist, do you remove a panel or do you immediately replace the mast with
a fire mast?
A: Remove one panel because the ship was hit AND replace its mast with a
fire mast. The Turtle Ship ability affects only mast removal, not replacement.
Q: A turtle ship can’t be boarded if she has panels. Does this mean a turtle
ship can’t take part in any boarding actions while panels are present, or does
it only mean that other ships can’t initiate a boarding action against the
turtle ship?
A: A turtle ship can initiate a boarding against any enemy ship other than
another turtle ship. Other ships cannot initiate a boarding action against a
turtle ship.
Q: Can turtle shell panels be repaired?
A: No, repair actions apply only to masts.
“Two hits from the same shoot action are required to eliminate one of
this ship’s masts.”
Constitution – El Acorazado – HMS Lord Cauldwell – La Corse – Nautilus - Santa
Lucia – USS Emerald
Q: How does this ability interact with the ability that eliminates two masts
with one hit?
A: The first hit does nothing, the second hit eliminates two masts, the
third hit does nothing, the fourth hit eliminates two masts, and so on.
“When this ship (sea dragon) hits an enemy ship, you may also eliminate
one cargo from that ship.”
Angelica - Asesino de la Nave – Kian Ng – La Belle Etoile – Panda – Queen of
Cups - Santiago
Q: Can this ability be used more than once per turn?
A: Yes, it may be applied every time one of this ship’s cannons hit an
enemy ship.
Q: Can I use this ability to remove crew as well as treasure?
A: Yes, crew and treasure are both cargo, so either may be eliminated.
“When this ship is docked at your home island, you may eliminate one
treasure. It becomes a (3S) cannon that can be eliminated only when the ship
sinks.”
Carbon Charlie – Sea Lion - USS Sea Tiger
Q: Can I eliminate treasure already on my home island, or does it have to be
onboard my ship when it docks?
A: This ability may be used at any time while your ship is docked. You may
eliminate treasure that was on your ship when it docked, or you may eliminate
treasure that was already present on your home island.
Q: Can I “convert” a unique treasure using this ability, even if it can’t be
unloaded?
A: Yes. Since the treasure is eliminated rather than unloaded, any abilities
that would prevent a UT from being transferred have no effect.
Q: How many cannons can I create at a time?
A: You may create one cannon per ship per turn.
Q: Is there a limit to the total number of cannons I can create for a single
ship?
A: The only limit to the number of cannons that can be created is the number
of treasure tokens available.
Q: Can I fire the cannon from any point on my ship, or only from a mast?
A: The cannon may be fired from any mast, even if that mast has been
eliminated.
Q: Do I lose my cannon(s) if Charlie is eliminated or cancelled?
A: The cannon becomes a permanent part of the ship and is not considered an
ability, so it remains onboard and functional even if the ability that created
it is cancelled or leaves the ship for any reason.
Q: Can the cannon be copied?
A: No, the cannon is not an ability so it cannot be copied. However, the
ability that created the cannon may be copied and used to create other
cannons.
Q: Can other abilities modify the range or die roll of this cannon? What about
Broadsides Attack?
A: Any abilities that apply to a ship’s standard cannons, including Broadsides
Attack, may be used with a cannon created by this ability.
Windcatcher (keyword)
Q: How, exactly, does the Windcatcher keyword work?
A: If you choose to measure from the stern, the keyword allows the ship to
be picked p and rotated 180° so that its bow is located where its stern began.
You then move the ship normally from the bow’s new location.
Ghost Walker is docked at its home island. There is a
wild island with treasure on it some distance behind the ship, so its
controller decides to give it a move action using the Windcatcher keyword.
She begins by measuring Ghost Walker’s base move from its stern. Before
moving the ship, she picks it up and rotates it 180° so that its bow is
located where its stern had been, and she moves the ship along the path she
measured earlier. Ghost Walker doesn’t go quite far enough to reach the
island, but it is much closer than if it had moved from its bow like a
normal ship.
“You may double the range of this ship’s cannons each turn, but you
must roll a (6) or higher to hit.” (Addition)
Coeur de Lion – Destiny – El Neptuno – El Tejon - Fancy – HMS Meresman – La
Habana – La Serpiente – Le Pique – Sea Duck – Selkie
Q: If I have an ability that gives +1 to cannon rolls, can I use it after
doubling my range?
A: Yes, if you add +1 to your rolls each cannon will hit on a 5 or a 6.
UNIQUE TREASURE ABILITIES
Abandoned Crew
Q: When my ship finds an Abandoned Crew, must it be loaded and how is it used?
A: Abandoned Crew are treated exactly like standard (non-unique) treasure
while face down, and do not have to be loaded. If loaded, they remain facedown
until you use their abilities. While face up, they are treated exactly like
their corresponding generic crew, except they have a point cost of 0 (zero).
Bad Maps
Q: Do you have to obey the island placement rules when moving the island?
A: No, those restrictions apply only during setup.
Q: Must the island and ship be moved together, or can they be moved in
different directions?
A: The island and all ships docked at the island are moved together as a
single unit.
Q: Can the island or the ship be moved into contact with other ships, islands,
or terrain?
A: No.
Castaway
Q: Do I have to use Castaway immediately when found?
A: Yes, if a crew can be legally placed on the ship.
Q: Does the crewmember added by Castaway take up cargo space and does it count
against my ship’s point limit?
A: Yes and yes.
Chariot of the Gods
Q: If I use this UT to put an Explorer or a Shipwright on a sea monster, can
it explore or repair?
A: No, sea monsters cannot explore or repair, even as free actions.
Q: Can I use this UT to assign a crew to a sea monster that has no cargo
space?
A: Yes. A crewmember assigned using this UT ignores all cargo space
requirements.
Cursed Conch
Q: Can Cursed Conch be used on a friendly sea monster if it has already been
given an action this turn?
A: Yes.
Q: If I give an action to an opposing sea monster, can it shoot, ram, or pin
members of its own fleet?
A: During the action you give to an opposing sea monster it is treated as
if it was a member of your own fleet and may shoot or ram ships that are
opposing to you. When the action ends, it once again becomes friendly to
members of its previous owner’s fleet so it does not pin those ships.
Enemy of the State
Q: Does Enemy of the State change the ship’s nationality to Mercenary?
A: The ship only gains the Mercenary keyword. Its original nationality does
not change.
Explosives
Q: If I ram a ship and reveal Explosives but the roll is unsuccessful, what
happens?
A: Explosives is removed from the game when revealed, regardless of the die
roll result.
Fruit
Q: What happens if my ship doesn't have two cargo spaces available?
A: Fruit takes up the cargo space as it becomes available.
Holy Water
Q: How does Holy Water interact with Broadsides Attack?
A: Broadsides Attack cannot be used when targeting a ship that carries Holy
Water.
Homemade Flag
Q: Does this ability change my L-range cannons into
S-range cannons?
A: No, it only changes the range at which they may fire.
Q: How does Homemade Flag interact with abilities that
give a ship L-range or double-range cannons?
A: The range reduction from Homemade Flag is applied after any abilities
that increase range.
Jade
Q: If I do not unload Jade, can it be used again?
A: Yes.
Q: How does it interact with abilities that modify (add or subtract) gold
value?
A: Jade applies before any modifiers that add or subtract to the gold value
of a treasure.
Kharmic Idol
Q: Does Kharmic Idol remove UTs that have been loaded face-down on a ship, or
UTs that are turned face up later in the game?
A: Kharmic Idol only affects UTs that are face-up when it is revealed.
Luddite’s Revenge
Q: Does Luddite’s Revenge modify the die roll or the cannon rank?
A: Luddite’s Revenge modifies the printed rank of a cannon, not the result
of the die roll.
Maps of Hades
Q: Can a ship affected by Maps of Hades shoot (via a captain), ram, or board a
friendly ship?
A: Yes, the opposing player controls the ship as if it was a member of his
or her fleet. Face-up abilities and free actions may be used only if they
apply as part of or as the direct result of the move action that is given to
the ship.
Message in a Bottle
Q: When this unique treasure is found, does the ship get to load treasure from
this island before being moved?
A: All other unique treasures on the island are resolved normally, then the
ship is immediately placed at the new location. Any other cargo on the island
(including crew and any unique treasures that may be loaded face down) must be
left behind.
Missionary
Q: Does Missionary affect crew that cannot be eliminated?
A: Yes, Missionary removes crew from the game whether or not they can be
eliminated.
Natives
Q: Do the turns lost to Natives include my opponent’s turn, or only my own?
A: It applies only to your own turns.
Nemo’s Plans
Q: Does Nemo’s Plans make all other unique treasures permanent?
A: No, it only affects UTs that are removed from the game when used.
Q: How many times can I reuse a UT in a single turn?
A: If the UT applies to, modifies, or is triggered by a particular action
or situation it may be used once, each time that action or situation occurs.
If the UT (such as Dry Powder) provides an action directly to the ship it may
be used only once per turn.
Q: How does Nemo’s Plans interact with Kharmic Idol?
A: Kharmic Idol removes all face-up UTs, including Nemo’s Plans, from the
game.
Neptune’s Figurehead (or Resurrection Codex)
Q: If my ship sinks and returns to my home island, do I get to keep any crew
or treasure that was onboard?
A: No, only the ship returns. The normal sinking rules apply to all other
cargo onboard.
Q: If my ship becomes “wrecked” on a Reef, can I use Neptune’s Figurehead?
A: No, the ship has not sunk.
Neptune’s Trident
Q: Can I use Neptune’s Trident if there are no ships or forts within the
target area?
A: Yes.
Q: Do I measure the “wave” from a mast?
A: You may measure from any point on the outside of your ship.
Q: My ship has only two masts, but there are four ships within in the target
area. Can I damage them all?
A: Yes, Neptune’s Trident affects all ships within the target area
regardless of the number of masts on the firing ship.
Q: Can Neptune’s Trident sink ships?
A: No, it only eliminates masts.
Q: If my ship still has masts remaining after using Neptune’s Trident, can it
shoot?
A: Yes.
Pandora’s Box
Q: If I reveal Pandora’s Box and an opponent gives me a unique treasure that
must remain on the island, what happens?
A: Treat any unique treasures received from Pandora’s Box as if they were
already on the island when it was first explored.
Q: Does the no-duplicates rule apply to treasure received by Pandora’s Box?
A: No, the no-duplicates rule for unique treasure applies only to those
that are placed in the treasure pool during setup.
Pension
Q: If a crew remains in play after being eliminated, do I still get gold for
them?
A: No, the crew must remain eliminated to gain the gold.
Plague
Q: If a ship with crew that cannot be eliminated loads Plague, what happens?
A: Plague has no effect on the crew that cannot be eliminated, but
otherwise still functions normally.
Q: My ship has an ability that states “You own any derelict this ship
explores; both ships become docked at your home island.” Can I use that
ability if my ship or the derelict I explore is carrying Plague?
A: No, that ability cannot be used because it requires that both ships
become docked, which Plague prevents.
Power Cannons
Q: Can Power Cannons be used with an ability that allows a ship to double its
cannon range?
A: Yes. Power Cannons changes the ship’s cannon ranges to 2L,
then the ability may be used to double that range to 4L.
Rats
Q: If Rats reduces the value of a treasure, does it retain that reduced value
if it is transferred (unloaded) to another ship?
A: Yes.
Q: If the ship sinks and the treasure onboard is split between players, does
Rats reduce the value of each by 1?
A: No, the treasure was not unloaded.
Rum
Q: When is the value of Rum determined?
A: Rum’s value is determined when it is loaded onto the ship, after it has
been revealed.
Runes of Death
Q: If Runes of Death cannot be unloaded, how can I transfer it to another
ship?
A: The ability of Runes of Death specifically allows it to be transferred
when this ship touches another ship. It cannot be unloaded or transferred by
any other means.
Q: If one or more of my crew cannot be eliminated, does Runes of Death
eliminate a mast instead?
A: Runes of Death will eliminate as many crew as possible, and then remain
dormant until additional crew can be eliminated or it is transferred to
another ship. It will eliminate masts only when there are no crew remaining on
the ship.
Q: If one or more of my crew cannot be eliminated but my ship is derelict, is
Runes of Death eliminated?
A: No, Runes of Death is eliminated only when there are no masts AND no
crew remaining on the ship.
Runes of Defense
Q: If I move my ship S but it is still within range of the attacking
enemy ship, can it keep shooting?
A: Yes.
Q: Can I use Runes of Defense when terrain or a mysterious island eliminates a
mast? Can I use it to replace a firemast?
A: Runes of Defense may be used any time a mast is eliminated. Firemasts
replace masts instead of eliminating them, so Runes of Defense has no effect.
Q: If my ship takes so much damage at one time that its last mast is
eliminated and it sinks (or becomes wrecked), can I still use Runes of Defense
to repair it and move?
A: No, Runes of Defense has no effect if the ship sinks or becomes wrecked.
Runes of Loki
Runes of Thor
Q: Can I apply this to rolls made by my opponent, to terrain rolls, to
mysterious islands, or to other unique treasures?
A: The abilities of these two Runes may be applied to ANY die roll that is
made during the game regardless of which player rolled it or why it was
rolled, with the exception of a shoot action using the Broadsides Attack
keyword.
Q: My opponent just used Runes of Thor to change a die roll to a 6. Can I use
Runes of Loki to change that to a 1 instead? Which one takes precedence?
A: Yes, you may apply Runes of Loki after Runes of Thor is used, and
vice-versa. Priority is given to whichever Rune is revealed last.
Q: If two or more dice are rolled at the same time, do these Runes change the
entire result or just one die?
A: Only one die can be changed, regardless of the total number that had
been rolled.
Runes of Odin
Q: Can I place the iceberg in contact with a ship to instantly remove it from
the game?
A: No, this iceberg cannot be placed on or in contact with any ship. It
must move (following the standard rules for icebergs) into contact with a ship
in order to remove it from the game.
Q: Once I have placed the iceberg, do I keep the Runes of Odin token on my
ship until that iceberg removes a ship?
A: The token should be placed on the iceberg to indicate which is affected.
Q: If a ship moves (or is moved) and it touches this iceberg, what happens?
A: The ship is removed from the game, per the text of Runes of Odin.
However, if the ship has the Icebreaker keyword and it rams the iceberg, the
iceberg is removed from the game instead.
Q: After this iceberg removes a ship, do I also remove the iceberg?
A: No, only Runes of Odin is removed from the game. The iceberg remains in
play and follows all of the standard rules for icebergs for the remainder of
the game.
Runes of the Serpent
Q: After I dock this ship with the second iceberg, can I give it a shoot or
repair action?
A: No, the ship can only be given a move action on the turn that it docks
with the second iceberg.
Q: If my ship has the Icebreaker keyword, do I remove either of the icebergs
from the game after docking? Can I even use Runes of the Serpent?
A: If your ship has the Icebreaker keyword, you must choose whether you
will ram or dock with the first iceberg. After docking with the second
iceberg, the Icebreaker must move away and come back in order to ram it.
Screw Engine
Q: Does this UT double the length of my ship’s base move or does it give my
ship an extra move action?
A: Screw Engine allows a ship to be given another move action immediately
after completing the first. If the ship becomes incapable of performing the
second move action (because it is pinned, derelict, etc.), that action is lost
and Screw Engine is removed.
Sunken Treasure
Q: If the gold value of Sunken Treasure is reduced to zero, is it removed from
the game?
A: No, it remains on the ship and continues to take up two cargo spaces
until unloaded.
Trade Route
Q: Are unique treasures eligible for trade?
A: No, Trade Route applies only to non-unique treasure.
Triton’s Defense
Q: What happens if I use this treasure when a sea dragon targets my ship with
a swoop attack?
A: The sea dragon takes damage and is moved S before rolling for the
attack. If it is still within range (L+L) of the
original target, the attack is resolved normally. If it is moved out of range,
it may choose a different target that is in range or the action is lost.
Volcano
Q: Are other unique treasures on the island included in the random
elimination?
A: Yes.
Witch’s Brew
Q: Does the fog placed by Witch’s Brew follow the normal rules for fog banks?
A: It follows all standard rules, except the minimum distance placement
requirement.
Q: Can the fog bank be placed in contact with a ship, island or other terrain?
A: No.
Wolves
Q: Is the Wolves UT a valid target for a shoot action?
A: Wolves is a valid target for a shoot action by a Marine or by a ship
that carries a Musketeer (only the cannon provided by the Musketeer may shoot
at Wolves).
Q: Where do I draw the line of fire when attacking Wolves?
A: You may target any part of the island containing Wolves.
EVENTS
Becalmed
Q: Can Becalmed be played on the first turn against ships docked at their home
islands?
A: Yes.
Q: How does Becalmed affect a ship with the oarsman ability or a keyword such
as Galley or Turtle Ship?
A: While affected by Becalmed, a ship with one of those abilities moves as
if it was derelict.
Duel
“Reveal this event at the beginning of one of your turns. Choose one of
your crew and one enemy crew. For each chosen crew, roll a d6 and add the
result to the crew’s point cost. The crew with the lowest result is removed
from the game. In case of a tie, remove both crew from the game. Then
remove Duel from the game.” (Errata)
Q: Can Duel be used with crew that cannot be eliminated?
A: Yes, Duel removes crew from the game whether or not they can be
eliminated.
Q: Can Duel target facedown crew?
A: Yes.
Favor of the Gods
Q: Does Favor of the Gods remove all events (even those that have not yet been
revealed) or only those that are currently in play?
A: Favor of the Gods removes only events that are currently in play. It has
no effect on unrevealed events.
Hidden Cove
Q: Can I choose whether to go to the nearest unexplored island or the nearest
with no treasure, or does my ship automatically go to the closest island that
fits either condition?
A: You may choose between the two options.
Q: Can my ship be given an action after using Hidden Cove?
A: Yes, Hidden Cove applies as a free action.
Q: If my ship is pinned or derelict, can I use Hidden Cove?
A: Yes, because it is neither movement nor a move action.
Q: If my ship carries an explorer crew, can I use it to explore the island
immediately?
A: No, an explorer requires a move action. Hidden Cove only docks the ship.
Q: After my ship uses Hidden Cove, can it be given a standard explore action?
A: No, the rules for exploring an island state that the ship must begin the
turn docked at the island in order to explore it. The ship may explore the
island on its next turn.
Mermaids
Q: Do the turns lost to Mermaids include my opponent’s turn, or only my own?
A: It applies only to your own turns.
Q: If Mermaids targets my ship, can I unload crew to reduce the number of
turns my ship loses?
A: The number of turns lost to Mermaids is determined when it is first
applied. Loading or unloading crew will not change the duration of the effect.
Rolling Fog
Q: What happens if the fog bank touches a ship, an island, or another terrain?
A: The fog bank stops moving immediately if it touches an island or
terrain. If the fog touches a ship, that ship immediately becomes “lost”
following the normal rules for a fog bank.
Q: If my ship is already “lost” inside when the fog bank moves, does it move
with the fog or get left behind?
A: Ships that are “lost” remain inside the fog bank when it moves. A ship
must be given a move action to exit a fog bank.
FORTS
The complete rules for forts can be found in the Pirates
of the Revolution edition of the rulebook. The following
clarifications and errata apply in addition to or in place of those printed
rules, as applicable:
* The nationality of a fort must match the nationality of at least one ship in
your fleet.
* Gold in forts counts toward victory, but not towards any end of game
conditions.
* The following requirements must be met before building a fort:
1) One of your ships must be docked at the island.
2) One of your ships must have explored the island.
3) You must have non-unique treasure with a value equal to or greater than
the gold cost of the fort on your home island.
In a standard game, a Spanish player has 14 gold on
her home island. She decides to build Fortaleza Dorada, so she moves a coin
worth 5 gold from her home island to build the fort, leaving 9 at her home
island. On the next turn, she unloads coins worth 7 more gold at her fort,
which gives her a grand total of 21 gold. That’s more than half of the
starting gold value, which would be enough to end the game if it was all at
her home island, but since she has only 9 there the game continues.
Meanwhile her opponent, a Pirate player, unloads a ship that was overloaded
with treasure to give himself a total of 17 gold on his home island. Since
that is more than half of the starting gold total of 30 and it is at his
home island, the game immediately ends. Both players then add up their total
amounts of gold, including everything on their home islands and in forts,
but not any gold currently onboard their ships or any gold that is still
sitting on wild islands.
The Pirate player has a total of 17 gold but the Spanish player has a total
of 21, so she wins!
Q: I’ve heard that forts are no longer supported by the official rules.
What does this mean? Can they still be used in official games?
A: Forts are considered “unsupported” because they are not included in the
current edition of the rules and are unlikely to be included in any future
sets. However, the existing forts are still legal for use in all standard
games.
Q: How many flags do I place on my fort?
A: You place one flag for each cannon printed on the fort’s baseplate.
Q: Can a fleet made up of only Barbary Corsair, Jade Rebellion, The
Cursed, Mercenary, or Viking ships build a fort?
A: Yes, but since those nationalities have no forts of their own available
they may use forts of any nationality.
Q: If I have an ability that allows me to mark an island within S “explored”,
can I build a fort without looking at or loading any treasure on the island?
A: Exploring an island and marking it “explored” are not the same. You may
build a fort on a “marked” island, but one of your ships must explore it
first.
Q: Can I “make change” when building a fort or intentionally overpay for it?
A: No, you cannot make change and you must use the smallest denomination of
non-unique coins that satisfy the required gold cost of the fort.
Q: Can my fort shoot as soon as I build it?
A: No, a fort is built at the end of your turn. It cannot be given any
actions until your next turn.
Q: Do the walls or flags of a fort block its line of fire when shooting?
A: No, a fort’s own walls or flags do not block its line of fire.
Q: When do I assign a fort’s cannons to its flags? When I
build the fort or when it shoots? Can I assign them all to one flag?
A: You may assign and re-assign a fort’s cannons each and every time it is
given a shoot action. Each printed cannon must shoot from a different flag, so
if there are insufficient flags remaining the excess cannons cannot shoot.
Q: If I build a fort on a mysterious island, can I use the island's abilities?
A: No, a mysterious island’s ability has no effect while a fort is present.
Q: Can I build a fort if the island contains the unique treasure Wolves?
A: Yes, Wolves only prevent you from loading treasure from the island.
Devil’s Maw
“Place your eliminated crew on this fort. They gain the Ghost Ship
keyword.”
Q: Can I place my crew on this fort if they are eliminated by a unique
treasure?
A: Yes.
Q: Can I place my crew on this fort if they are removed from the game?
A: No, Devil’s Maw applies only when crew are eliminated, not removed from the
game.
If I have an ability that allows me to eliminate a crew for an extra action,
can I use the ability of Devil’s Maw to keep that “eliminated” crew in play?
A: No, that ability only functions if the target crew is eliminated and
remains eliminated for the remainder of the game. It has no effect if
crewmembers are returned to play after elimination.
Ramsgate
“This fort has one 2(L)-range cannon. When placing
this fort, indicate this cannon by placing two flags side by side.”
Q: Does the double-flag cannon have a range of 2L, or
is it a rank-2 cannon with a range of L?
A: The cannon has a range of 2L, and uses the
normal printed cannon rank. The shot cannot change direction between
measurement segments.
Q: If that cannon is hit, do I remove both flags or just one?
A: Both flags for the 2L-range cannon are removed
at the same time.
USEFUL LISTS: (Reference)
MOVE ACTION – Order of operations (as applicable):
Notes: Not all steps listed can occur with a single move action. Various
situations, abilities, and other effects will determine which can occur and
which cannot, but the order never changes. Other abilities that apply as part
of a move action but do not affect movement may be used immediately before or
after any movement segment, including the "stern turn".
--Move action is given to a ship—
1) Towing may be initiated (if the ship is touching the bow of a derelict)
2) Pick up and rotate the ship 180° (via Windcatcher
keyword, if movement is measured from the stern)
3) Movement occurs, up to the ship's printed base move (reduced to S if
towing)
4) Apply any bonus movement segments (from a Helmsman, or other abilities that
add to the ship's base move)
5) "Stern turn" (via the Schooner, Galley, or Longship
keywords; considered the final segment of movement)
6) Explore (via Explorer ability or an "explored" marker, if the ship has
docked at a wild island)
7) Towing may be initiated (if the ship is touching the bow of a derelict, and
towing was not initiated in Step 1)
--Move action is completed (resolved)—
8) Shoot (via the Captain ability)
9) Ram (If the ship's bow has touched an enemy ship)
10) Boarding action (If the ship has rammed an enemy ship)
EXPLORE ACTION - Order of operations (as applicable):
1) Dock with island (current turn for free explore, or on a previous turn for
a standard explore)
2) Roll for the mysterious island and apply the effects.
3) Give Explore Action (standard action, or free via Explorer ability or an
“explored” marker)
4) Look at treasure (without showing your opponents)
5) Trade one treasure with another wild island (if allowed by an ability)
6) Reveal UTs (unless an ability allows otherwise)
7) Load all revealed (face-up) UTs onto the ship and resolve their effects
8) Place the ship at its new location if required by a UT
(if the ship is moved away from this island, skip step 9)
9) Load or unload any additional cargo as desired and as cargo space allows
UNIQUE TREASURE TRANSFERS
Note: This list is intended only as a reference guide, and is not errata.
Transfers because of an ability:
Albatross (result of d6 roll) - Chariot of the Gods (placed on nearest Sea
Monster upon reveal) - Jade (optional unload to home island) - Plague
(transfers upon contact with another ship) - Relics (transfers instead of
mast/crew elimination) - Runes of Death (optional transfer upon contact) -
Wine (traded for gold at enemy HI)
Transfers (unloads) automatically when you dock at your home island,
because it has a gold value:
Barbary Corsair Banner - Buried Treasure - Ghostly Encounter - Knights of
Malta Banner - Rum - Sunken Treasure
Removed from the game upon reveal/activation (activates immediately when
found):
Bad Maps - Castaway - Kharmic Idol - Maps of Alexandria - Missionary -
Odin’s Revenge - Pandora's Box – Volcano
Remains on island when found:
Trees (face down, if not used) - Natives (face down) - Wolves (face up)
Non-transferable (specified by ability):
Curse of Davy Jones - Fruit - Nemo's Plans - Rats - Rotting Hull (removed
by repair action) - Wet Gunpowder (removed by repair action)
CARD RARITIES for Ship Types and Forts
Note: This list is intended only as a reference guide, and is not errata.
(Excludes Super-Rare and most Special/Limited Edition items)
1-Mast: Rare
1-Mast-G: Rare
1-Mast-L: Common
1-Mast-T: Rare
2-Mast: Common
2-Mast-BR: Uncommon
2-Mast-C: Special
2-Mast-G: Common
2-Mast-J: Common
2-Mast-L: Rare
2-Mast-S: Common
2-Mast-SB: Rare
2-Mast-SK: Uncommon
3-Mast-A: Common
3-Mast-B: Uncommon
3-Mast-G: Common
3-Mast-I: Rare
3-Mast-J: Common
3-Mast-L: Common
3-Mast-S: Common
3-Mast-SB: Rare
3-Mast-W: Special
4-Mast: Uncommon
4-Mast-G: Rare
4-Mast-GC: Uncommon
4-Mast-S: Uncommon
4-Mast-SD: Special
4-Mast-SS: Rare (DJC, MI, FN),
Uncommon (OE)
5-Mast: Rare
5-Mast-K: Rare
6-Mast-J: Rare
10-Mast-J: Limited Edition
Fort: Common
A = Jib (triangular) forward sail, two-level deck (example: Longshanks)
B = Square rigged, single level deck (example: Asesino de la Nave)
BR = Blockade Runner (example: HMS Prince of Chichester)
C = Catamaran
G = Galley
GC = Giant Crab (Titan)
I = Icebreaker
J = Junk
K = Kraken (Sea Monster)
L = Longship
S = Schooner
SB = Submarine
SD = Sea Dragon
SK = Shark (Sea Monster)
SS = Sea Serpent (Sea Monster)
T = Turtle Ship
W = Windcatcher